[VX Ace] More detailed documentation for hidden classes?

Kricketot

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For the past few weeks I've been trying to make a game using a specific color palette and screen resolution to closely mimic the Game Boy as much as possible. I've been able to modify a lot of the way the game handles graphics as to remove any instance of opacity changes, but it seems that the bitmap.dispose method has a set-in-stone fade effect to it?

I tried to find documentation on hidden classes, but the one site I found that apparently hosts this information is no longer available or archived to the extent I need it to be. Sure, the in-editor help document is super useful, but that doesn't help me with understanding how dispose works. I wouldn't want this to just end at learning about dispose, either. I'd like to know if it's possible to learn how to overwrite/alias methods in the hidden classes. I've seen plenty of scripts do it, but I have zero idea where they get the knowledge of how the methods are structured. If anyone can lead me in the right direction, I'd greatly, greatly appreciate it. Thanks in advance.
 

TheoAllen

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but it seems that the bitmap.dispose method has a set-in-stone fade effect to it?
what? the dispose function never has a fade effect on it. Not to mention you're talking about bitmap, which is just a texture meant to be assigned in Sprite. Unless you're talking about Sprite. But then again, sprite.dispose also does not have a fade effect.

Can you explain what you mean by 'fade effect'? it looks like I'm missing something.
 

Kricketot

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what? the dispose function never has a fade effect on it. Not to mention you're talking about bitmap, which is just a texture meant to be assigned in Sprite. Unless you're talking about Sprite. But then again, sprite.dispose also does not have a fade effect.

Can you explain what you mean by 'fade effect'? it looks like I'm missing something.
When you exit the command menu.
 

TheoAllen

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When you exit the command menu.
That has nothing to do with the dispose function.
It is how the scene in VXA is structured.

Look at the Scene_Base.
The scene goes like

-- Start
-- Post Start
-- Update (this is the game loop, until the scene changes)
-- pre_terminate
-- terminate

During the termination process, the game freezes the screen (using Graphics.freeze). Nothing is changed when the screen is frozen. While frozen, the game disposes of the sprites and windows, preparing for the next scene (from the menu to the map). Then it goes back from the beginning. Start -- Post Start -- Update. At the post-start function, there is perform a transition. This is where the "fade effect" takes effect. After the graphic was frozen. it gradually changes to the new scene.

You can see how I abuse this system to make a neat effect.
The dispose function would just make the sprite disappear if you don't make a transition effect.

But to answer the original question. No, I don't know any. RGSS3 is a closed source. But most of the time, I don't need to know the internals of it.
 

Andar

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you won't find any information of the original functions inside the Ace library, because that is closed source and cannot be gained by legal means (only illegal reverse-engineering).

However there is a project that replaces those functions by public ones to make Ace compatible to DirectX. That might be a better way for you to continue.

Unfortunately I have no links, you'll have to search for that yourself. And I don't know how complete it is either.
 

Kricketot

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Thank you both for the information.
 

gstv87

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how dispose works
the asset is flagged for garbage collection, and removed from memory.
there's no fading of any kind tied to it... fading implies update, and update is called in a loop, and dispose is only called once.
 

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