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Full Resolution changes #249
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At least in cache checker it shouldn't use |
Well that depends, because on a 640 x 480 screen resolution the title should be 640 x 480, bigger screen bigger resources, this is not expected to work by default old games |
At least in RPG Maker 2k the screen size is fixed and other material size is based on it. |
What do you propose ? if that is not changed bigger resources are not recognized |
Having fixed sizes for each resolution would require a lot of rework , and haven an screen multiplier does not work for wide screen resolutions |
I agree with take_cheeze that the cache-part should be reverted. (Oh and please just add a new commit, don't squash/amend/rebase) |
Done, |
@Lobomon Thanks. 👍 |
@@ -433,7 +433,7 @@ void TilemapLayer::GenerateAutotileD(short ID) { | |||
for (int j = 0; j < 2; j++) | |||
for (int i = 0; i < 2; i++) | |||
for (int k = 0; k < 2; k++) { | |||
quarters_hash <<= 4; | |||
quarters_hash <<= 4;//multiply 16 |
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Is that 4 correct or is it independend from the tilesize?
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Yes that is normal, that code actually manage the quarts of a tile so yes the number is the same on each resolution
Gets my approvement. Because it's a hugher change I will keep it open for discussion in case fdela or others want to say something... Minor issue: You introduced many superfluous braces like ((SCREEN_TARGET_HEIGHT-80)). |
Here's a test project: Walk down and you'll notice that the screen scrolls down too soon. |
Zegeri what is the exact problem ? do you have an screen shot of the issue ? |
I just notice the problem that Zegeri comments, there is a bub on the scroll when the 2x resolution is not active, the time to scroll changes from 1/2 of the screen to 1/4 |
Here's a video of Yume Nikki using your branch's easyrpg-player. |
The last commit fixes that issue |
Some Main Menus are rendered incorrectly (left master branch/right lobomon's branch): Actually, both are inaccurate when compared with the original one (#49). |
Can I get a sample project for the problem that just mention about the center ? |
I warned before but i'll repeat it here: Some games have command events calculations using event's screen locations, depending on how they are managed, widescreen could break some engines. |
I fixed the problems for the center, |
Mariano those games wont ever work at Hi resolution, so we wont support them, and will keep working as long as the resolution be the default. |
I don't really care about that high resolution stuff. I only don't want to see breakage of "native" resolution ;) |
You should care, what is the differences between the easy and the much older released on 2000 RM2k then ? besides the port it does not provide any new feature ... |
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@@ -47,7 +47,7 @@ Scene_Map::Scene_Map(bool from_save) : | |||
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void Scene_Map::Start() { | |||
spriteset.reset(new Spriteset_Map()); | |||
message_window.reset(new Window_Message(0, 240 - 80, 320, 80)); | |||
message_window.reset(new Window_Message(0, SCREEN_TARGET_HEIGHT - 80, SCREEN_TARGET_WIDTH, 80)); |
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This stretches the message window to full screen width. Sure you want this? (instead of centering)
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Well it is the first resolution patch, for now that is ok, on future versions the font and the size must be adjusted.
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ok
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Look, before the changes we just had numbers but not what it actually represent now the calculations are like this,
The total size of the HEIGHT -the size of the window(80)
The 80 value should be dynamic based on the resolution, but of curse that wont be calculated at this iteration.
this will keep all as it was it the resolution patch is not set,
to set it change the defaul resolution to 640 x 480 and the tile size to 32