[RGD] DirectX implementation of RGSS3

invwindy

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@invwindy thank you for the info. If creating a new viewport is enough then this should fix it for the whole game since it resizes graphics before everything else runs.
Code:
module SceneManager
 
  class << SceneManager
 
    alias hfsc_run_old  run
    def run
      Graphics.resize_screen(1024, 768) # your screen resolution goes here
      Graphics.toggle_fullscreen
      hfsc_run_old
    end
 
  end
 
end
I am posting it here so anyone who needs it can use it.
Sorry I am not quite understand of this script. Calling resize_screen once is enough for almost all cases I think.
 

invwindy

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Hello, here is giving this error when I open the client:

I am using Windows 10.


@Archeia, can I use this project with the certainty that it does not violate Enterbrain's license?
You may use RGSS301.dll. Maybe I have accidentally included a wrong dll file in the example.
 

Valentine90

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You may use RGSS301.dll. Maybe I have accidentally included a wrong dll file in the example.
I've tried using RGSS301.dll, but the same error still occurs.

Previously I had a message saying that I needed d3dx9_43.dll, after I downloaded this dll and registered it, this other error reported above started to occur.
 

invwindy

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I've tried using RGSS301.dll, but the same error still occurs.

Previously I had a message saying that I needed d3dx9_43.dll, after I downloaded this dll and registered it, this other error reported above started to occur.
Only a d3dx9_43.dll is not enough. You need to install the latest directx9 runtime (June2010 version). Hope the directx runtime update fixes your bug.
 

TheoAllen

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Finally tried this game.exe, and it did really good job on increasing the fps. It went smooth in most of cases. However I found a kinda graphical glitch that was never happen in original game exe.

See here the original

Using your game.exe


As you notice, the windowskin is 'pixelated' (is it the word though) compared to original game.exe. Granted, the window is already compressed using tinypng. Why would I do that? actually it wasn't me did it. I took the skin from someone's game with permission. And the uncompressed version was lost.

Also, the Yanfly FTB brought to the front of window as opposed to back with their victory aftermath script. I didn't change the code. Granted, I can just rewrite the code of it. But anyway, did you change how z coordinate works for window class and sprite class?
 

invwindy

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invwindy

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Finally tried this game.exe, and it did really good job on increasing the fps. It went smooth in most of cases. However I found a kinda graphical glitch that was never happen in original game exe.

See here the original

Using your game.exe


As you notice, the windowskin is 'pixelated' (is it the word though) compared to original game.exe. Granted, the window is already compressed using tinypng. Why would I do that? actually it wasn't me did it. I took the skin from someone's game with permission. And the uncompressed version was lost.

Also, the Yanfly FTB brought to the front of window as opposed to back with their victory aftermath script. I didn't change the code. Granted, I can just rewrite the code of it. But anyway, did you change how z coordinate works for window class and sprite class?
The difference in windowskin seems to be a mistake in RGD. I'm going to make sure first then fix it in the next update.
Z coordinates in RGD is the same as original RGSS3 I think. You may try to reproduce this bug in a new project with minimal script editing if you have time. This would help me find the problem.
 

Valentine90

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I found some small bugs:
Default:

RGD:

Default:

RGD:

I'm using RTP from RPG Maker.

Thank you for your work. I liked very much.

Why not take advantage of a more current version of Ruby? The 2.3 or 2.0 version, for example? It is faster and has more features than version 1.9.2.
 
Last edited:

Engr. Adiktuzmiko

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This looks interesting, might give it a try when I get the time
 

fux2

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Why not take advantage of a more current version of Ruby? The 2.3 or 2.0 version, for example? It is faster and has more features than version 1.9.2.
Replacing the ruby version means reimplementing the entire RGSS, including Audio, Input, but we don't have enough energy to do that much.
 

invwindy

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I found some small bugs:
Default:

RGD:

Default:

RGD:

I'm using RTP from RPG Maker.

Thank you for your work. I liked very much.

Why not take advantage of a more current version of Ruby? The 2.3 or 2.0 version, for example? It is faster and has more features than version 1.9.2.
Thank you for the bug report.
I just found where the bug is and it will be fixed in next update. The bug is caused by incorrect higher tile prediction. I implemented tilemap referring to RMMV tilemap implementation, where the layer of tile is just determined by its flag in tileset database. While in RMVXA, tiles on B/C/D/E groups (tileID < 0x400) are automatically displayed as higher tiles without the higher flag bit in tileset data.
 

MikePjr

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It does not seem to work with any scaling and rotation mode 7 style scripts either.
When i start to jump onto a airship it just crashes.
Keep in mind, the scenery is supposed to shift from flat to pseudo 3D.
Is there anything specific i should provide?
The script it's self maybe?
 
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LouisCyphre

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Signing in for the first time in years to say how big of a help this has been!

My game runs at a very small resolution natively and then upscales. Other solutions left it a blurry mess at larger window sizes. This makes it perfectly crisp!

 

??????

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We always got told we werent allowed to do anything with the rgssx.dll file. no fair :'(

Cool project though. :)
 

Engr. Adiktuzmiko

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They created a new game.exe without modifying the RGSS dll, thats why it was allowed. (It was discussed on the first page of this thread)
 

??????

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Yea, I read. :)
We redefined Ruby methods in C++, like we do that in Ruby. The methods are defined in runtime.
We used functions from the RGSS dll, some of which are not in the export table. My partner Fux2 found them one by one manually.
We were told loading functions from the dll wasnt allowed. I'm not really complaining, just pointing it out. :p
 

invwindy

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It does not seem to work with any scaling and rotation mode 7 style scripts either.
When i start to jump onto a airship it just crashes.
Keep in mind, the scenery is supposed to shift from flat to pseudo 3D.
Is there anything specific i should provide?
The script it's self maybe?
Please provide the script itself. If the script involves some bitmap memory address operations, it would not work with RGD.
You may use shaders to implement pseudo 3d effects.
 

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