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> Screen Resolution Script, Enable 640 X 480 resolution for VX
CerdaMaster
post Feb 4 2012, 06:20 PM
Post #21



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I hope this is not grave digging, but how could I do that? (Changing stuff to fit the size! D:
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Ndoelicious
post Dec 2 2012, 02:17 AM
Post #22


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Can anyone help how to adjust the battle scene and battle window to fit this script resolution?
Every help is greatly appreciated ^^


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Jens of Zanicuud
post Dec 2 2012, 02:58 AM
Post #23


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The main problem with Battle Scene / Window is that you have not only to move but even to resize the command windows to make it work properly. Are you using the Standard Battle System? In that case, I could give it a look and send you a response.

Jens

EDIT: try this and let me know smile.gif It should work only with the default BS, however...

CODE
#==============================================================================
# ** Jens of Zanicuud - Resolution fix
#    Paste it in materials section
#==============================================================================
class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Constants
  #--------------------------------------------------------------------------
  WLH = 32
end

class Window_Help < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, WLH + 32)
  end
end

class Window_ActorCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(160, [], 1, 4)
    self.active = false
  end
end


class Window_PartyCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    s1 = Vocab::fight
    s2 = Vocab::escape
    super(160, [s1, s2], 1, 4)
    draw_item(0, true)
    draw_item(1, $game_troop.can_escape)
    self.active = false
  end
end

class Window_BattleStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 480, 160)
    refresh
    self.active = false
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : Item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    actor = $game_party.members[index]
    draw_actor_name(actor, 4, rect.y)
    draw_actor_state(actor, 124, rect.y, 48)
    draw_actor_hp(actor, 144, rect.y, 120)
    draw_actor_mp(actor, 360, rect.y, 70)
  end
end

class Window_TargetEnemy < Window_Command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    commands = []
    @enemies = []
    for enemy in $game_troop.members
      next unless enemy.exist?
      commands.push(enemy.name)
      @enemies.push(enemy)
    end
    super(480, commands, 2, 4)
  end
end

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Create Information Display Viewport
  #--------------------------------------------------------------------------
  def create_info_viewport
    @info_viewport = Viewport.new(0, 320, 640, 160)
    @info_viewport.z = 100
    @status_window = Window_BattleStatus.new
    @party_command_window = Window_PartyCommand.new
    @actor_command_window = Window_ActorCommand.new
    @status_window.viewport        = @info_viewport
    @party_command_window.viewport = @info_viewport
    @actor_command_window.viewport = @info_viewport
    @status_window.x = 160
    @actor_command_window.x = 640
    @info_viewport.visible = false
  end
  #--------------------------------------------------------------------------
  # * Update Information Display Viewport
  #--------------------------------------------------------------------------
  def update_info_viewport
    @party_command_window.update
    @actor_command_window.update
    @status_window.update
    if @party_command_window.active and @info_viewport.ox > 0
      @info_viewport.ox -= 16
    elsif @actor_command_window.active and @info_viewport.ox < 160
      @info_viewport.ox += 16
    end
  end
  #--------------------------------------------------------------------------
  # * Start Skill Selection
  #--------------------------------------------------------------------------
  def start_skill_selection
    @help_window = Window_Help.new
    @skill_window = Window_Skill.new(0, 64, 640, 480, @active_battler)
    @skill_window.help_window = @help_window
    @actor_command_window.active = false
  end
  #--------------------------------------------------------------------------
  # * Start Item Selection
  #--------------------------------------------------------------------------
  def start_item_selection
    @help_window = Window_Help.new
    @item_window = Window_Item.new(0, 64, 640, 256)
    @item_window.help_window = @help_window
    @actor_command_window.active = false
  end
end


I hope this can help, in case of any errors / issues, just reply here...

Jens


__________________________
"Thorns are the rose's sweetest essence..."
-Jens of Zanicuud


Games I'm working on:
>

official website: TryAdIne eFfeCt

>

Games I worked on (mainly as a scripter):
>
(Warning: it's a 3rr3's project and it's in Italian!)


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gandy.ajah
post Dec 2 2012, 07:50 AM
Post #24



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can i solve my battle window its not 640 x 480 .. have black border and window in down line.. can you help me pleaseee sad.gif
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Ndoelicious
post Dec 2 2012, 08:13 AM
Post #25


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Posts: 282
Type: Mapper
RM Skill: Intermediate
Rev Points: 50




QUOTE (Jens of Zanicuud @ Dec 2 2012, 03:58 AM) *
The main problem with Battle Scene / Window is that you have not only to move but even to resize the command windows to make it work properly. Are you using the Standard Battle System? In that case, I could give it a look and send you a response.

Jens

EDIT: try this and let me know smile.gif It should work only with the default BS, however...

CODE
#==============================================================================
# ** Jens of Zanicuud - Resolution fix
#    Paste it in materials section
#==============================================================================
class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Constants
  #--------------------------------------------------------------------------
  WLH = 32
end

class Window_Help < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, WLH + 32)
  end
end

class Window_ActorCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(160, [], 1, 4)
    self.active = false
  end
end


class Window_PartyCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    s1 = Vocab::fight
    s2 = Vocab::escape
    super(160, [s1, s2], 1, 4)
    draw_item(0, true)
    draw_item(1, $game_troop.can_escape)
    self.active = false
  end
end

class Window_BattleStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 480, 160)
    refresh
    self.active = false
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : Item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    actor = $game_party.members[index]
    draw_actor_name(actor, 4, rect.y)
    draw_actor_state(actor, 124, rect.y, 48)
    draw_actor_hp(actor, 144, rect.y, 120)
    draw_actor_mp(actor, 360, rect.y, 70)
  end
end

class Window_TargetEnemy < Window_Command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    commands = []
    @enemies = []
    for enemy in $game_troop.members
      next unless enemy.exist?
      commands.push(enemy.name)
      @enemies.push(enemy)
    end
    super(480, commands, 2, 4)
  end
end

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Create Information Display Viewport
  #--------------------------------------------------------------------------
  def create_info_viewport
    @info_viewport = Viewport.new(0, 320, 640, 160)
    @info_viewport.z = 100
    @status_window = Window_BattleStatus.new
    @party_command_window = Window_PartyCommand.new
    @actor_command_window = Window_ActorCommand.new
    @status_window.viewport        = @info_viewport
    @party_command_window.viewport = @info_viewport
    @actor_command_window.viewport = @info_viewport
    @status_window.x = 160
    @actor_command_window.x = 640
    @info_viewport.visible = false
  end
  #--------------------------------------------------------------------------
  # * Update Information Display Viewport
  #--------------------------------------------------------------------------
  def update_info_viewport
    @party_command_window.update
    @actor_command_window.update
    @status_window.update
    if @party_command_window.active and @info_viewport.ox > 0
      @info_viewport.ox -= 16
    elsif @actor_command_window.active and @info_viewport.ox < 160
      @info_viewport.ox += 16
    end
  end
  #--------------------------------------------------------------------------
  # * Start Skill Selection
  #--------------------------------------------------------------------------
  def start_skill_selection
    @help_window = Window_Help.new
    @skill_window = Window_Skill.new(0, 64, 640, 480, @active_battler)
    @skill_window.help_window = @help_window
    @actor_command_window.active = false
  end
  #--------------------------------------------------------------------------
  # * Start Item Selection
  #--------------------------------------------------------------------------
  def start_item_selection
    @help_window = Window_Help.new
    @item_window = Window_Item.new(0, 64, 640, 256)
    @item_window.help_window = @help_window
    @actor_command_window.active = false
  end
end


I hope this can help, in case of any errors / issues, just reply here...

Jens


That sounds...tough
I've spent 2 hours editing the script from window command, but it doesn't work, I'm a scripter failure lol

I'm currently using the Tanketai SBS battle system, so it's not going to be as easy as that one, right?
Thanks for your help, Jens, I greatly appreciate it~ You're da man! ^^


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Jens of Zanicuud
post Dec 2 2012, 09:34 AM
Post #26


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Rev Points: 120




Try replacing every 544 with 640, every 416 with 480, every 128 with 160, and every 272 with 320 when it comes to windows. This should be the correct aspect ratio. Try and let me know smile.gif
In practice, what you have to do is to "enlarge" windows:

from this:
CODE
super(0, 0, 416, 128)


to this:
CODE
super(0, 0, 480, 160)


for example.

The one way to succeed is keeping on trying. Copy the default script under Main and begin elaborating the old one.
If you make some big mistake, you're always in time to replace it with the backup copy you've made.

QUOTE
can i solve my battle window its not 640 x 480 .. have black border and window in down line.. can you help me pleaseee


I haven't actually got your point... can you try explaining it better? Black borders are... obvious if you don't move windows or resize the battle background. If you are using the default BS, the script I posted should solve the problem... well, to be honest, it should solve it partly, since the battle background is still cut. To fix it, add this in a blank below Materials.

CODE
  
class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Create Viewport
  #--------------------------------------------------------------------------
  def create_viewports
    @viewport1 = Viewport.new(0, 0, 640, 480)
    @viewport2 = Viewport.new(0, 0, 640, 480)
    @viewport3 = Viewport.new(0, 0, 640, 480)
    @viewport2.z = 50
    @viewport3.z = 100
  end
end


Sorry, I totally forgot that sad.gif

Jens


__________________________
"Thorns are the rose's sweetest essence..."
-Jens of Zanicuud


Games I'm working on:
>

official website: TryAdIne eFfeCt

>

Games I worked on (mainly as a scripter):
>
(Warning: it's a 3rr3's project and it's in Italian!)


Awards

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+Quote Post
   
Ndoelicious
post Dec 2 2012, 10:05 AM
Post #27


Level 15
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Group: Revolutionary
Posts: 282
Type: Mapper
RM Skill: Intermediate
Rev Points: 50




I tried, and fixed it like what you said. Now the only problems exist on Tanketai SBS...damn.. I'll do what I can for today, I'll ask further if I'm stuck. Thanks, Jenny biggrin.gif?
Oh, when it comes to battle screen, which script title I need to change? Is is the Scene_Battle

This post has been edited by Ndoelicious: Dec 2 2012, 10:08 AM


__________________________
One idiot is actually talk more than three geniuses combined!
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gandy.ajah
post Dec 2 2012, 07:58 PM
Post #28



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Posts: 3
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QUOTE (Jens of Zanicuud @ Dec 3 2012, 12:34 AM) *
Try replacing every 544 with 640, every 416 with 480, every 128 with 160, and every 272 with 320 when it comes to windows. This should be the correct aspect ratio. Try and let me know smile.gif
In practice, what you have to do is to "enlarge" windows:

from this:
CODE
super(0, 0, 416, 128)


to this:
CODE
super(0, 0, 480, 160)


for example.

The one way to succeed is keeping on trying. Copy the default script under Main and begin elaborating the old one.
If you make some big mistake, you're always in time to replace it with the backup copy you've made.

QUOTE
can i solve my battle window its not 640 x 480 .. have black border and window in down line.. can you help me pleaseee


I haven't actually got your point... can you try explaining it better? Black borders are... obvious if you don't move windows or resize the battle background. If you are using the default BS, the script I posted should solve the problem... well, to be honest, it should solve it partly, since the battle background is still cut. To fix it, add this in a blank below Materials.

CODE
  
class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Create Viewport
  #--------------------------------------------------------------------------
  def create_viewports
    @viewport1 = Viewport.new(0, 0, 640, 480)
    @viewport2 = Viewport.new(0, 0, 640, 480)
    @viewport3 = Viewport.new(0, 0, 640, 480)
    @viewport2.z = 50
    @viewport3.z = 100
  end
end


Sorry, I totally forgot that sad.gif

Jens



i used â–  Sideview Battle System General Settings [3.4e] ATB
where the location i can edit the window battle?? or Scenes? give me a specifik

This post has been edited by gandy.ajah: Dec 2 2012, 08:01 PM
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Ndoelicious
post Dec 2 2012, 10:37 PM
Post #29


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Group: Revolutionary
Posts: 282
Type: Mapper
RM Skill: Intermediate
Rev Points: 50




This is not the thread you can use to ask.
Go to that thread instead than using this one to ask. The mod here will remind you about that ^^


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