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What, the mode 7 effect? There is a script/dll for that around somewhere. *Giggles at the irony of a sonic fangame using a script meant to emulate a feature on the SNES*

Edited by Kayzee

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On 1/3/2019 at 12:18 PM, Kayzee said:

What, the mode 7 effect? There is a script/dll for that around somewhere. *Giggles at the irony of a sonic fangame using a script meant to emulate a feature on the SNES*

 

I found the script, but can somebody give me a translated copy that isn't corrupted text?

http://www.rgss-factory.net/2015/02/15/ace-mode-7-ace-v-1-7-2/

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I just google translated.

Spoiler

#====================================================================
# Mode 7 Ace
# v.1.9
# Author: MGC
#
# This is a basic 7 mode script for RMVX Ace.
#
# - Allows tilting of the map from 0 ° to 89 °
# - The whole map is inclined, without relief. Only events
# appear upright.
# - The colorization effect on the horizon is customizable.
# - Animated tiles are supported, as well as the looping of the map.
# - possibility to zoom (from 1: 8 to 8: 1) when mode 7 is activated.
#
# IMPORTANT: IF YOU HAVE A LAG, PLEASE ENSURE YOU HAVE
# UNSELECT "REDUCE SCREEN FLICKERING" (F1).
#
# Need :
# - the MGC_Mode7_Ace_1_9.dll file at the root of the project
# - the following 3 graphic files, deposited in Pictures /:
# - autotiles_data.png
# - autotiles_data_small.png
# - autotiles_data_xsmall.png
#
# Configuration:
# - MODE7_MAPS_ID: Contains the list of IDs of cards for which
# mode 7 is applied as soon as you enter these cards
# - MODE7_DEFAULT_ZOOM: Default zoom value that applies from the
# switch to mode 7. Between 0.125 and 8.0.
# - MODE7_DEFAULT_ANGLE: Default tilt angle value that
# applies as soon as you enter mode 7. Included between 0 and 89.
# - MODE7_VIEW_LIMIT: number of extra tiles to display (in addition
# of 13 for the normal view of the map in 544 * 416) before the horizon.
# - MODE7_FADING_DISTANCE: number of tiles before horizon undergoing a
# gradient of tone and / or opacity.
# - MODE7_FADING_TONE: color components R, G, B towards which tends
# the gradient of tone on the horizon. Each component may vary
# between -255 and 255.
# - MODE7_FADING_OPACITY: Opacity to which the opacity gradient tends
#         on the horizon. Included between 255 (no opacity gradient) and 0.
# - MODE7_SCAN_STEP: screen refresh method:
# - 1: the screen is completely redesigned in 1 frame. Not recommended
# because extremely resource-intensive.
# - 2: the screen is redrawn in 2 frames (a line of the screen on
# two is drawn for each frame).
# - 3: the screen is redrawn in 3 frames (a line of the screen on
# three is drawn for each frame). Advised if there is
# too much lag.
# - MODE7_TERRAIN_TAGS: list of field values tags for which the
# tiles must be drawn vertically in mode 7. If the parameter
# MODE7_VERTICAL_TILES_TYPE does not have a value of 0, use
# multiple values to separate tile groupings
# contiguous.
# - MODE7_VERTICAL_TILES_TYPE:
# - 0: no grouping of vertical tiles even if neighboring tiles
# have the same tag field. For a tile with a tag field
# configured to be drawn vertically, a sprite of
# dimensions 32 * 32 is created. A priori no interest without the
# rotation, because will have the same effect as the value 2 but with
# more sprites on the screen, so more slowdowns.
# - 1: group of contiguous vertical tiles on the same column
# having the same tag field. A sprite is created by grouping,
# The lowest tile in the pool that serves as the basis for the sprite.
# A priori no interest without rotation, because will have the same effect
# than 3 but with more sprites to display.
# - 2: group of contiguous vertical tiles on the same line
# having the same tag field. A sprite is created by grouping,
# the horizontal origin being fixed in the middle of the grouping.
# - 3: grouping contiguous vertical tiles having the same
# terrain tag, regardless of the row or column. A sprite
# is created by grouping, the lowest tile of the grouping
# serving as the basis for the sprite and the horizontal origin being fixed
# in the middle of the grouping. Default value.
# - MODE7_ALWAYS_DRAW_TILES_ON_MAP:
# - 0: Vertical tiles are not drawn lying on the map.
#               Default value.
# - 1: Vertical tiles are also drawn lying on the map.
# - MODE7_PARALLAXED_MAPS_ID: Contains the list of id of cards in mode 7
# for which the panorama is used as the bottom layer.
# You can use a second panorama for the background, you have to add
# in the notes of the card the following text: [m7a_pano: name_of_file]
#
# Use :
# Commands usable as event commands with Script ...:
# - MGC.start_mode7: launches mode 7 for the map
# - MGC.to_mode7_angle (new angle, transition time)
# - MGC.to_mode7_zoom (new zoom value, transition time)
# - MGC.end_mode7: exit mode 7
# - MGC.set_mode7_scan (new value): changes the MODE7_SCAN_STEP parameter
#
# You can add commands in the name of the cards to force the
# Mode setting 7 of the card. The parameters in the name of the
# cards have priority over those in the CONFIGURATION section
# - [M7]: activate mode 7 for the card
# - [Ax], where x is an integer between 0 and 89: angle of the map
# - [Zx], where x is a decimal between 0.125 and 8.0: zoom on the map
# - [FDx], where x is a positive integer: number of tiles before the horizon
# undergoing a gradation of tone and / or opacity
# - [FTx, y, z], where x, y and z are integers between -255 and 255:
# R, G, B color components to which the gradient tends
# of tone on the horizon
# - [FOx], where x is an integer between 0 and 255: opacity to which
# tends the tonal opacity gradient on the horizon
# - [P]: the panorama is used as the bottom layer of the map
# Example:

 

Which version of the script do you have. That page looks like it is an older version and does not include map rotation.

 

Would you rather have this one?

http://www.mediafire.com/file/2669l04ux6emmy6/%5BVXA%5DMode7_Ace_V1.9_Rotation_V1.7.exe/file

 

Edited by roninator2

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