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Noticed a Problem with the mode 7 script

Started by id9600, March 01, 2007, 12:34:17 AM

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id9600

When using mode 7, i noticed that no matter what layer you put an object from the tileset on, you will walk on top of it, even if its set for it to be above you (eg. Trees, etc.) while not using mode 7 one a specific map.

I have tried to with both the versions .61 and .6 of the mode 7 script, which, when the script is enabled, causes this problem, which is rectified the second i remove the script.

Any help is appreciated. ;) ???

=begin

Mode07 on the Map!
Includes:
    Mode07 v0.61
    Overworld Sprite Resize
  Written by mewsterus
 
  bugs fixed Blizzard (v0.6 to v0.61):
  - panorama scroll correction
  - tint screen does work on events again
 
Special Thanks:
  Fanha Giang (for a reverse engineered Tilemap class)
--------------------------------------------------------------------------------
Instructions:
--------------------------------------------------------------------------------
To install, just insert this in a descriptive code slot right above Main.
This is different than previous instructions; please read the next paragraph.

If you had a previous install of this script and need an original version of
Spriteset_Map, one can be found at:
http://www.rpg-palace.com/scripts/spriteset_map.txt

To activate Mode07, add [#XX] to the map's name, replacing XX with the
percentage of Mode07 to apply.  Greater numbers will result in a more slanted
world.

To activate overworld sprite resize, add [OV] to the map's name.  This will make
sprites smaller on that map.

For the purposes of location scripts, these identifiers will not appear.


Examples:

"Overworld[#40]" will result in a slant identical to the second screenshot.
"Underworld[OV]" will resize only the player character to a small size, as if
                 seen from high above.
"Atthelevelworld[OV][#12]" will result in the player being resized, and a modest
                           slant of 12%
"JustPlainWorld" will result in the same old map you've always seen.

To add a sky, simply use the panorama with the tileset.  Also, events will not
be drawn flat with the map.  Any vertical objects such as trees should be put
in events and displayed that way.

You can also add a sky by adding a fog.  If you add this, you can make it look
like the first screenshot.

A note on the $strip_size variable; the default value is 8, however there is
extremely minimal, almost nonexistant lag with 16. The screen is extremely
smooth with 4, or even 2. If you're having major problems with lag, you may
need to use 32, but it won't look too pretty.
--------------------------------------------------------------------------------
* Draw_Tilemap v1.72-0.6
Fanha Giang, 02/12/2006 (mm/dd/yyyy)
Edited for Mode07 by mewsterus 08/08/2006 (mm/dd/yyyy)
=end
#===============================================================================
$width = 640    # Screen width        (will not change resolution,
$height = 480   # Screen height        here for compatibility)
$ov_zoom = 0.6  # Overworld zoom multiplier
$strip_size = 32 # Size of each strip of the map.  Higher numbers will lag less.
                #  Recommended that this number be a power of 2.
                #  Do not make higher than 64.
$curve = true   # Whether the map is curled, for overworlds (old method)
$data_map = load_data("Data/MapInfos.rxdata")
#===============================================================================
class RPG::MapInfo
  def name # Definition prevents location scripts from reading anything within
    return @name.gsub(/\[.*\]/) {""} # brackets, including the brackets
  end
  #-----------------------------------------------------------------------------
  def original_name
    return @name
  end
  #-----------------------------------------------------------------------------
  def overworld?
    return @name.scan(/[OV]/).size > 0
  end
  #-----------------------------------------------------------------------------
  def pitch
    @name =~ /\[#[ ]*([00-99]+)\]/i
    return $1
  end
end
#===============================================================================
class Draw_Tilemap # This class controls a set of sprites, with different Z
                   #  values, arranged into horizontal bars
                   
  attr_accessor :tileset
  attr_accessor :map_data
  attr_accessor :priorities
  attr_accessor :autotiles
  attr_accessor :bitmaps
  attr_accessor :pitch
  attr_accessor :ox
  attr_accessor :oy
  attr_accessor :plus_y
  INDEX = # Autotile definitions
  [
  26, 27, 32, 33, 4,  27, 32, 33, 26, 5,  32, 33, 4,  5,  32, 33,
  26, 27, 32, 11, 4,  27, 32, 11, 26, 5,  32, 11, 4,  5,  32, 11,
  26, 27, 10, 33, 4,  27, 10, 33, 26, 5,  10, 33, 4,  5,  10, 33,
  26, 27, 10, 11, 4,  27, 10, 11, 26, 5,  10, 11, 4,  5,  10, 11,
  24, 25, 30, 31, 24, 5,  30, 31, 24, 25, 30, 11, 24, 5,  30, 11,
  14, 15, 20, 21, 14, 15, 20, 11, 14, 15, 10, 21, 14, 15, 10, 11,
  28, 29, 34, 35, 28, 29, 10, 35, 4,  29, 34, 35, 4,  29, 10, 35,
  38, 39, 44, 45, 4,  39, 44, 45, 38, 5,  44, 45, 4,  5,  44, 45,
  24, 29, 30, 35, 14, 15, 44, 45, 12, 13, 18 ,19, 12, 13, 18, 11,
  16, 17, 22, 23, 16, 17, 10, 23, 40, 41, 46, 47, 4,  41, 46, 47,
  36, 37, 42, 43, 36, 5,  42, 43, 12, 17, 18, 23, 12, 13, 42, 43,
  36, 41, 42, 47, 16, 17, 46, 47, 12, 17, 42, 47, 0,  1,  6,  7
  ]
  X = [0, 1, 0, 1] # Used in 16x16 autotile drawing; left, right, left, right
  Y = [0, 0, 1, 1] # Used in 16x16 autotile drawing;   up,    up, down,  down
  #-----------------------------------------------------------------------------
  def initialize(viewport)
  # Get initial data from Game_Map
    @tileset = RPG::Cache.tileset($game_map.tileset_name)
    @map_data = $game_map.data
    @priorities = $game_map.priorities
    @autotiles = []
    for i in 0..6
      @autotiles[i] = RPG::Cache.autotile($game_map.autotile_names[i])
    end
  # Provide blank data in proper object form
    @ox = 0
    @oy = 0
  # Bitmaps used for each priority's drawing.  Priorities 2-5 are combined.
    @bitmaps = [Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size),
                Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size),
                Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size)]
  # Generate blank sprites
    @sprites = [[], [], []]
    for i in 0..2 # For each layer
      for j in 0..$game_map.height * (32 / $strip_size) - 1
      # For each horizontal strip of $strip_size height, make a blank sprite
        @sprites[i].push(Sprite.new(viewport))
        @sprites[i][j].bitmap = Bitmap.new($game_map.width*32, $strip_size*2)
        @sprites[i][j].x = $width / 2
        @sprites[i][j].y = -64
        @sprites[i][j].z = -5 + (i * 10)
      end
    end
    @disposed = false
    draw
  end
  #-----------------------------------------------------------------------------
  def update
  # Retrieve variable values for slant drawing; these values accesible by event
    @pitch = $game_map.pitch.to_f
    @plus_y = $game_map.plus_y
    for i in 0..2 # For each layer
      for j in [0, (($height / 2) - (($height * 60) /
                @pitch) + @oy) / $strip_size].max.to_i..[@sprites[i].size - 1,
                (@oy + $height) / $strip_size].min.to_i
      # For each strip within the visible screen, update OX/Y
        @sprites[i][j].x = $width / 2
        @sprites[i][j].y = j * $strip_size - @oy
        unless @pitch == 0 # Apply X Zoom
          @sprites[i][j].zoom_x = (@sprites[i][j].y - $height / 2) *
                                  (@pitch / ($height * 25)) + 1
          if $curve # Zoom Y values same as X, and compensate
            @sprites[i][j].zoom_y = @sprites[i][j].zoom_x
            @sprites[i][j].y += $strip_size * (1 - @sprites[i][j].zoom_y) *
                                ((1 - @sprites[i][j].zoom_y) /
                                (2 * ((@pitch / 100) /
                                      ($height / ($strip_size * 2)))) + 0.5)
          end
       
        end
        @sprites[i][j].ox = @ox + $width / 2
      # Add plus_y value; used in airship script
        @sprites[i][j].y += @plus_y
      end
    end
  end
  #-----------------------------------------------------------------------------
  def dispose
  # Dispose all sprites
    for i in 0..2
      for j in @sprites[i]
        j.bitmap.dispose
        j.dispose
      end
    end
    for i in @bitmaps
      i.dispose
    end
    @tileset.dispose
    for i in 0..6
      @autotiles[i].dispose
    end
    @disposed = true
  end
  #-----------------------------------------------------------------------------
  def disposed?
    return @disposed
  end
  #-----------------------------------------------------------------------------
  def draw
  # Draw each individual position by XY value
    for x in 0...@map_data.xsize
      for y in 0...@map_data.ysize
        draw_position(x, y)
      end
    end
    for i in 0..2 # For each priority
      for j in 0..@sprites[i].size - 1
      # For each horizontal strip, transfer the bitmap appropriately
        @sprites[i][j].bitmap.blt(0, 0, @bitmaps[i],
            Rect.new(0, j * $strip_size, $game_map.width * 32, $strip_size * 2))
      end
    end
  end
  #-----------------------------------------------------------------------------
  def draw_position(x, y)
    for layer in 0..2
      pos = @map_data[x, y, layer]
      @priorities[pos] = 2 if @priorities[pos] > 2 # Round priorities down to 2
      if pos >= 384 # If it is a tile
      # src_rect = 32x32 Rect on the tileset for source bitmap
        src_rect = Rect.new(((pos-384)%8)*32, ((pos-384)/8)*32, 32, 32)
      # Transfer source bitmap on the tileset to the current map tile
        @bitmaps[@priorities[pos]].blt(x * 32, y * 32, @tileset, src_rect)
      elsif pos >= 48 and pos < 384 # If it is an autotile
        id = pos / 48 - 1 # Which autotile is used (0-6)
      # plus_x is in development for animated autotiles
        plus_x = 0 #((@anim / 4) % (@autotiles[id].width / 96)) * 96
        for corner in 0..3
          h = 4 * (pos % 48) + corner # Used to access INDEX
        # src_rect = 16x16 Rect on the autotile for source bitmap
          src_rect = Rect.new((INDEX[h]%6)*16+plus_x, (INDEX[h]/6)*16, 16, 16)
        # Transfer source bitmap on the autotile to the current 16x16 tile
          @bitmaps[@priorities[pos]].blt(x*32+X[corner]*16, y*32+Y[corner]*16,
                                          @autotiles[id], src_rect)
        end
      end
    end
  end
end
#===============================================================================
class Game_Map
  attr_accessor :pitch
  attr_accessor :plus_y
  #-----------------------------------------------------------------------------
  alias setup_or :setup
  def setup(map_id)
    setup_or(map_id)
    @pitch = $data_map[$game_map.map_id].pitch
    @plus_y = 0
  end
  #-----------------------------------------------------------------------------
  def name
    return $data_map[@map_id].name
  end
end
#===============================================================================
class Sprite_Character < RPG::Sprite
  attr_accessor :character
=begin
  #-----------------------------------------------------------------------------
  def initialize(character = nil)
    super()
    @character = character
    update
  end
=end
  #-----------------------------------------------------------------------------
  alias update_or :update
  def update
    update_or
  # Update pitch value, and update zoom values to match
    @pitch = $data_map[$game_map.map_id].pitch.to_f
    self.zoom_x =
    self.zoom_y = ((@character.screen_y - 16) - ($height / 2)) *
                  (@pitch / ($height * 25)) + 1
  # Set sprite coordinates.  X value is multiplied by zoom value from the center
    self.x = ($width / 2) + ((@character.screen_x - ($width / 2)) * self.zoom_x)
    self.y = @character.screen_y
  # Add Y value for zoom compensation while in curve mode
    if $curve and @pitch != 0
      self.y += (8 * (1 - self.zoom_y) * ((1 - self.zoom_y) /
                (2 * ((@pitch / 100) / ($height / 16.0))) + 0.5))
    end
  # Add plus_y value; used in airship script
    self.y += $game_map.plus_y unless @character.is_a?(Game_Player)
    self.z = @character.screen_z(@ch) - (self.zoom_y < 0.5 ? 1000 : 0)
    if $data_map[$game_map.map_id].overworld? and
       @character.is_a?(Game_Player) # Multiply zoom by Overworld factor if
      self.zoom_x *= $ov_zoom        #  the map is marked with [OV] and event
      self.zoom_y *= $ov_zoom        #  is a Game_Player
    end
  end
end
#===============================================================================
class Spriteset_Map
 
  def initialize
  # Make viewports
    @viewport1 = Viewport.new(0, 0, 640, 480)
    @viewport2 = Viewport.new(0, 0, 640, 480)
    @viewport3 = Viewport.new(0, 0, 640, 480)
    @viewport2.z = 2000
    @viewport3.z = 5000
  # Make tilemap
    @tilemap = Draw_Tilemap.new(@viewport1)
  # Make panorama plane
    @panorama = Plane.new
    @panorama.z = -2000
  # Make fog plane
    @fog = Plane.new
    @fog.z = 3000
  # Make character sprites
    @character_sprites = []
    for i in $game_map.events.keys.sort
      sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
      @character_sprites.push(sprite)
    end
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  # Make weather
    @weather = RPG::Weather.new(@viewport1)
  # Make picture sprites
    @picture_sprites = []
    for i in 1..50
      @picture_sprites.push(Sprite_Picture.new(@viewport2,
                                               $game_screen.pictures[i]))
    end
  # Make timer sprite
    @timer_sprite = Sprite_Timer.new
  # Frame update
    update
  end
  #-----------------------------------------------------------------------------
  def dispose
  # Dispose of tilemap
    @tilemap.dispose
  # Dispose of panorama plane
    @panorama.dispose
  # Dispose of fog plane
    @fog.dispose
  # Dispose of character sprites
    for sprite in @character_sprites
      sprite.dispose
    end
  # Dispose of weather
    @weather.dispose
  # Dispose of picture sprites
    for sprite in @picture_sprites
      sprite.dispose
    end
  # Dispose of timer sprite
    @timer_sprite.dispose
  # Dispose of viewports
    @viewport1.dispose
    @viewport2.dispose
    @viewport3.dispose
  end
 
  # alias old method
  alias upd_mode07_later update
  # redefine original method
  def update
    # execute old method
    upd_mode07_later
    # panorama moves up if player moves down/down if player moves up
    @panorama.oy = 480 - $game_map.display_y / 8
  end
 
end

Falcon

Why the hell ask for help here, ask for help on the creators topic.

id9600

#2
Because, when you search for mode 7, all you find is alot of OTHER TOPICS created by OTHER PEOPLE, asking for help with the same script.

"Mode 07 Help. by (CVE)Baal"
"I have a small question for the mode 7 script (Updated 1st post) by Blizzard"
"Mode 7!!!! by Naphe"
etc, etc.

None of which, are made by the scripts creator.

no need to be like that, if you can direct me to the ORIGINAL topic where the CREATOR posted the script, i'll gladly move it there.

I posted it here BECAUSE I could not find the creators topic. I also am aware that some people on this board are familiar with the mode 7 script, also that other people have edited it to fix problems (hence why i have one that is version .61 as opposed to the v.6 one that is EVERYWHERE).

Falcon


id9600

#4
I am, but i am waiting for mewsterus to validate my account (they make you email him to get your account activated). So I figured, why not try here while I wait, as other people's problems with the script have been "fixed" by members here, namely the MOD "Blizzard", who seems to be pretty familiar with this particular script.

:)

Yes, Blizz is here =D
I guess trying hbgames.org would be good. But if you wait Im sure blizz will see this topic.
Watch out for: HaloOfTheSun

id9600

Thanks Nouman. Yeah, I figured that he'd probably eventually see it.

italianstal1ion

Quote from: id9600 on March 01, 2007, 12:45:01 AM
Because, when you search for mode 7, all you find is alot of OTHER TOPICS created by OTHER PEOPLE, asking for help with the same script.

yes well, I have yet to find a topic that doesnt send you the creator's site since it is exclusive to his site and cannot be posted anywhere else(until now..)

id9600

#8
i grabbed it from this site. thats why in the code it says "bugs fixed Blizzard (v0.6 to v0.61):"

also, in my 3rd post, I said I am waiting for my account to be activated for that site.

also, why is it that this is a big deal, when, as i said, there are many other people asking about this script in these forums? (Mode 7). I'm just unlucky i suppose?

sorry if I "offended" anyone by asking this question here, did not mean to ruffle feathers, just seeking a little help with this. I only posted here because I noticed Blizzard helped others with this same script (after all, he fixed a few glitches yet to be fixed in the "official release). Its not like I didn't look around first.

Anyway, I appreciate the kindness Nouman.

:)

Don't worry. Your post being here is perfectally fine. I think they were just pointing you to better/ quicker ways of getting your question answered. Don't feel bad about this question, its in the right section so its fine in my book.  ;D
Watch out for: HaloOfTheSun

Blizzard

I know about the problem you're talking about. In the instructions itself is mentioned that you shouldn't use trees on the tileset, but use events with the graphic of a tree so it looks good.
And yes, the script doesn't support tiles priority yet. =/ mewsterus hasn't build it in yet.
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id9600

Ah, thank you.

Go ahead and lock the topic.

:)

no no no, lol.

No lock topic. Others may have questions/comments.
just add [RESOLVED]
Watch out for: HaloOfTheSun