Merge remote-tracking branch 'origin/mkxp-z' into mkxp-z

This commit is contained in:
Maruno17
2020-09-13 15:46:57 +01:00
35 changed files with 450 additions and 63 deletions

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@@ -0,0 +1,23 @@
$MKXP = !!defined?(System)
def mkxp?
return $MKXP
end
def pbSetWindowText(string)
if mkxp?
System.set_window_title(string || System.game_title)
else
Win32API.SetWindowText(string || "RGSS Player")
end
end
class Bitmap
if mkxp?
alias mkxp_draw_text draw_text
def draw_text(x, y, width, height, text, align = 0)
height = text_size(text).height
mkxp_draw_text(x, y, width, height, text, align)
end
end
end

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@@ -16,9 +16,26 @@ if true # Disables using Alt+Enter to go fullscreen
regHotKey.call(0, 1, 1, 0x0D)
end
def pbSetResizeFactor(factor=1,norecalc=false)
if mkxp?
# This kinda puts most of SpriteResizer out of business
def pbSetResizeFactor(factor)
if !$ResizeInitialized
Graphics.resize_screen(SCREEN_WIDTH, SCREEN_HEIGHT)
$ResizeInitialized = true
end
if factor < 0 || factor == 3
Graphics.fullscreen = true if !Graphics.fullscreen
else
Graphics.fullscreen = false if Graphics.fullscreen
Graphics.scale = factor
Graphics.center
end
end
else
def pbSetResizeFactor(factor=1,norecalc=false)
factor = [0.5,1.0,2.0,-1][factor] if !norecalc
(factor<0) ? pbConfigureFullScreen : pbConfigureWindowedScreen(factor)
end
end
def pbSetResizeFactor2(factor,force=false)
@@ -172,6 +189,9 @@ module Graphics
end
end
if mkxp?
@@haveresizescreen = true
else
class << self
begin
x = @@haveresizescreen
@@ -198,6 +218,7 @@ module Graphics
@@height = h
pbSetResizeFactor($ResizeFactor,true)
end
end
@@deletefailed = false

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@@ -387,11 +387,11 @@ def pbSetSystemFont(bitmap)
fontname = MessageConfig.pbGetSystemFontName
bitmap.font.name = fontname
if fontname == "Pokemon FireLeaf" || fontname == "Power Red and Green"
bitmap.font.size = 29
bitmap.font.size = mkxp? ? 27 : 29
elsif fontname == "Pokemon Emerald Small" || fontname == "Power Green Small"
bitmap.font.size = 25
bitmap.font.size = mkxp? ? 29 : 25
else
bitmap.font.size = 31
bitmap.font.size = mkxp? ? 29 : 31
end
end
@@ -404,7 +404,7 @@ end
# Sets a bitmap's font to the system narrow font.
def pbSetNarrowFont(bitmap)
bitmap.font.name = pbNarrowFontName
bitmap.font.size = 31
bitmap.font.size = mkxp? ? 29 : 31
end
#===============================================================================

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@@ -2222,7 +2222,7 @@ class Window_CommandPokemon < Window_DrawableCommand
def drawItem(index,_count,rect)
pbSetSystemFont(self.contents) if @starting
rect=drawCursor(index,rect)
pbDrawShadowText(self.contents,rect.x,rect.y,rect.width,rect.height,
pbDrawShadowText(self.contents,rect.x,rect.y + (mkxp? ? 6 : 0),rect.width,rect.height,
@commands[index],self.baseColor,self.shadowColor)
end
end

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@@ -168,6 +168,7 @@ end
def getFormattedTextFast(bitmap,xDst,yDst,widthDst,heightDst,text,lineheight,
newlineBreaks=true,explicitBreaksOnly=false)
yDst += 4 if mkxp?
x=y=0
characters=[]
textchunks=[]
@@ -421,6 +422,7 @@ _drawFormattedChars_ function.
def getFormattedText(bitmap,xDst,yDst,widthDst,heightDst,text,lineheight=32,
newlineBreaks=true,explicitBreaksOnly=false,
collapseAlignments=false)
yDst += 4 if mkxp?
dummybitmap=nil
if !bitmap || bitmap.disposed? # allows function to be called with nil bitmap
dummybitmap=Bitmap.new(1,1)
@@ -888,8 +890,7 @@ end
#===============================================================================
def getLineBrokenChunks(bitmap,value,width,dims,plain=false)
x=0
y=0
textheight=0
y=mkxp? ? 4: 0
ret=[]
if dims
dims[0]=0
@@ -905,9 +906,7 @@ def getLineBrokenChunks(bitmap,value,width,dims,plain=false)
ccheck=c
if ccheck=="\n"
x=0
# y+=(textheight==0) ? bitmap.text_size("X").height : textheight
y+=(textheight==0) ? bitmap.text_size("X").height+1 : textheight
textheight=0
y+=32
next
end
if ccheck[/</] && !plain
@@ -927,14 +926,10 @@ def getLineBrokenChunks(bitmap,value,width,dims,plain=false)
minTextSize=bitmap.text_size(word.gsub(/\s*/,""))
if x>0 && x+minTextSize.width>width
x=0
# y+=32 # (textheight==0) ? bitmap.text_size("X").height : textheight
y+=(textheight==0) ? bitmap.text_size("X").height+1 : textheight
textheight=0
y+=32
end
end
# textheight=32 # [textheight,textSize.height].max
textheight=[textheight,textSize.height+1].max
ret.push([word,x,y,textwidth,textheight,color])
ret.push([word,x,y,textwidth,32,color])
x+=textwidth
dims[0]=x if dims && dims[0]<x
end
@@ -943,7 +938,7 @@ def getLineBrokenChunks(bitmap,value,width,dims,plain=false)
end
end
end
dims[1]=y+textheight if dims
dims[1]=y+32 if dims
return ret
end
@@ -1112,8 +1107,9 @@ end
def pbDrawShadowText(bitmap,x,y,width,height,string,baseColor,shadowColor=nil,align=0)
return if !bitmap || !string
width=(width<0) ? bitmap.text_size(string).width+4 : width
height=(height<0) ? bitmap.text_size(string).height+4 : height
width=(width<0) ? bitmap.text_size(string).width+1 : width
height=(height<0) ? bitmap.text_size(string).height+1 : height
y += -2 if mkxp?
if shadowColor && shadowColor.alpha>0
bitmap.font.color=shadowColor
bitmap.draw_text(x+2,y,width,height,string,align)
@@ -1161,7 +1157,7 @@ def pbDrawTextPositions(bitmap,textpos)
for i in textpos
textsize = bitmap.text_size(i[0])
x = i[1]
y = i[2]
y = i[2] + (mkxp? ? 6 : 0)
if i[3]==true || i[3]==1 # right align
x -= textsize.width
elsif i[3]==2 # centered

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@@ -7,6 +7,7 @@ class LocationWindow
@window.resizeToFit(name,Graphics.width)
@window.x = 0
@window.y = -@window.height
@window.height = 64
@window.viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
@window.viewport.z = 99999
@currentmap = $game_map.map_id

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@@ -398,7 +398,7 @@ class PokemonPartyPanel < SpriteWrapper
"Graphics/Pictures/Party/overlay_lv",20,70,0,0,22,14]])
pbSetSmallFont(@overlaysprite.bitmap)
pbDrawTextPositions(@overlaysprite.bitmap,[
[@pokemon.level.to_s,42,62,0,basecolor,shadowcolor]
[@pokemon.level.to_s,42,63,0,basecolor,shadowcolor]
])
end
# Draw annotation text

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@@ -96,7 +96,11 @@ def pbScreenCapture
filestart = sprintf("%s.%03d",filestart,(t.to_f-t.to_i)*1000) # milliseconds
capturefile = RTP.getSaveFileName(sprintf("%s.png",filestart))
if capturefile && safeExists?("rubyscreen.dll")
if mkxp?
Graphics.screenshot(capturefile)
else
Graphics.snap_to_bitmap(false).saveToPng(capturefile)
end
pbSEPlay("Pkmn exp full") if FileTest.audio_exist?("Audio/SE/Pkmn exp full")
end
end

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@@ -197,7 +197,7 @@ def pbEachFileSectionEx(f)
end
lineno += 1
Graphics.update if lineno%500==0
Win32API.SetWindowText(_INTL("Processing {1} line {2}",FileLineData.file,lineno)) if lineno%50==0
pbSetWindowText(_INTL("Processing {1} line {2}",FileLineData.file,lineno)) if lineno%50==0
}
yield lastsection,sectionname if havesection
end
@@ -1179,6 +1179,7 @@ def pbCompileAllData(mustCompile)
if !$INEDITOR && LANGUAGES.length>=2
pbLoadMessages("Data/"+LANGUAGES[$PokemonSystem.language][1])
end
pbSetWindowText(nil) if mkxp?
end
def pbCompiler
@@ -1242,6 +1243,7 @@ def pbCompiler
end
# Check data files and PBS files, and recompile if any PBS file was edited
# more recently than the data files were last created
if !mkxp?
for i in 0...dataFiles.length
begin
File.open("Data/#{dataFiles[i]}") { |file|
@@ -1260,6 +1262,7 @@ def pbCompiler
end
end
mustCompile |= (latestTextTime>=latestDataTime)
end
# Should recompile if holding Ctrl
Input.update
mustCompile = true if Input.press?(Input::CTRL)
@@ -1273,7 +1276,7 @@ def pbCompiler
end
end
# Recompile all data
pbCompileAllData(mustCompile) { |msg| Win32API.SetWindowText(msg) }
pbCompileAllData(mustCompile) { |msg| pbSetWindowText(msg) }
rescue Exception
e = $!
raise e if "#{e.class}"=="Reset" || e.is_a?(Reset) || e.is_a?(SystemExit)

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@@ -1416,7 +1416,7 @@ def pbCompileTrainerEvents(_mustcompile)
changed = false
map = mapData.getMap(id)
next if !map || !mapData.mapinfos[id]
Win32API.SetWindowText(_INTL("Processing map {1} ({2})",id,mapData.mapinfos[id].name))
pbSetWindowText(_INTL("Processing map {1} ({2})",id,mapData.mapinfos[id].name))
for key in map.events.keys
if Time.now.to_i-t>=5
Graphics.update
@@ -1448,7 +1448,7 @@ def pbCompileTrainerEvents(_mustcompile)
changed = false
Graphics.update
commonEvents = pbLoadRxData("Data/CommonEvents")
Win32API.SetWindowText(_INTL("Processing common events"))
pbSetWindowText(_INTL("Processing common events"))
for key in 0...commonEvents.length
newevent = pbFixEventUse(commonEvents[key],0,mapData)
if newevent

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339
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@@ -0,0 +1,339 @@
{
// Lines starting with '//' are comments.
//
// About filesystem paths specified in this config:
// The "gameFolder" path is resolved either relative
// to the directory containing the mkxp executable
// (the default behavior), or relative to the current
// working directory (when compiled with
// -DWORKDIR_CURRENT). All other paths are resolved
// relative to gameFolder and ignoring both RTPs and
// encrypted archives.
// Specify the RGSS version to run under.
// Possible values are 0, 1, 2, 3. If set to 0,
// mkxp will try to guess the required version
// based on the game files found in gameFolder.
// If this fails, the version defaults to 1.
// (default: 0)
//
// "rgssVersion": 1,
// Request an OpenGL 4.1 context. This
// introduces these minimum requirements
// for GPUs:
//
// + NVIDIA 400 Series+
// + AMD Radeon HD 5000+
// + Intel HD Graphics 4000+
//
// If disabled, OpenGL 3.3 is used instead.
// (default: disabled)
//
// "openGL4": false,
// Create a debug context and log
// OpenGL debug information to the console
// (default: disabled)
//
// "debugMode": false,
// Continuously print average FPS to console.
// This setting does not affect the window title
// FPS display toggled via F2
// (default: disabled)
//
// "printFPS": false,
// Game window is resizable
// (default: enabled)
//
// "winResizable": true,
// Start game in fullscreen (this can
// always be toggled with Alt-Enter at runtime)
// (default: disabled)
//
// "fullscreen": false,
// Preserve game screen aspect ratio,
// as opposed to stretch-to-fill
// (default: enabled)
//
// "fixedAspectRatio": true,
// Apply linear interpolation when game screen
// is upscaled
// (default: disabled)
//
// "smoothScaling": false,
// Sync screen redraws to the monitor refresh rate
// (default: disabled)
//
// "vsync": false,
// Specify the window width on startup. If set to 0,
// it will default to the default resolution width
// specific to the RGSS version (640 in RGSS1, 544
// in RGSS2 or higher).
// (default: 0)
//
// "defScreenW": 640,
// Specify the window height on startup. If set to 0,
// it will default to the default resolution height
// specific to the RGSS version (480 in RGSS1, 416
// in RGSS2 or higher).
// (default: 0)
//
// "defScreenH": 480,
// Override the game window title
// (default: none)
//
// "windowTitle": "Custom Title",
// Enforce a static frame rate
// This option may be force-disabled at build time.
// (0 = disabled)
//
// "fixedFramerate": 0,
// Skip (don't draw) frames when behind.
// Can be changed at runtime, but this is the
// default value when the game starts.
// (default: disabled)
//
// "frameSkip": false,
// Use a fixed framerate that is approx. equal to the
// native screen refresh rate. This is different from
// "fixedFramerate" because the actual frame rate is
// reported back to the game, ensuring correct timers.
// If the screen refresh rate cannot be determined,
// this option is force-disabled.
// This option may be force-disabled at build time.
// (default: disabled)
//
// "syncToRefreshrate": false,
// Don't use alpha blending when rendering text
// (default: disabled)
//
// "solidFonts": false,
// Work around buggy graphics drivers which don't
// properly synchronize texture access, most
// apparent when text doesn't show up or the map
// tileset doesn't render at all
// (default: disabled)
//
// "subImageFix": false,
// Enable framebuffer blitting if the driver is
// capable of it. Some drivers carry buggy
// implementations of this functionality, so
// disabling it can be used as a workaround
// (default: enabled)
//
// "enableBlitting": true,
// Limit the maximum size (width, height) of
// most textures mkxp will create (exceptions are
// rendering backbuffers and similar).
// If set to 0, the hardware maximum is used.
// This is useful for recording traces that can
// be played back on machines with lower specs.
// (default: 0)
//
// "maxTextureSize": 0,
// Set the base path of the game to '/path/to/game'
// (default: executable directory)
//
// "gameFolder": "/path/to/game",
// Use either right or left Alt + Enter to toggle
// fullscreen
// (default: disabled)
//
// "anyAltToggleFS": false,
// Enable F12 game reset
// (default: enabled)
//
// "enableReset": true,
// Allow symlinks for game assets to be followed
// (default: disabled)
//
// "allowSymlinks": false,
// Organisation / company and application / game
// name to build the directory path where mkxp
// will store game specific data (eg. key bindings).
// If not specified, mkxp will save to a common
// directory shared by all games. Note that these
// are TWO individual config entries, and both need
// to be defined for this to take effect.
// (default: none)
//
// "dataPathOrg": "mycompany",
// "dataPathApp": "mygame",
// Set the game window icon to 'path/to/icon.png'
// (default: none)
//
// "iconPath": "/path/to/icon.png",
// Instead of playing an RPG Maker game,
// execute a single plain text script instead
// (default: none)
//
// "customScript": "/path/to/script.rb",
// Define raw scripts to be executed before the
// actual Scripts.rxdata execution starts
// This option may be force-disabled at build time.
// (default: none)
//
// "preloadScript": ["my_win32_wrapper.rb",
// "ruby18_fixes.rb"],
// Index all accesible assets via their lower case path
// (emulates windows case insensitivity)
// (default: enabled)
//
// "pathCache": true,
// In some versions of Essentials, overworld code
// requests the player's sprite texture from disk
// at least once every frame. The damage this
// causes is less perceptible in RPG Maker XP,
// but MKXP's RGSSAD code is much slower and will
// cause games to lag. Hard.
//
// I have no interest in fixing it, because:
//
// (A) I don't see any point in such frail encryption, and
// (B) One can easily replicate load_data entirely in Ruby
// (https://gist.github.com/inori-z/0800dbdc213b9936e0e81f64c9a98c4c)
//
// If you insist on using archives, you can use a
// version of Essentials that isn't broken,
// otherwise come up with your own solution
// (there are many), or leave your Graphics files
// loose and disable this option.
// (default: false)
//
// "compressedGraphics": false,
// Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the
// asset search path (multiple allowed)
// (default: none)
//
// "RTP": ["/path/to/rtp1",
// "/path/to/rtp2.zip",
// "/path/to/game.rgssad"],
// Use the script's name as filename in warnings and error messages
// (default: enabled)
//
// "useScriptNames": true,
// Font substitutions allow drop-in replacements of fonts
// to be used without changing the RGSS scripts,
// eg. providing 'Open Sans' when the game thinkgs it's
// using 'Arial'. Font family to be substituted and
// replacement family are separated by one sole '>'.
// Be careful not to include any spaces.
// This is not connected to the built-in font, which is
// always used when a non-existing font family is
// requested by RGSS.
// (default: none)
//
// "fontSub": ["Arial>Open Sans",
// "Times New Roman>Liberation Serif"]
// Because mkxp is usually distributed as a stand alone
// build, no predefined load paths are initialized
// ($:, $LOAD_PATH) in the MRI backend. With this option,
// they can be specified manually (eg. when using a system
// libruby.so). It is however recommended to statically
// link all required gems into libruby.so.
// (default: none)
//
// "rubyLoadpath": ["/usr/lib64/ruby/",
// "/usr/local/share/ruby/site_ruby"],
// SoundFont to use for midi playback (via fluidsynth)
// (default: none)
//
"midiSoundFont": "soundfont.sf2",
// Activate "chorus" effect for midi playback
//
// "midiChorus": false,
// Activate "reverb" effect for midi playback
//
// "midiReverb": false,
// Number of OpenAL sources to allocate for SE playback.
// If there are a lot of sounds playing at the same time
// and audibly cutting each other off, try increasing
// this number. Maximum: 64.
//
// "SESourceCount": 6
// The Windows game executable name minus ".exe". By default
// this is "Game", but some developers manually rename it.
// mkxp needs this name because both the .ini (game
// configuration) and .rgssad (encrypted data archive) must
// carry the same name minus their extension, and we cannot
// guess the executable's name.
// You could just as well rename them both to "Game.ini" and
// "Game.rgssad", but specifying the executable name here
// is a tiny bit less intrusive.
//
// "execName": "Game"
}

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