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Help on a script I found!

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**
Rep: +0/-0Level 88
.:. RMXP User .:.
Hey, I just found this script that fixs the resolution so you can view it on a bigger screen size but I can seem to get the resolutions any bigger. HELP! lol

LINK
http://www.dubealex.com/asylum/index.php?showtopic=3985

And here is the Script just incase you want it, but not the link.
Quote
#================================
#   ? Resolution Fix
# ?By: Near Fantastica
#   Date: 16.09.05
#   Version: 1
#
#   NOTE :: Add the following in the Main after begin
#   Resolution.Maximize
#
#================================

class Resolution
 #--------------------------------------------------------------------------
 # ? define constant
 #--------------------------------------------------------------------------
 GAME_INI_FILE = ".\\Game.ini"         # define "Game.ini" file
 HWND_TOPMOST = 0                      # window always active
 HWND_TOP = -1                         # window active when used only
 SWP_NOMOVE   = 0                      # window pos and sizes can be changed
 SW_MAXIMIZE = 3
 #--------------------------------------------------------------------------
 # ? Win32API.GetPrivateProfileString // check your game title in Game.ini
 #--------------------------------------------------------------------------
 def Resolution.GetPrivateProfileString(section, key)
   val = "\0"*256
   gps = Win32API.new('kernel32', 'GetPrivateProfileString',%w(p p p p l p), 'l')
   gps.call(section, key, "", val, 256, GAME_INI_FILE)
   val.delete!("\0")
   return val
 end
 #--------------------------------------------------------------------------
 # ? Win32API.client_size // check the window width and height
 #--------------------------------------------------------------------------
 def Resolution.client_size
   title =  Resolution.GetPrivateProfileString("Game", "Title")
   findwindow = Win32API.new('user32', 'FindWindow', %w(p p), 'l')
   hwnd = findwindow.call("RGSS Player", title)
   rect = [0, 0, 0, 0].pack('l4')
   Win32API.new('user32', 'GetClientRect', %w(l p), 'i').call(hwnd, rect)
   width, height = rect.unpack('l4')[2..3]
   return width, height
 end
 #--------------------------------------------------------------------------
 # ? Win32API.Maximize // Maximize Window
 #--------------------------------------------------------------------------
 def Resolution.Maximize
   # Setup
   findwindow = Win32API.new('user32', 'FindWindow', %w(p p), 'l')
   max = Win32API.new('user32', 'ShowWindow', 'LL', 'L')
   title =  Resolution.GetPrivateProfileString("Game", "Title")
   hwnd = findwindow.call("RGSS Player", title)
   max.call(hwnd, SW_MAXIMIZE)
 end
end

#======================================
# ? Game_Map
#======================================

class Game_Map
 #--------------------------------------------------------------------------
 def scroll_down(distance)
   width, height = Resolution.client_size
   height /= 32
   @display_y = [@display_y + distance, (self.height - height) * 128].min
 end
 #--------------------------------------------------------------------------
 def scroll_right(distance)
   width, height = Resolution.client_size
   width /= 32
   @display_x = [@display_x + distance, (self.width - width) * 128].min
 end
end

class Game_Player
 #--------------------------------------------------------------------------
 def center(x, y)
   width, height = Resolution.client_size
   width /= 32
   height /= 32
   max_x = ($game_map.width - width) * 128
   max_y = ($game_map.height - height) * 128
   $game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
   $game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max
 end
end

#======================================
# ? Tilemap
#======================================

class Tilemap
 #--------------------------------------------------------------------------
 attr_accessor :tileset
 attr_accessor :tileset
 attr_accessor :autotiles
 attr_accessor :map_data
 attr_accessor :flash_data
 attr_accessor :priorities
 attr_accessor :visible
 attr_accessor :ox
 attr_accessor :oy
 #--------------------------------------------------------------------------
 def initialize(viewport)
   @map = []
   width, height = $game_map.width * 32, $game_map.height * 32
   for p in 0..2
     @map[p] = Sprite.new(viewport)
     @map[p].bitmap = Bitmap.new(width, height )
   end
   @map[0].z = 0
   @map[1].z = 150
   @map[2].z = 300
   @tileset_tile_width = 32
   @tileset_tile_height = 32
   @tileset = nil
   @autotiles = []
   @autotiles2 = []
   @map_data = nil
   @data = nil
   @flash_data = nil
   @priorities = nil
   @visible = true
   @ox = 0
   @oy = 0
 end
 #--------------------------------------------------------------------------
 def update
   for p in 0..2
     @map[p].ox = @ox
     @map[p].oy = @oy
   end
   if @data != @map_data
     refresh
   end
 end
 #--------------------------------------------------------------------------
 def refresh
   @data = @map_data
   generate_autotiles2
   for p in 0..5
     for z in 0...@map_data.zsize
       for x in 0...@map_data.xsize
         for y in 0...@map_data.ysize
           id = @map_data[x,y,z]
           next if @priorities[id] != p
           refresh_autotiles(x,y,p,id) if id < 384
           refresh_tileset(x,y,p,id) if id >= 384
         end
       end
     end
   end
 end
 #--------------------------------------------------------------------------
 def refresh_autotiles(x,y,p,id)
   p = 2 if p > 2
   if id >= 48 and id <= 95
     sy = id - 48
     sy /= 8
     sx = id - 48
     sx = sx - (8 * sy)
     src_rect = Rect.new(sx*32, sy*32, 32, 32)
     @map[p].bitmap.blt(x*32, y*32, @autotiles2[0], src_rect)
   end
 end
 #--------------------------------------------------------------------------
 def refresh_tileset(x,y,p,id)
   p = 2 if p > 2
   sy = id - 384
   sy /= 8
   sx = id - 384
   sx = sx - (8 * sy)
   src_rect = Rect.new(sx*32, sy*32, 32, 32)
   @map[p].bitmap.blt(x*32, y*32, @tileset, src_rect)
 end
 #--------------------------------------------------------------------------
 def dispose
   for p in 0..2
     @map[p].bitmap.dispose
   end
 end
 #======================================
 #   ? Generates Autotiles
 #   By: Fuso
 #   Generates the tiles used by the game (can be seen in the editor by
 #   doubleclicking an autotile field), from the images given as
 #   resources.
 #======================================
 def generate_autotiles2(ats = @autotiles, frame_id = 0)
   h = 32
   w = 32
   for at in 0..6
     @autotiles2[at] = Bitmap.new(@tileset_tile_width * 8, @tileset_tile_height * 6) if @autotiles2[at].nil?
     break if at >= @autotiles.size
     # Generate the 16 tiles containing water and a number of corners.
     # Each bit in i will represent whether or not a certain corner will be filled in.
     for i in 0...16
       @autotiles2[at].blt(i % 8 * w,             i / 8 * h,            ats[at], Rect.new(frame_id * 3 * w + w,           2 * h, w,      h)) if i < 15
       @autotiles2[at].blt(i % 8 * w,             i / 8 * h,            ats[at], Rect.new(frame_id * 3 * w + 2 * w,      0,      w / 2, h / 2)) if i & 0x1 == 0x1
       @autotiles2[at].blt(i % 8 * w + w / 2, i / 8 * h,            ats[at], Rect.new(frame_id * 3 * w + 5 * w / 2, 0,      w / 2, h / 2)) if i & 0x2 == 0x2
       @autotiles2[at].blt(i % 8 * w + w / 2, i / 8 * h + h / 2, ats[at], Rect.new(frame_id * 3 * w + 5 * w / 2, h / 2, w / 2, h / 2)) if i & 0x4 == 0x4
       @autotiles2[at].blt(i % 8 * w,             i / 8 * h + h / 2, ats[at], Rect.new(frame_id * 3 * w + 2 * w,      h / 2, w / 2, h / 2)) if i & 0x8 == 0x8
     end
     # Generate the 16 tiles containing a certain whole strip + up to 2 corners.
     # The two most signifant bits will hold the direction of the strip and the other
     # two bits whether or not the remaining 2 corners will be filled in.
     for i in 0...16
       d = i / 4
       # The strip.
       #@autotiles2[at].blt(i % 8 * w + (d==3 ? w / 2 : 0), 2 * h + i / 8 * h + (d==4 ? h / 2 : 0), ats[at],
       #  Rect.new(d == 0 ? 0 : d == 2 ? 5 * d / 4 : d, d == 1 ? h : d == 3 ? 7 * h / 4 : 2 * h,
       #               (d&3 + 1) * w / 2, (4 - d&3) * h / 2))
       @autotiles2[at].blt(i % 8 * w, (2 + i / 8) * h, ats[at], Rect.new(frame_id * 3 * w + d == 0 ? 0 : d == 2 ? 2 * w : w, d == 1 ? h : d == 3 ? 3 * h : 2 * h, w, h))
       l1 = (d + 1)%4
       l2 = (d + 2)%4
       x1 = (l1 == 1 or l1 == 2) ? w / 2 : 0
       x2 = (l2 == 1 or l2 == 2) ? w / 2 : 0
       y1 = l1/2 * h / 2
       y2 = l2/2 * h / 2
       @autotiles2[at].blt(i % 8 * w + x1, (2 + i / 8) * h + y1, ats[at], Rect.new(frame_id * 3 * w + 2 * w + x1, y1, w / 2,  h / 2)) if i & 0x1 == 0x1
       @autotiles2[at].blt(i % 8 * w + x2, (2 + i / 8) * h + y2, ats[at], Rect.new(frame_id * 3 * w + 2 * w + x2, y2, w / 2,  h / 2)) if i & 0x2 == 0x2
     end
     # The "double-strip" tiles.
     @autotiles2[at].blt(0,       4 * h,           ats[at], Rect.new(frame_id * 3 * w + 0,            2 * h,             w,      h))
     @autotiles2[at].blt(w / 2, 4 * h,           ats[at], Rect.new(frame_id * 3 * w + 5 * w / 2, 2 * h,             w / 2, h))
     @autotiles2[at].blt(w,      4 * h,           ats[at], Rect.new(frame_id * 3 * w + w,            h,                  w,      h))
     @autotiles2[at].blt(w,      4 * h + h /2, ats[at], Rect.new(frame_id * 3 * w + w,            3 * h + h / 2, w, h / 2))
     for i in 0...4
       @autotiles2[at].blt((2 + 2 * i)%8 * w, (4 + i/3) * h, ats[at], Rect.new(frame_id * 3 * w + ((i == 1 or i == 2) ? 2 * w : 0), ((i&2) + 1) * h, w, h))
       @autotiles2[at].blt((3 + 2 * i)%8 * w, (4 + i/3) * h, ats[at], Rect.new(frame_id * 3 * w + ((i == 1 or i == 2) ? 2 * w : 0), ((i&2) + 1) * h, w, h))
       l = (i + 2)%4
       x = (l == 1 or l == 2) ? w / 2 : 0
       y = l/2 * h / 2
       @autotiles2[at].blt((3 + 2 * i)%8 * w + x, (4 + i/3) * h + y, ats[at], Rect.new(frame_id * 3 * w + 2 * w + x, y, w / 2,  h / 2))
     end
     for i in 0...4
       @autotiles2[at].blt((i + 2) * w, 5 * h, ats[at], Rect.new(frame_id * 3 * w + i/2 * 2 * w, (i == 1 or i == 2) ? 3 * h : h, w, h))
       l = (i + 3) % 4
       dx = (l == 3 ? w / 2 : 0)
       dy = (l == 2 ? h / 2 : 0)
       tx = (l < 2 ? 0 : 2 * w)
       ty = (l == 0 ? 0 : l == 3 ? 0 : 2 * h)
       @autotiles2[at].blt((i + 2) * w + dx, 5 * h + dy, ats[at], Rect.new(frame_id * 3 * w + tx + dx, h + ty + dy, w - l%2 * w / 2, h / 2 + l%2 * h / 2))
     end
     # The final two squares which is simply the upper left one and possiby a merge of the
     # inner corners, we'll make them both the first tile for now.
     @autotiles2[at].blt(6 * w, 5 * h, ats[at], Rect.new(0, 0, w, h))
     @autotiles2[at].blt(7 * w, 5 * h, ats[at], Rect.new(0, 0, w, h))
   end
 end
end

#======================================
# ? Spriteset_Map
#======================================

class Spriteset_Map
 #--------------------------------------------------------------------------
 def initialize
   width, height = Resolution.client_size
   @viewport1 = Viewport.new(0, 0, width, height)
   @viewport2 = Viewport.new(0, 0, width, height)
   @viewport3 = Viewport.new(0, 0, width, height)
   @viewport2.z = 200
   @viewport3.z = 5000
   @tilemap = Tilemap.new(@viewport1)
   @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
   for i in 0..6
     autotile_name = $game_map.autotile_names
     @tilemap.autotiles = RPG::Cache.autotile(autotile_name)
   end
   @tilemap.map_data = $game_map.data
   @tilemap.priorities = $game_map.priorities
   @panorama = Plane.new(@viewport1)
   @panorama.z = -1000
   @fog = Plane.new(@viewport1)
   @fog.z = 3000
   @character_sprites = []
   for i in $game_map.events.keys.sort
     sprite = Sprite_Character.new(@viewport1, $game_map.events)
     @character_sprites.push(sprite)
   end
   @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
   @weather = RPG::Weather.new(@viewport1)
   @picture_sprites = []
   for i in 1..50
     @picture_sprites.push(Sprite_Picture.new(@viewport2,
       $game_screen.pictures))
   end
   @timer_sprite = Sprite_Timer.new
   update
 end
end


I would really appreciate some help... Thanks!
NovaSoft Games
---------------------
Twilight Galaxy (In Development)



********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Erm... Why don
Get King of Booze for Android, for iOS, for OUYA or for Windows!
Visit our website.
You can also love/hate us on Facebook or the game itself.


Get DropBox, the best free file syncing service there is!

**
Rep: +0/-0Level 88
.:. RMXP User .:.
wow that was easier then I would of thought! Thanks man seems everything you do has helped me in a way! and it seems you have the answers!!!
NovaSoft Games
---------------------
Twilight Galaxy (In Development)



********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
BTW; you don
Get King of Booze for Android, for iOS, for OUYA or for Windows!
Visit our website.
You can also love/hate us on Facebook or the game itself.


Get DropBox, the best free file syncing service there is!

**
Rep: +0/-0Level 88
.:. RMXP User .:.
Ya, I already did that lol
NovaSoft Games
---------------------
Twilight Galaxy (In Development)