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Gump posted a blog entry in Gump's Dev BlogThis is a blog post about my scanlines script, which was released inside the Restaff Retro Revolution release. The script itself was released with 1 known limitation. This limitation however was much larger than initially expected. The following blog post details what happened. The new version of the scanlines script without any such limitation is also included at the bottom. I hope you find this post an interesting read! Okay so the initial limitation in the old script was that it required a new scene to be run, most specifically using SceneManager.call(Scene_Class). When you warp the player from one Game Map to another, you are not actually changing scenes. The observation and results of the current map are handled by Scene_Map class, data referenced via $game_map (which in itself is the Game_Map class). What happens on the back-end when you change maps with this knowledge in hand? Well, Game_Interpreter sets $game_map to the new map and Scene_Map transfers the player from the old map to the new map. So according to SceneManager, you have been within Scene_Map the entire time, you have not actually called a new scene. A single Scene handles all map processing. Because the old script relied on the start method for all scenes, a new scene needed to be entirely called. It was basically overlooking something + making 1 too many assumptions on my part that created the problem. I just assumed the scene start method would be run in Scene_Map every time a new map was called. This assumption proved wrong and come to think of it, its something I should have known (or did know but forgot I knew). So once you [Amerk] told me about the problem I pretty much instantly realized this while sitting on the crapper. I also realized the script was essentially broken in its released state so I made the update. So the updated script has an aliased update method (which applies to all game scenes) in Scene_Base that checks if scanlines are enabled. If the scanline setting is modified, they will instantly be re-drawn (on the next Scene update cycle, which if the player is idle or a scene is waiting for input, is by default 60 times per second, or every frame). Updated Scanlines Script (inside spoiler):