Project1
标题:
vx怎么一开始就640*480分辨率?不用脚本
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作者:
不是马甲
时间:
2010-9-25 12:10
标题:
vx怎么一开始就640*480分辨率?不用脚本
可不可以修改game.exe而使vx一打开就成变成640*480的窗口 不是用脚本 可不可以修改?或者怎么修改
作者:
summer92
时间:
2010-9-25 12:19
有工具,要么用外挂dll,要么改脚本,此三种方法,改脚本难一点
作者:
八云紫
时间:
2010-9-25 12:49
记得 LZ 不是在用 XP 呢? 咋跑来 VX 区了??
以上版聊.
-------------------------------
640 * 480 么? 客户区也要拉伸么?
作者:
jinzii
时间:
2010-9-25 16:13
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作者:
982794939
时间:
2010-9-25 18:55
800*600呢?
作者:
不是马甲
时间:
2010-9-26 12:10
自己顶一下 ~~~~~~~~~~~
真的没有吗?!
作者:
Rion幻音
时间:
2010-9-26 13:06
虽然我不支持伸手党……但因为我也是找了两个星期才找到……不想你比我更久……
送上……
#==============================================================================
# ** Resolution Max
#------------------------------------------------------------------------------
# by RMVX Master
# 12-27-08
#==============================================================================
# Important info!
# Try to make your maps as big as possible or errors will appear!
# Make your title graphic the same as your resolution.
# Do not edit this script after the "Do Not Edit" Line!
#==============================================================================
# Set your resolution max is 640,480
Graphics.resize_screen(640,480) #Enter you Resolution (max is 640,480)
#==============================================================================
# Do Not Edit Passed Here!
#==============================================================================
#==============================================================================
# Sprite_Timer
#==============================================================================
class Sprite_Timer < Sprite
def initialize(viewport)
super(viewport)
self.bitmap = Bitmap.new(88, 48)
self.bitmap.font.name = "Arial Black"
self.bitmap.font.size = 32
self.x = Graphics.width - self.bitmap.width
self.y = 0
self.z = 200
update
end
end
#==============================================================================
# ** Spriteset_Map
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Create Viewport
#--------------------------------------------------------------------------
def create_viewports
@viewport1 = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport3 = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport2.z = 50
@viewport3.z = 100
end
end
#==============================================================================
# ** Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Create Viewports 1-3
#--------------------------------------------------------------------------
def create_viewports
@viewport1 = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport3 = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport2.z = 50
@viewport3.z = 100
end
#--------------------------------------------------------------------------
# * Create Battleback Sprite
#--------------------------------------------------------------------------
def create_battleback
source = $game_temp.background_bitmap
bitmap = Bitmap.new(Graphics.width + 96, Graphics.height + 64)
bitmap.stretch_blt(bitmap.rect, source, source.rect)
bitmap.radial_blur(90, 12)
@battleback_sprite = Sprite.new(@viewport1)
@battleback_sprite.bitmap = bitmap
@battleback_sprite.ox = 320
@battleback_sprite.oy = 240
@battleback_sprite.x = 272
@battleback_sprite.y = 176
@battleback_sprite.wave_amp = 8
@battleback_sprite.wave_length = 240
@battleback_sprite.wave_speed = 120
end
#--------------------------------------------------------------------------
# Battle Floor Sprite creation
#--------------------------------------------------------------------------
def create_battlefloor
@battlefloor_sprite = Sprite.new(@viewport1)
@battlefloor_sprite.bitmap = Cache.system("BattleFloor")
@battlefloor_sprite.x = 0
@battlefloor_sprite.y = 192
@battlefloor_sprite.z = 1
@battlefloor_sprite.opacity = 128
end
end
#==============================================================================
# ** Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Scroll Setup
#--------------------------------------------------------------------------
def setup_scroll
@scroll_direction = 2
@scroll_rest = 0
@scroll_speed = 4
@margin_x = (width - (Graphics.width / 32)) * 256 / 2
@margin_y = (height - (Graphics.height / 32)) * 256 / 2
end
#--------------------------------------------------------------------------
# * Calculate X coordinate for parallax display
# bitmap : Parallax bitmap
#--------------------------------------------------------------------------
def calc_parallax_x(bitmap)
if bitmap == nil
return 0
elsif @parallax_loop_x
return @parallax_x / 16
elsif loop_horizontal?
return 0
else
w1 = bitmap.width - Graphics.width
w2 = @map.width * 32 - Graphics.width
if w1 <= 0 or w2 <= 0
return 0
else
return @parallax_x * w1 / w2 / 8
end
end
end
#--------------------------------------------------------------------------
# * Calculate Y coordinate for parallax display
# bitmap : Parallax bitmap
#--------------------------------------------------------------------------
def calc_parallax_y(bitmap)
if bitmap == nil
return 0
elsif @parallax_loop_y
return @parallax_y / 16
elsif loop_vertical?
return 0
else
h1 = bitmap.height - Graphics.height
h2 = @map.height * 32 - Graphics.height
if h1 <= 0 or h2 <= 0
return 0
else
return @parallax_y * h1 / h2 / 8
end
end
end
#--------------------------------------------------------------------------
# * Scroll Down
# distance : scroll distance
#--------------------------------------------------------------------------
def scroll_down(distance)
if loop_vertical?
@display_y += distance
@display_y %= @map.height * 256
@parallax_y += distance
else
last_y = @display_y
@display_y = [@display_y + distance, (height - (Graphics.height / 32)) * 256].min
@parallax_y += @display_y - last_y
end
end
#--------------------------------------------------------------------------
# * Scroll Right
# distance : scroll distance
#--------------------------------------------------------------------------
def scroll_right(distance)
if loop_horizontal?
@display_x += distance
@display_x %= @map.width * 256
@parallax_x += distance
else
last_x = @display_x
@display_x = [@display_x + distance, (width - (Graphics.width / 32)) * 256].min
@parallax_x += @display_x - last_x
end
end
end
#==============================================================================
# ** Game_Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Set Map Display Position to Center of Screen
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def center(x, y)
center_x = (Graphics.width / 2 - 16) * 8
center_y = (Graphics.width / 2 - 16) * 8
display_x = x * 256 - center_x # Calculate coordinates
unless $game_map.loop_horizontal? # No loop horizontally?
max_x = ($game_map.width - (Graphics.width / 32)) * 256
display_x = [0, [display_x, max_x].min].max # Adjust coordinates
end
display_y = y * 256 - center_y # Calculate coordinates
unless $game_map.loop_vertical? # No loop vertically?
max_y = ($game_map.height - (Graphics.height / 32)) * 256
display_y = [0, [display_y, max_y].min].max # Adjust coordinates
end
$game_map.set_display_pos(display_x, display_y) # Change map location
end
#--------------------------------------------------------------------------
# * Update Scroll
#--------------------------------------------------------------------------
def update_scroll(last_real_x, last_real_y)
center_x = (Graphics.width / 2 - 16) * 8
center_y = (Graphics.width / 2 - 16) * 8
ax1 = $game_map.adjust_x(last_real_x)
ay1 = $game_map.adjust_y(last_real_y)
ax2 = $game_map.adjust_x(@real_x)
ay2 = $game_map.adjust_y(@real_y)
if ay2 > ay1 and ay2 > center_y
$game_map.scroll_down(ay2 - ay1)
end
if ax2 < ax1 and ax2 < center_x
$game_map.scroll_left(ax1 - ax2)
end
if ax2 > ax1 and ax2 > center_x
$game_map.scroll_right(ax2 - ax1)
end
if ay2 < ay1 and ay2 < center_y
$game_map.scroll_up(ay1 - ay2)
end
end
end
复制代码
作者:
八云紫
时间:
2010-9-26 14:27
回复
不是马甲
的帖子
这个改 exe 比较麻烦, 默认的修改成 640 * 480 , 但是会被 dll 又改成 544 * 416 .
估计是在 Graphics 生成的时候有调用过resize_screen
作者:
summer92
时间:
2010-9-26 22:40
LZ想要工具的是吗?那就下载这个D3Dwindows1.88,我说过了,然后发布游戏的时候把这个也带上,设置好,全局勾住,一开游戏 Alt+ent 全屏再换回窗口,搞定了,什么都不用改
我现在VX就是用1024X768的说
作者:
不是马甲
时间:
2010-9-28 12:34
我想要的是真640*480分辨率 不是仅仅放大的
作者:
八云紫
时间:
2010-9-29 15:23
回复
不是马甲
的帖子
真分辨率不难, 不过就算是 exe,也需要加载窗口两次, 所以, 会有点像使用脚本的效果那样的~
作者:
紫苏
时间:
2010-9-29 20:01
http://rpg.blue/thread-157287-1-1.html
周末来发 VX 版 = =||
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