Max Resolution Breaker

Lantier

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This is interesting.

Go to Scene_Base

def post_start #perform_transition Input.updateendAnd see what happens...Following from that, undo the change, then check this

def terminate #Graphics.freeze dispose_all_windows dispose_main_viewportendAnd see what happens...
As I expected. The other half of the screen is just "forced" to updated or "transfer".

The transition effect itself is apparently hardcoded too in a fixed size
 
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Jet

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I'm glad you 2 came to the same conclusion as me, now I know I'm not just jumping around here.

I'm testing to see if this script, in combination with Esrever's original DLL fixes the issue, which would mean that there is indeed an additional few addresses that would require editing to fix it natively, or if it would require a custom rewrite for those 2 methods.

Edit: Using the original edited DLL causes a crash, so that's a no-go. What do you 2 think about how to procede?
 
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Tsukihime

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I like Jet's suggestion of writing your own transitions.


I just tried out my window animation designer


http://forums.rpgmakerweb.com/index.php?/topic/18415-window-animation-designer/


Using the fade-in, fade-out sample I provided


https://www.dropbox.com/sh/sz6mpw5n2d6zxi2/KefE-kg718/Samples/Animation_Window_Test3.txt


You can simulate the fade-in fade-out effects.


However there are likely many issues with transitions and graphics freezing not working, like going to the battle scene, map transferring, etc just by doing a quick search at all the instances of Graphics.freeze and Graphics.transition


But I mean...writing our own transition function is probably a good short-term solution.


Fortunately the "fade out" and "fade in" event commands work properly because they operate on the Game_Screen level, so we can use that to replace the map transfer fading functions.


The window animation designer is also over-kill if you just want to simulate the original opacity fading transitions.
 
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Shaz

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Lantier, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
 

Lantier

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Sorry for the double posting, Shaz.

It was a long time ago when I was used to forums, and I was sure I clicked on "edit" and not on a new post. I'll be careful from now on.

I'm testing the battle scenes now.

Here the only "black borders" I'm experiencing is because the "low resolution" graphics. The windows and scenes are ok, It's about adjust all the game positioning to be compatible to the new screen size.

Sure the transitions are weird, but some workaround is possible easily. It isn't completely unusable, just need a little headache.
 
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Tsukihime

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Maybe Degica can update the DLL to unlock screen resizing at some point lol I mean they did release the recent patched version so that would suggest they have permission to modify the program.
 

Lantier

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Maybe Degica can update the DLL to unlock screen resizing at some point lol I mean they did release the recent patched version so that would suggest they have permission to modify the program.
After all this time and all the repercussion about the resolution limit, im my opinion it is unlikely.

Maybe Enterbrain who doesn't want the whole thing or after two 'Service Packs' at least a hint we should have
 
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djDarkX

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I placed it on the below all scripts and it seems to work and even overrides Yanfly's Screen Resolution, which I intended.  Did 1024x768 and it worked, with some glitches after selecting "New Game".  Trying to go fullscreen lead to my entire PC crashing...LOL!
 

Jet

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For now, this patch will emulate fairly accurately the freeze/transition/fades for graphics, though does not implement the vague argument for transition at the moment.

http://pastebin.com/raw.php?i=m33N5Muh

If you guys can better it, please let me know.
 

hyde9318

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I know nothing about scripting, or at least not as much as most of the people posting here, but I just wanted to point out that I rarely see people come together and work like this. It is impressive watching you guys all come together to figure this out. 
 

kerbonklin

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I'm so mad that I came upon this thread......

IT REMINDS ME OF ASSEMBLY LANGUAGE! I hated my Assembly Programming college course....Q_Q

..............

Although I still passed it with an A. =)

If I ever explore the positives of doing 640x480+ and resolutions (because I have little knowledge of how it affects RM), maybe i'll check out tsuki's modification of it. If someone ever wants to explain ^^^ to me, feel free to PM me please. xD
 

Tsukihime

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For now, this patch will emulate fairly accurately the freeze/transition/fades for graphics, though does not implement the vague argument for transition at the moment.


http://pastebin.com/raw.php?i=m33N5Muh


If you guys can better it, please let me know.
Map transition works properly, menu call animation not sure but at least it doesn't look weird.


For other graphics issues related to having a larger screen size...


Battle transition can be resolved by simply changing the size of the transition image to match the screen size.


Battle backs can be resolved by just resizing them appropriately. I wouldn't use stretch_blt or anything.


For enemy sprite positions (consistency with troop editor), this script deals with it


http://himeworks.wordpress.com/2013/02/19/battle-sprite-auto-position/
 
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Terv

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Just to shed some light on the author of the script linked to on the first page: the OP of it was a guest with the name "spurdo spärde :----DDDDD". I've hidden his original post because it was, as noted, mildly ******ed (e.g. "wt.last + ht.last == 0 || fail('lol ur so stupid :----DDDD')". I think I can guess who the real author is but he didn't respond to my question.


Furthermore I don't think he watches the tracker anymore.
 
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Jet

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Map transition works properly, menu call animation not sure but at least it doesn't look weird.

For other graphics issues related to having a larger screen size...

Battle transition can be resolved by simply changing the size of the transition image to match the screen size.

Battle backs can be resolved by just resizing them appropriately. I wouldn't use stretch_blt or anything.

For enemy sprite positions (consistency with troop editor), this script deals with it

http://himeworks.wordpress.com/2013/02/19/battle-sprite-auto-position/
I'm not really sure why the menu transition is so odd, when all of the others seem to be fine.

Just to shed some light on the author of the script linked to on the first page: the OP of it was a guest with the name "spurdo spärde :----DDDDD". I've hidden his original post because it was, as noted, mildly ******ed (e.g. "wt.last + ht.last == 0 || fail('lol ur so stupid :----DDDD')". I think I can guess who the real author is but he didn't respond to my question.

Furthermore I don't think he watches the tracker anymore.
Any information you can get would be swell, it's never a good thing to have uncredited code floating around.
 

Celianna

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I've moved this thread to script support. Please be sure to post your threads in the correct forum next time. Thank you.
 

Tsukihime

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Should probably rename this topic to something more obvious.
 

Napoleon

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But great topic. Will be my favorite #1 addon once it's more compatible with stuff. Just sucks that we don't know who the original author is.
 

orochii

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I've been testing it a little. It certainly works. Bad thing though, is that it starts to lag after certain limit, on some PCs at least. In the PC I use most of the time at least, 800x600 works at 60fps, but with 1024x768 starts to fall into a 40-50fps range. On the one I'm using right now, well, I tried 1280x724, because I have a widescreen here that's not taller than 768, so I was unable to see the title bar. But anyways, that 1280x724 gave me almost perfect scores here (59-60).

TAKE INTO CONSIDERATION: these tests were made using vanilla scripts, with empty maps.

I say this because the RPG Maker is optimized to work in this 640x480 max resolution, so I hope people, even if have all this new ground available, don't start getting wild. Also, of course, for HD resolutions, take into consideration the addition of an option to use HD or not. Best if you have the option to change it outside of the game. Because if not, if the player messes up, well, goodbye world.

But yeah, I like this kind of things that let you transgress the boundaries, good work anonymous person, Tsukihime and Jet,

Orochii Zouveleki
 
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Tsukihime

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Turns out the parallax map doesn't show up. If I take out the resize screen modifications, it shows up.


It might even be breaking the whole Plane class...
 
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