Over the years, People have wanted to build their RMXP games in resolutions other than the default 640x480. At first, it was impossible, then, with the help of a dll he wrote himself, Selwyn created a script that allowed you to change the resolution. It was then discovered, that the hidden classes severely limited the playability of a resized RMXP. Rewrites of these hidden scripts began to crop up. Eventually, it was made possible to play a RMXP game at different resolutions, but Transitions would not work properly, unless you used a smaller resolution. Also, most people would have to hunt for the individual script rewrites and piece them all together. Not to mention there was still a couple of bugs left in the original Resolution script. Not to mention the fact, that if not done properly, when a player pressed Alt+Enter, the game would switch into fullscreen/windowed mode and be back at the 640x480 resolution.
This was my quest for the last 4 years: Build a system that allows for resolutions both less than and greater than 640x480 that works completely as the original, if not better. Well, a few weeks ago, my computer went to the crapper, and all my work on all my rmxp projects was gone. I had to start all over again. I scoured the web and hbgames.org (formerly rmxp.org) for my original scripts. I found a few new methods that didn't exist before, and one or two that got lost or buried. I pieced this all together and I finally realized my goal. Here it is, my Multiple Resolution Kit. It is too good to keep to myself. So I have decided to share it with all of you. Just one thing to note: When I had put a system together before, higher resolutions would lag and the fps would drop from 40 to 20. However, for some reason, now, my fps seems to stay between 30 - 40. I thought it was because I have a better computer now (from pentium4 512mb winxp to pentium dual core 2 1gb ram windows 7) but when I tried it on my son's computer, I got the same results. just a tad bit of lag during transitions.
Let me know how it works for you.
Support for Resolutions both less than and greater than 640x480
Disabling of the built-in Alt-Enter to Fullscreen function.
Maps fill the screen at higher resolutions
Fogs and panoramas fill the screen at higher resolutions
Transitions fill the screen at higher resolutions
The default transitions, both the fade and transition graphics, work at all resolutions.
2.0 and 2.0-SDK and above support dynamically changing the resolution during the game!
maybe more, just can't remember
Requires Aleworks Input and Keys Module (included)
Required Scripts: SDK 2.4 (SDK versions) 1.9 and 2.0 Require Aleworks Input Module and Keys Module 1.10 and 2.1 Require Glitchfinder's Key Input Module
Due to the number of script versions and the fact that this page keeps hanging whenever I try to include them, the scripts will have to be extracted from the demos. I apologize for any inconvenience this may cause.
Place my script below the SDK (if required) and Aleworks Input modules or Glitchfinder's Key Input module. Change the following variables to set the desired default Resolution:
Version 1.9 and 1.9-SDK: in Game_Window: WIDTH and HEIGHT
Version 2.0 and 2.0-SDK: in Game_Settings: @resolution (note, this can be and is overwritten when a player changes the resolution in Scene_Settings)
Q: Does it have to depend on the SDK? Can't you make it non-SDK? A: I prefer using the SDK and adapt all scripts I use for it, however, I feel nice, and so I have made a non SDK version as well. Especially seeing how much the SDK has fallen out of favor lately.
Q: Now go for a VX version A: Unfortunately, I don't know how to bypass VX's habit of scaling the graphics to the new resolution, not to mention I haven't bought it, won't buy it, and don't want to pirate it, and my trial has expired.... VX users can suffer with the built in multi resolution functions it already has. lol
Q: Which script should I call in order to change the resolution in game? A: using version 2.0 or 2.0-sdk you call
to change the resolution in game. Just replace width and height with your desired width and height in pixels.
Q: My menu didn't get resized! A: Actually, it is resized. Every scene has been resized. The only thing that really needs to be done is for the windows/graphics used in the scene to either be resized and/or rearranged to fit the new resolution(s). As such, I recommend using custom menus.
Should be compatible with most scripts that don't change the resolution or overwrite the methods overwritten in this kit. For the non-SDK versions, anything that overwrites the update methods in any Scene class needs to be placed above this.
Most scenes are not rewritten for multiple resolutions. Message Windows are off screen at the lowest resolution provided. Can't seem to change the y of message windows, at any resolution... Scene_Settings doesn't display well in lowest resolution.
Most of these can be fixed with custom scripts. As a special service and part of my support for this kit, If you would like a specific scene adapted to the new resolution, I will create a patch for you. These patches will be made only by request. I do have other projects to work on as well. The information I need from you is: the script of the scene you want adapted, which version of my kit you are using, and possibly the desired resolution(s).
Update: Aleworks Input dll (and possibly Glitchfinder's transition.dll) requires a C++ library. If you receive and error related to a missing dll: MSVCR100.dll, you must download and install the Microsoft Visual C++ 2010 Redistributable Package, the download is just 4.8MB in size and can be found here.
Credits and Thanks
The following people need credit if you use this script:
vgvgf - Aleworks Input (if used)
Selwyn - Plane rewrite, and display.dll
Cremno - NoF1, NoF12, and No Alt-Enter dll
Glitchfinder - Transition.dll and Key Input Module (if used instead of Aleworks)
HBGames.org - screenshot.dll (I don't know the original person who wrote it, but I got it from here.)
poccil - Tilemap rewrite
SDK team - SDK and last but not least:
Draycos Goldaryn - the whole Kit and Kaboodle
I would like to thank the following people, without whom this script would not be possible: Cremno Selwyn Glitchfinder Me (I tried to use his tilemap, but decided against it) vgvgf poccil (I originally used his tilemap and switched back to it) Trebor777
Wow, it took three years to get this script perfect except for transitions, then my computer wiped it all out and in about two weeks i had the script redone, and better than before. Sometimes it pays to go "Back to the drawing board."
Post any requests here. As a special service and part of my support for this kit, If you would like a specific scene adapted to the new resolution, I will create a patch for you. These patches will be made only by request. I do have other projects to work on as well. The information I need from you is: the script of the scene you want adapted, which version of my kit you are using, and possibly the desired resolution(s).
Also, as stated, I did not notice any drop in frame-rate on my computer, but let me know what you experience. If you try this out, let me know what fps you experience as well as your os and basic computer specs, Thank you.
Terms and Conditions
free to use in any project, even commercial. If used, please give me a link to the game as I want to see it implemented. if it is a commercial game, I want a free copy :haha:. Also make sure I (and everyone listed above) get proper credit.