ForeverZer0
Sponsor
Custom Resolution Version: 0.93
By: ForeverZer0
Introduction
My goal in creating this script was to create a system that allowed the user to set the screen size to something other than 640 x 480, but not have make huge sacrifices in compatibility and performance. Although the script is not simply Plug-and-Play, it is about as close as one can achieve with a script of this nature.
Features
Screenshots
Demo
Demo Link
Script
[rgss]#===============================================================================
# Custom Resolution
# Author: ForeverZer0
# Version: 0.93
# Date: 12.18.2010
#===============================================================================
#
# Introduction:
#
# My goal in creating this script was to create a system that allowed the user
# to set the screen size to something other than 640 x 480, but not have make
# huge sacrifices in compatibility and performance. Although the script is
# not simply Plug-and-Play, it is about as close as one can achieve with a
# script of this nature.
#
# Instructions:
#
# - Place the "screenshot.dll" from Fantasist's Transition Pack script, which
# can be found here: http://www.sendspace.com/file/yjd54h in your game folder
# - Place this script above main, below default scripts.
# - In my experience, unchecking "Reduce Screen Flickering" actually helps the
# screen not to flicker. Open menu with F1 while playing and set this to what
# you get the best results with.
#
# Features:
#
# - Totally re-written Tilemap and Plane class. Both classes were written to
# display the map across any screen size automatically. The Tilemap class
# is probably even more efficient than the original, which will help offset
# any increased lag due to using a larger screen size with more sprites
# being displayed.
# - Every possible autotile graphic (48 per autotile) will be cached for the
# next time that tile is used.
# - Autotile animation has been made as efficient as possible, with a system
# that stores their coodinates, but only if they change. This greatly reduces
# the number of iterations at each update.
# - System creates an external file to save pre-cached data priorities and
# autotiles. This will decrease any loading times even more, and only takes a
# second, depending on the number of maps you have.
# - User defined autotile animation speed. Can change with script calls.
# - Automatic re-sizing of Bitmaps and Viewports that are 640 x 480 to the
# defined resolution, unless explicitely over-ridden in the method call.
# The graphics themselves will not be resized, but any existing scripts that
# use the normal screen size will already be configured to display different
# sizes of graphics for transitions, battlebacks, pictures, fogs, etc.
# - Option to have a log file ouput each time the game is ran, which can alert
# you to possible errors with map sizes, etc.
#
# Issues/Bugs/Possible Bugs:
#
# - Graphic related scripts and your graphics will need to be customized to
# fit the new screen size, so this script is not for everyone.
# - The Z-axis for the Plane class, which is used for Fogs and Panoramas has
# been altered. It is now multiplied by 1000. This will likely be a minor
# issue for most, since this class is very rarely used except for Fogs and
# Panoramas, which are already far above and below respectfully.
# - Normal transitions using graphics cannot be used. With the exception of
# a standard fade, like that used when no graphic is defined will be used.
# Aside from that, only special transitions from Transition Pack can be
# used.
#
# Credits/Thanks:
# - ForeverZer0, for script.
# - Creators of the Transition Pack and Screenshot.dll
# - Selwyn, for base resolution script
#
#===============================================================================
# CONFIGURATION
#===============================================================================
SCREEN = [1024, 576]
# Define the resolution of the game screen. These values can be anything
# within reason. Centering, viewports, etc. will all be taken care of, but it
# is recommended that you use values divisible by 32 for best results.
UPDATE_COUNT = 8
# Define the number of frames between autotile updates. The lower the number,
# the faster the animations cycle. This can be changed in-game with the
# following script call: $game_map.autotile_speed = SPEED
PRE_CACHE_DATA = true
# The pre-cached file is mandatory for the script to work. As long as this is
# true, the data will be created each time the game is test-played. This is
# not always neccessary, only when maps are altered, so you can disable it to
# help speed up game start-up, and it will use the last created file.
RESOLUTION_LOG = true
# This will create a log in the Game directory each time the game is ran in
# DEBUG mode, which will list possible errors with map sizes, etc.
#===============================================================================
# ** Resolution
#===============================================================================
class Resolution
attr_reader :version
def initialize
# Define version.
@version = 0.93
# Set instance variables for calling basic Win32 functions.
ini = Win32API.new('kernel32', 'GetPrivateProfileString','PPPPLP', 'L')
title = "\0" * 256
ini.call('Game', 'Title', '', title, 256, '.\\Game.ini')
title.delete!("\0")
@window = Win32API.new('user32', 'FindWindow', 'PP', 'I').call('RGSS Player', title)
set_window_long = Win32API.new('user32', 'SetWindowLong', 'LIL', 'L')
set_window_pos = Win32API.new('user32', 'SetWindowPos', 'LLIIIII', 'I')
@metrics = Win32API.new('user32', 'GetSystemMetrics', 'I', 'I')
# Set default size, displaying error if size is larger than the hardware.
default_size = self.size
if default_size[0] < SCREEN[0] || default_size[1] < SCREEN[1]
print("\"#{title}\" requires a minimum screen resolution of [#{SCREEN[0]} x #{SCREEN[1]}]\r\n\r\n" +
"\tYour Resolution: [#{default_size[0]} x #{default_size[1]}]")
exit
end
# Apply resolution change.
x = (@metrics.call(0) - SCREEN[0]) / 2
y = (@metrics.call(1) - SCREEN[1]) / 2
set_window_long.call(@window, -16, 0x14CA0000)
set_window_pos.call(@window, 0, x, y, SCREEN[0] + 6, SCREEN[1] + 26, 0)
@window = Win32API.new('user32', 'FindWindow', 'PP', 'I').call('RGSS Player', title)
end
#--------------------------------------------------------------------------
def size
# Returns the screen size of the machine.
return [@metrics.call(0), @metrics.call(1)]
end
#--------------------------------------------------------------------------
def snapshot(filename = 'Data/snap', quality = 0)
# FILENAME = Filename that the picture will be saved as.
# FILETYPE = 0 = High Quality 1 = Low Quality
@screen = Win32API.new('screenshot.dll', 'Screenshot', 'LLLLPLL', '')
@screen.call(0, 0, SCREEN[0], SCREEN[1], filename, @window, quality)
end
#--------------------------------------------------------------------------
end
#===============================================================================
# ** Integer
#===============================================================================
class Integer
def gcd(num)
# Returns the greatest common denominator of self and num.
min, max = self.abs, num.abs
while min > 0
tmp = min
min = max % min
max = tmp
end
return max
end
def lcm(num)
# Returns the lowest common multiple of self and num.
return [self, num].include?(0) ? 0 : (self / self.gcd(num) * num).abs
end
end
#===============================================================================
# ** Graphics
#===============================================================================
module Graphics
class << self
alias zer0_graphics_transition transition
end
def self.transition(duration = 8, *args)
# Call default transition if no instance of the resolution is defined.
if $resolution == nil
zer0_graphics_transition(duration, *args)
else
# Skip this section and instantly transition graphics if duration is 0.
if duration > 0
# Take a snapshot of the the screen, overlaying screen with graphic.
$resolution.snapshot
zer0_graphics_transition(0)
# Create screen instance
sprite = Sprite.new(Viewport.new(0, 0, SCREEN[0], SCREEN[1]))
sprite.bitmap = Bitmap.new('Data/snap')
# Use a simple fade if transition is not defined.
fade = 255 / duration
duration.times { sprite.opacity -= fade ; update }
# Dispose sprite and delete snapshot file.
[sprite, sprite.bitmap].each {|obj| obj.dispose }
File.delete('Data/snap')
end
zer0_graphics_transition(0)
end
end
end
#===============================================================================
# ** RPG::Cache
#===============================================================================
module RPG::Cache
AUTO_INDEX = [
[27,28,33,34], [5,28,33,34], [27,6,33,34], [5,6,33,34],
[27,28,33,12], [5,28,33,12], [27,6,33,12], [5,6,33,12],
[27,28,11,34], [5,28,11,34], [27,6,11,34], [5,6,11,34],
[27,28,11,12], [5,28,11,12], [27,6,11,12], [5,6,11,12],
[25,26,31,32], [25,6,31,32], [25,26,31,12], [25,6,31,12],
[15,16,21,22], [15,16,21,12], [15,16,11,22], [15,16,11,12],
[29,30,35,36], [29,30,11,36], [5,30,35,36], [5,30,11,36],
[39,40,45,46], [5,40,45,46], [39,6,45,46], [5,6,45,46],
[25,30,31,36], [15,16,45,46], [13,14,19,20], [13,14,19,12],
[17,18,23,24], [17,18,11,24], [41,42,47,48], [5,42,47,48],
[37,38,43,44], [37,6,43,44], [13,18,19,24], [13,14,43,44],
[37,42,43,48], [17,18,47,48], [13,18,43,48], [13,18,43,48]
]
def self.autotile(filename)
key = "Graphics/Autotiles/#{filename}"
if !@cache.include?(key) || @cache[key].disposed?
# Cache the autotile graphic.
@cache[key] = (filename == '') ? Bitmap.new(128, 96) : Bitmap.new(key)
# Cache each configuration of this autotile.
self.format_autotiles(@cache[key], filename)
end
return @cache[key]
end
def self.format_autotiles(bitmap, filename)
# Iterate all 48 combinations using the INDEX, and save copy to cache.
(0...(bitmap.width / 96)).each {|frame|
# Iterate for each frame in the autotile. (Only for animated ones)
template = Bitmap.new(256, 192)
# Create a bitmap to use as a template for creation.
(0...6).each {|i| (0...8).each {|j| AUTO_INDEX[8*i+j].each {|number|
number -= 1
x, y = 16 * (number % 6), 16 * (number / 6)
rect = Rect.new(x + (frame * 96), y, 16, 16)
template.blt(32 * j + x % 32, 32 * i + y % 32, bitmap, rect)
}
# Use the above created template to create individual tiles.
index = 8*i+j
tile = Bitmap.new(32, 32)
sx, sy = 32 * (index % 8), 32 * (index / 8)
rect = Rect.new(sx, sy, 32, 32)
tile.blt(0, 0, template, rect)
@cache[[filename, index, frame]] = tile
}}
# Dispose the template since it will not be used again.
template.dispose }
end
def self.load_autotile(name, tile_id, frame = 0)
# Returns the autotile for the current map with TILE_ID and FRAME.
return @cache[[name, tile_id % 48, frame]]
end
end
#===============================================================================
# ** Tilemap
#===============================================================================
class Tilemap
attr_reader :map_data,
x,
y, :viewport
attr_accessor :tileset, :autotiles, :priorities
def initialize(viewport)
# Initialize instance variables to store required data.
@viewport, @autotiles, @layers, @ox, @oy = viewport, [], [], 0, 0
# Get priority and autotile data for this tileset from instance of Game_Map.
@priorities, @animated = $game_map.priorities, $game_map.autotile_data
# Create a sprite and viewport to use for each priority level.
(0..5).each {|i|
@layers = Sprite.new(viewport)
@layers.z = i * 32
}
end
def ox=(ox)
# Set the origin of the X-axis for all the sprites.
@ox = ox
@layers.each {|sprite| sprite.ox = @ox }
end
def oy=(oy)
# Set the origin of the y-axis for all the sprites.
@oy = oy
@layers.each {|sprite| sprite.oy = @oy }
end
def dispose
# Dispose all of the sprites and viewports.
@layers.each {|layer| layer.dispose }
end
def map_data=(data)
# Set the map data to an instance variable.
@map_data = data
# Clear any sprites' bitmaps if it exists, or create new ones.
@layers.each_index {|i|
if @layers.bitmap != nil
# Dispose bitmap and set to nil.
@layers.bitmap = @layers.bitmap.dispose
end
# Create new bitmap, whose size is the same as the game map.
@layers.bitmap = Bitmap.new($game_map.width*32, $game_map.height*32)
}
# Draw bitmaps accordingly.
refresh
end
def refresh
# Set the animation data from the file if it exists, or create it now.
@animated = $game_map.autotile_data
# Iterate through all map layers, starting with the bottom.
[0,1,2].each {|z| (0...@map_data.ysize).each {|y| (0...@map_data.xsize).each {|x|
tile_id = @map_data[x, y, z]
# Go to the next iteration if no bitmap is defined for this tile.
if tile_id == 0 # No tile
next
elsif tile_id < 384 # Autotile
name = $game_map.autotile_names[(tile_id / 48) - 1]
bitmap = RPG::Cache.load_autotile(name, tile_id)
else # Normal Tile
bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0)
end
# Determine what the layer to draw tile, based off priority.
layer = @priorities[tile_id]
# Perform a block transfer from the created bitmap to the sprite bitmap.
@layers[layer].bitmap.blt(x*32, y*32, bitmap, Rect.new(0, 0, 32, 32))
}}}
end
def update
# Update the sprites.
if Graphics.frame_count % $game_map.autotile_speed == 0
# Increase current frame of tile by one, looping by width.
@animated[0].each_index {|i|
@animated[2] = (@animated[2] + 1) % @animated[1]
@animated[3].each {|data|
# Gather data using the stored coordinates from the map data.
tile_id, x, y = @map_data[data[0], data[1], data[2]], data[0], data[1]
name, layer = @animated[0], @priorities[tile_id]
# Load the next frame of the autotile and set it to the map.
bitmap = RPG::Cache.load_autotile(name, tile_id, @animated[2])
@layers[layer].bitmap.blt(x*32, y*32, bitmap, Rect.new(0, 0, 32, 32))
}
}
end
end
end
#===============================================================================
# Game_Map
#===============================================================================
class Game_Map
attr_reader :tile_size, :autotile_speed, :autotile_data, :priority_data
alias zer0_load_autotile_data_init initialize
def initialize
# Load pre-cached data hashes. They will be referenced during setup.
file = File.open('Data/PreCacheMapData.rxdata', 'rb')
@cached_priorities = Marshal.load(file)
@cached_autotiles = Marshal.load(file)
file.close
# Call original method.
zer0_load_autotile_data_init
# Store the screen dimensions in tiles to save on calculations later.
@tile_size = [SCREEN[0], SCREEN[1]].collect {|n| (n / 32.0).ceil }
@autotile_speed = UPDATE_COUNT
end
alias zer0_map_edge_setup setup
def setup(map_id)
@priority_data = @cached_priorities[map_id]
@autotile_data = @cached_autotiles[map_id]
# Call original method.
zer0_map_edge_setup(map_id)
# Find the displayed area of the map in tiles. No calcualting every step.
@map_edge = [self.width - @tile_size[0], self.height - @tile_size[1]]
@map_edge.collect! {|size| size * 128 }
end
def scroll_down(distance)
# Find point that the map edge meets the screen edge, using custom size.
@display_y = [@display_y + distance, @map_edge[1]].min
end
def scroll_right(distance)
# Find point that the map edge meets the screen edge, using custom size.
@display_x = [@display_x + distance, @map_edge[0]].min
end
def autotile_speed=(speed)
# Keep the speed above 0 to prevent the ZeroDivision Error.
@autotile_speed = speed
@autotile_speed = 1 if @autotile_speed < 1
end
end
#===============================================================================
# ** Game_Character
#===============================================================================
class Game_Character
def screen_z(height = 0)
if @always_on_top
# Return high Z value if always on top flag is present.
return 999
elsif height != nil && height > 32
# Iterate through map characters to their positions relative to this one.
characters = $game_map.events.values
characters += [$game_player] unless self.is_a?(Game_Player)
# Find and set any character that is one tile above this one.
above, z = characters.find {|chr| chr.x == @x && chr.y == @y - 1 }, 0
if above != nil
# If found, adjust value by this one's Z, and the other's.
z = (above.screen_z(48) >= 32 ? 33 : 31)
end
# Check for Blizz-ABS and adjust coordinates for the pixel-rate.
if $BlizzABS
x = ((@x / $game_system.pixel_rate) / 2.0).to_i
y = ((@y / $game_system.pixel_rate) / 2.0).to_i
return $game_map.priority_data[x, y] + z
else
return $game_map.priority_data[@x, @y] + z
end
end
return 0
end
end
#===============================================================================
# ** Game_Player
#===============================================================================
class Game_Player
CENTER_X = ((SCREEN[0] / 2) - 16) * 4 # Center screen x-coordinate * 4
CENTER_Y = ((SCREEN[1] / 2) - 16) * 4 # Center screen y-coordinate * 4
def center(x, y)
# Recalculate the screen center based on the new resolution.
max_x = ($game_map.width - $game_map.tile_size[0]) * 128
max_y = ($game_map.height - $game_map.tile_size[1]) * 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
#===============================================================================
# ** Sprite
#===============================================================================
class Sprite
alias zer0_sprite_resize_init initialize
def initialize(view = nil)
# Unless viewport is defined, use the new default viewport size.
view = Viewport.new(0, 0, SCREEN[0], SCREEN[1]) if view == nil
# Call original method.
zer0_sprite_resize_init(view)
end
end
#===============================================================================
# ** Viewport
#===============================================================================
class Viewport
alias zer0_viewport_resize_init initialize
def initialize(x=0, y=0, width=SCREEN[0], height=SCREEN[1], override=false)
if x.is_a?(Rect)
# If first argument is a Rectangle, just use it as the argument.
zer0_viewport_resize_init(x)
elsif [x, y, width, height] == [0, 0, 640, 480] && !override
# Resize fullscreen viewport, unless explicitly overridden.
zer0_viewport_resize_init(Rect.new(0, 0, SCREEN[0], SCREEN[1]))
else
# Call method normally.
zer0_viewport_resize_init(Rect.new(x, y, width, height))
end
end
def resize(*args)
# Resize the viewport. Can call with (X, Y, WIDTH, HEIGHT) or (RECT).
self.rect = args[0].is_a?(Rect) ? args[0] : Rect.new(*args)
end
end
#===============================================================================
# ** Bitmap
#===============================================================================
class Bitmap
alias zer0_resolution_resize_init initialize
def initialize(width = 32, height = 32, override = false)
if width.is_a?(String)
# Call the filename if the first argument is a String.
zer0_resolution_resize_init(width)
elsif [width, height] == [640, 480] && !override
# Resize fullscreen bitmap unless explicitly overridden.
zer0_resolution_resize_init(SCREEN[0], SCREEN[1])
else
# Call method normally.
zer0_resolution_resize_init(width, height)
end
end
end
#===============================================================================
# ** Plane
#===============================================================================
class Plane < Sprite
def z=(z)
# Change the Z value of the viewport, not the sprite.
super(z * 1000)
end
def ox=(ox)
return if @bitmap == nil
# Have viewport stay in loop on X-axis.
super(ox % @bitmap.width)
end
def oy=(oy)
return if @bitmap == nil
# Have viewport stay in loop on Y-axis.
super(oy % @bitmap.height)
end
def bitmap
# Return the single bitmap, before it was tiled.
return @bitmap
end
def bitmap=(tile)
@bitmap = tile
# Calculate the number of tiles it takes to span screen in both directions.
xx = 1 + (SCREEN[0].to_f / tile.width).ceil
yy = 1 + (SCREEN[1].to_f / tile.height).ceil
# Create appropriately sized bitmap, then tile across it with source image.
plane = Bitmap.new(@bitmap.width * xx, @bitmap.height * yy)
(0..xx).each {|x| (0..yy).each {|y|
plane.blt(x * @bitmap.width, y * @bitmap.height, @bitmap, @bitmap.rect)
}}
# Set the bitmap to the sprite through its super class (Sprite).
super(plane)
end
# Redefine methods dealing with coordinates (defined in super) to do nothing.
def x; end
def y; end
def x=(x); end
def y=
; end
end
#===============================================================================
# DEBUG Mode
#===============================================================================
if $DEBUG
if PRE_CACHE_DATA
tilesets = load_data('Data/Tilesets.rxdata')
maps, priority_data, autotile_data = load_data('Data/MapInfos.rxdata'), {}, {}
maps.each_key {|map_id|
map = load_data(sprintf("Data/Map%03d.rxdata", map_id))
data = map.data
tileset = tilesets[map.tileset_id]
priorities = tileset.priorities
autotiles = tileset.autotile_names.collect {|name| RPG::Cache.autotile(name) }
animated = [[], [], [], []]
autotiles.each_index {|i|
width = autotiles.width
next unless width > 96
parameters = [tileset.autotile_names, width / 96, 0, []]
[0, 1, 2, 3].each {|j| animated[j].push(parameters[j]) }
}
[0, 1, 2].each {|z| (0...data.ysize).each {|y| (0...data.xsize).each {|x|
tile_id = data[x, y, z]
next if tile_id == 0
if tile_id < 384
name = tileset.autotile_names[(tile_id / 48) - 1]
index = animated[0].index(name)
next if index == nil
above = []
((z+1)...data.zsize).each {|zz| above.push(data[x, y, zz]) }
animated[3][index].push([x, y, z]) if above.all? {|id| id == 0 }
end
}}}
table = Table.new(data.xsize, data.ysize)
(0...table.xsize).each {|x| (0...table.ysize).each {|y|
above = [0, 1, 2].collect {|z| data[x, y-1, z] }
above = above.compact.collect {|p| priorities[p] }
table[x, y] = above.include?(1) ? 32 : 0
}}
priority_data[map_id], autotile_data[map_id] = table, animated
}
file = File.open('Data/PreCacheMapData.rxdata', 'wb')
Marshal.dump(priority_data, file)
Marshal.dump(autotile_data, file)
file.close
RPG::Cache.clear
end
if RESOLUTION_LOG
undersize, mapinfo = [], load_data('Data/MapInfos.rxdata')
file = File.open('Data/PreCacheMapData.rxdata', 'rb')
cached_data = Marshal.load(file)
file.close
# Create a text file and write the header.
file = File.open('Resolution Log.txt', 'wb')
file.write("[RESOLUTION LOG]\r\n\r\n")
time = Time.now.strftime("%x at %I:%M:%S %p")
file.write(" Logged on #{time}\r\n\r\n")
lcm = SCREEN[0].lcm(SCREEN[1]).to_f
aspect = [(lcm / SCREEN[1]), (lcm / SCREEN[0])].collect {|num| num.round }
file.write("RESOLUTION:\r\n #{SCREEN[0].to_i} x #{SCREEN[1].to_i}\r\n")
file.write("ASPECT RATIO:\r\n #{aspect[0]}:#{aspect[1]}\r\n")
file.write("MINIMUM MAP SIZE:\r\n #{(SCREEN[0] / 32).ceil} x #{(SCREEN[1] / 32).ceil}\r\n\r\n")
file.write("UNDERSIZED MAPS:\r\n")
mapinfo.keys.each {|key|
map = load_data(sprintf("Data/Map%03d.rxdata", key))
next if map.width*32 >= SCREEN[0] && map.height*32 >= SCREEN[1]
undersize.push(key)
}
unless undersize.empty?
file.write("The following maps are too small for the defined resolution. They should be adjusted to prevent graphical errors.\r\n\r\n")
undersize.sort.each {|id| file.write(" MAP[#{id}]: #{mapinfo[id].name}\r\n") }
file.write("\r\n")
else
file.write(' All maps are sized correctly.')
end
file.close
end
end
# Call the resolution, setting it to a global variable for plug-ins.
$resolution = Resolution.new
[/rgss]
Instructions
Compatibility
This script is not going to be for everyone obviously. A bigger screen means bigger chance of lag.
Custom scripts will need to be made to have windows for your CMS, CBS, and other scenes fill the screen properly.
I have created a second thread for numerous compatibility fixes. You can also make requests for new ones.
Go here to view the post.
Credits and Thanks
Author's Notes
Please report any bugs/issues so that they can be resolved. Enjoy!
Terms and Conditions
Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
By: ForeverZer0
Introduction
My goal in creating this script was to create a system that allowed the user to set the screen size to something other than 640 x 480, but not have make huge sacrifices in compatibility and performance. Although the script is not simply Plug-and-Play, it is about as close as one can achieve with a script of this nature.
Features
- Every possible autotile graphic (48 per autotile) will be cached for the next time that tile is used.
- Autotile animation has been made as efficient as possible, with a system that stores their coodinates, but only if they change. This greatly reduces the number of iterations at each update.
- Option to have the system create an external file to save pre-cached data for autotiles. This will decrease any loading times even more, and only takes a second, depending on the number of maps you have.
- User defined autotile animation speed. Can change with script calls.
- Automatic re-sizing of Bitmaps and Viewports that are 640 x 480 to the defined resolution, unless explicitely over-ridden in the method call. The graphics themselves will not be resized, but any existing scripts that use the normal screen size will already be configured to display different sizes of graphics for battlebacks, pictures, fogs, etc.
- Option to have a log file ouput each time the game is ran, which can alert you to possible errors with map sizes, etc.
Screenshots

Demo
Demo Link
Script
[rgss]#===============================================================================
# Custom Resolution
# Author: ForeverZer0
# Version: 0.93
# Date: 12.18.2010
#===============================================================================
#
# Introduction:
#
# My goal in creating this script was to create a system that allowed the user
# to set the screen size to something other than 640 x 480, but not have make
# huge sacrifices in compatibility and performance. Although the script is
# not simply Plug-and-Play, it is about as close as one can achieve with a
# script of this nature.
#
# Instructions:
#
# - Place the "screenshot.dll" from Fantasist's Transition Pack script, which
# can be found here: http://www.sendspace.com/file/yjd54h in your game folder
# - Place this script above main, below default scripts.
# - In my experience, unchecking "Reduce Screen Flickering" actually helps the
# screen not to flicker. Open menu with F1 while playing and set this to what
# you get the best results with.
#
# Features:
#
# - Totally re-written Tilemap and Plane class. Both classes were written to
# display the map across any screen size automatically. The Tilemap class
# is probably even more efficient than the original, which will help offset
# any increased lag due to using a larger screen size with more sprites
# being displayed.
# - Every possible autotile graphic (48 per autotile) will be cached for the
# next time that tile is used.
# - Autotile animation has been made as efficient as possible, with a system
# that stores their coodinates, but only if they change. This greatly reduces
# the number of iterations at each update.
# - System creates an external file to save pre-cached data priorities and
# autotiles. This will decrease any loading times even more, and only takes a
# second, depending on the number of maps you have.
# - User defined autotile animation speed. Can change with script calls.
# - Automatic re-sizing of Bitmaps and Viewports that are 640 x 480 to the
# defined resolution, unless explicitely over-ridden in the method call.
# The graphics themselves will not be resized, but any existing scripts that
# use the normal screen size will already be configured to display different
# sizes of graphics for transitions, battlebacks, pictures, fogs, etc.
# - Option to have a log file ouput each time the game is ran, which can alert
# you to possible errors with map sizes, etc.
#
# Issues/Bugs/Possible Bugs:
#
# - Graphic related scripts and your graphics will need to be customized to
# fit the new screen size, so this script is not for everyone.
# - The Z-axis for the Plane class, which is used for Fogs and Panoramas has
# been altered. It is now multiplied by 1000. This will likely be a minor
# issue for most, since this class is very rarely used except for Fogs and
# Panoramas, which are already far above and below respectfully.
# - Normal transitions using graphics cannot be used. With the exception of
# a standard fade, like that used when no graphic is defined will be used.
# Aside from that, only special transitions from Transition Pack can be
# used.
#
# Credits/Thanks:
# - ForeverZer0, for script.
# - Creators of the Transition Pack and Screenshot.dll
# - Selwyn, for base resolution script
#
#===============================================================================
# CONFIGURATION
#===============================================================================
SCREEN = [1024, 576]
# Define the resolution of the game screen. These values can be anything
# within reason. Centering, viewports, etc. will all be taken care of, but it
# is recommended that you use values divisible by 32 for best results.
UPDATE_COUNT = 8
# Define the number of frames between autotile updates. The lower the number,
# the faster the animations cycle. This can be changed in-game with the
# following script call: $game_map.autotile_speed = SPEED
PRE_CACHE_DATA = true
# The pre-cached file is mandatory for the script to work. As long as this is
# true, the data will be created each time the game is test-played. This is
# not always neccessary, only when maps are altered, so you can disable it to
# help speed up game start-up, and it will use the last created file.
RESOLUTION_LOG = true
# This will create a log in the Game directory each time the game is ran in
# DEBUG mode, which will list possible errors with map sizes, etc.
#===============================================================================
# ** Resolution
#===============================================================================
class Resolution
attr_reader :version
def initialize
# Define version.
@version = 0.93
# Set instance variables for calling basic Win32 functions.
ini = Win32API.new('kernel32', 'GetPrivateProfileString','PPPPLP', 'L')
title = "\0" * 256
ini.call('Game', 'Title', '', title, 256, '.\\Game.ini')
title.delete!("\0")
@window = Win32API.new('user32', 'FindWindow', 'PP', 'I').call('RGSS Player', title)
set_window_long = Win32API.new('user32', 'SetWindowLong', 'LIL', 'L')
set_window_pos = Win32API.new('user32', 'SetWindowPos', 'LLIIIII', 'I')
@metrics = Win32API.new('user32', 'GetSystemMetrics', 'I', 'I')
# Set default size, displaying error if size is larger than the hardware.
default_size = self.size
if default_size[0] < SCREEN[0] || default_size[1] < SCREEN[1]
print("\"#{title}\" requires a minimum screen resolution of [#{SCREEN[0]} x #{SCREEN[1]}]\r\n\r\n" +
"\tYour Resolution: [#{default_size[0]} x #{default_size[1]}]")
exit
end
# Apply resolution change.
x = (@metrics.call(0) - SCREEN[0]) / 2
y = (@metrics.call(1) - SCREEN[1]) / 2
set_window_long.call(@window, -16, 0x14CA0000)
set_window_pos.call(@window, 0, x, y, SCREEN[0] + 6, SCREEN[1] + 26, 0)
@window = Win32API.new('user32', 'FindWindow', 'PP', 'I').call('RGSS Player', title)
end
#--------------------------------------------------------------------------
def size
# Returns the screen size of the machine.
return [@metrics.call(0), @metrics.call(1)]
end
#--------------------------------------------------------------------------
def snapshot(filename = 'Data/snap', quality = 0)
# FILENAME = Filename that the picture will be saved as.
# FILETYPE = 0 = High Quality 1 = Low Quality
@screen = Win32API.new('screenshot.dll', 'Screenshot', 'LLLLPLL', '')
@screen.call(0, 0, SCREEN[0], SCREEN[1], filename, @window, quality)
end
#--------------------------------------------------------------------------
end
#===============================================================================
# ** Integer
#===============================================================================
class Integer
def gcd(num)
# Returns the greatest common denominator of self and num.
min, max = self.abs, num.abs
while min > 0
tmp = min
min = max % min
max = tmp
end
return max
end
def lcm(num)
# Returns the lowest common multiple of self and num.
return [self, num].include?(0) ? 0 : (self / self.gcd(num) * num).abs
end
end
#===============================================================================
# ** Graphics
#===============================================================================
module Graphics
class << self
alias zer0_graphics_transition transition
end
def self.transition(duration = 8, *args)
# Call default transition if no instance of the resolution is defined.
if $resolution == nil
zer0_graphics_transition(duration, *args)
else
# Skip this section and instantly transition graphics if duration is 0.
if duration > 0
# Take a snapshot of the the screen, overlaying screen with graphic.
$resolution.snapshot
zer0_graphics_transition(0)
# Create screen instance
sprite = Sprite.new(Viewport.new(0, 0, SCREEN[0], SCREEN[1]))
sprite.bitmap = Bitmap.new('Data/snap')
# Use a simple fade if transition is not defined.
fade = 255 / duration
duration.times { sprite.opacity -= fade ; update }
# Dispose sprite and delete snapshot file.
[sprite, sprite.bitmap].each {|obj| obj.dispose }
File.delete('Data/snap')
end
zer0_graphics_transition(0)
end
end
end
#===============================================================================
# ** RPG::Cache
#===============================================================================
module RPG::Cache
AUTO_INDEX = [
[27,28,33,34], [5,28,33,34], [27,6,33,34], [5,6,33,34],
[27,28,33,12], [5,28,33,12], [27,6,33,12], [5,6,33,12],
[27,28,11,34], [5,28,11,34], [27,6,11,34], [5,6,11,34],
[27,28,11,12], [5,28,11,12], [27,6,11,12], [5,6,11,12],
[25,26,31,32], [25,6,31,32], [25,26,31,12], [25,6,31,12],
[15,16,21,22], [15,16,21,12], [15,16,11,22], [15,16,11,12],
[29,30,35,36], [29,30,11,36], [5,30,35,36], [5,30,11,36],
[39,40,45,46], [5,40,45,46], [39,6,45,46], [5,6,45,46],
[25,30,31,36], [15,16,45,46], [13,14,19,20], [13,14,19,12],
[17,18,23,24], [17,18,11,24], [41,42,47,48], [5,42,47,48],
[37,38,43,44], [37,6,43,44], [13,18,19,24], [13,14,43,44],
[37,42,43,48], [17,18,47,48], [13,18,43,48], [13,18,43,48]
]
def self.autotile(filename)
key = "Graphics/Autotiles/#{filename}"
if !@cache.include?(key) || @cache[key].disposed?
# Cache the autotile graphic.
@cache[key] = (filename == '') ? Bitmap.new(128, 96) : Bitmap.new(key)
# Cache each configuration of this autotile.
self.format_autotiles(@cache[key], filename)
end
return @cache[key]
end
def self.format_autotiles(bitmap, filename)
# Iterate all 48 combinations using the INDEX, and save copy to cache.
(0...(bitmap.width / 96)).each {|frame|
# Iterate for each frame in the autotile. (Only for animated ones)
template = Bitmap.new(256, 192)
# Create a bitmap to use as a template for creation.
(0...6).each {|i| (0...8).each {|j| AUTO_INDEX[8*i+j].each {|number|
number -= 1
x, y = 16 * (number % 6), 16 * (number / 6)
rect = Rect.new(x + (frame * 96), y, 16, 16)
template.blt(32 * j + x % 32, 32 * i + y % 32, bitmap, rect)
}
# Use the above created template to create individual tiles.
index = 8*i+j
tile = Bitmap.new(32, 32)
sx, sy = 32 * (index % 8), 32 * (index / 8)
rect = Rect.new(sx, sy, 32, 32)
tile.blt(0, 0, template, rect)
@cache[[filename, index, frame]] = tile
}}
# Dispose the template since it will not be used again.
template.dispose }
end
def self.load_autotile(name, tile_id, frame = 0)
# Returns the autotile for the current map with TILE_ID and FRAME.
return @cache[[name, tile_id % 48, frame]]
end
end
#===============================================================================
# ** Tilemap
#===============================================================================
class Tilemap
attr_reader :map_data,
attr_accessor :tileset, :autotiles, :priorities
def initialize(viewport)
# Initialize instance variables to store required data.
@viewport, @autotiles, @layers, @ox, @oy = viewport, [], [], 0, 0
# Get priority and autotile data for this tileset from instance of Game_Map.
@priorities, @animated = $game_map.priorities, $game_map.autotile_data
# Create a sprite and viewport to use for each priority level.
(0..5).each {|i|
@layers = Sprite.new(viewport)
@layers.z = i * 32
}
end
def ox=(ox)
# Set the origin of the X-axis for all the sprites.
@ox = ox
@layers.each {|sprite| sprite.ox = @ox }
end
def oy=(oy)
# Set the origin of the y-axis for all the sprites.
@oy = oy
@layers.each {|sprite| sprite.oy = @oy }
end
def dispose
# Dispose all of the sprites and viewports.
@layers.each {|layer| layer.dispose }
end
def map_data=(data)
# Set the map data to an instance variable.
@map_data = data
# Clear any sprites' bitmaps if it exists, or create new ones.
@layers.each_index {|i|
if @layers.bitmap != nil
# Dispose bitmap and set to nil.
@layers.bitmap = @layers.bitmap.dispose
end
# Create new bitmap, whose size is the same as the game map.
@layers.bitmap = Bitmap.new($game_map.width*32, $game_map.height*32)
}
# Draw bitmaps accordingly.
refresh
end
def refresh
# Set the animation data from the file if it exists, or create it now.
@animated = $game_map.autotile_data
# Iterate through all map layers, starting with the bottom.
[0,1,2].each {|z| (0...@map_data.ysize).each {|y| (0...@map_data.xsize).each {|x|
tile_id = @map_data[x, y, z]
# Go to the next iteration if no bitmap is defined for this tile.
if tile_id == 0 # No tile
next
elsif tile_id < 384 # Autotile
name = $game_map.autotile_names[(tile_id / 48) - 1]
bitmap = RPG::Cache.load_autotile(name, tile_id)
else # Normal Tile
bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0)
end
# Determine what the layer to draw tile, based off priority.
layer = @priorities[tile_id]
# Perform a block transfer from the created bitmap to the sprite bitmap.
@layers[layer].bitmap.blt(x*32, y*32, bitmap, Rect.new(0, 0, 32, 32))
}}}
end
def update
# Update the sprites.
if Graphics.frame_count % $game_map.autotile_speed == 0
# Increase current frame of tile by one, looping by width.
@animated[0].each_index {|i|
@animated[2] = (@animated[2] + 1) % @animated[1]
@animated[3].each {|data|
# Gather data using the stored coordinates from the map data.
tile_id, x, y = @map_data[data[0], data[1], data[2]], data[0], data[1]
name, layer = @animated[0], @priorities[tile_id]
# Load the next frame of the autotile and set it to the map.
bitmap = RPG::Cache.load_autotile(name, tile_id, @animated[2])
@layers[layer].bitmap.blt(x*32, y*32, bitmap, Rect.new(0, 0, 32, 32))
}
}
end
end
end
#===============================================================================
# Game_Map
#===============================================================================
class Game_Map
attr_reader :tile_size, :autotile_speed, :autotile_data, :priority_data
alias zer0_load_autotile_data_init initialize
def initialize
# Load pre-cached data hashes. They will be referenced during setup.
file = File.open('Data/PreCacheMapData.rxdata', 'rb')
@cached_priorities = Marshal.load(file)
@cached_autotiles = Marshal.load(file)
file.close
# Call original method.
zer0_load_autotile_data_init
# Store the screen dimensions in tiles to save on calculations later.
@tile_size = [SCREEN[0], SCREEN[1]].collect {|n| (n / 32.0).ceil }
@autotile_speed = UPDATE_COUNT
end
alias zer0_map_edge_setup setup
def setup(map_id)
@priority_data = @cached_priorities[map_id]
@autotile_data = @cached_autotiles[map_id]
# Call original method.
zer0_map_edge_setup(map_id)
# Find the displayed area of the map in tiles. No calcualting every step.
@map_edge = [self.width - @tile_size[0], self.height - @tile_size[1]]
@map_edge.collect! {|size| size * 128 }
end
def scroll_down(distance)
# Find point that the map edge meets the screen edge, using custom size.
@display_y = [@display_y + distance, @map_edge[1]].min
end
def scroll_right(distance)
# Find point that the map edge meets the screen edge, using custom size.
@display_x = [@display_x + distance, @map_edge[0]].min
end
def autotile_speed=(speed)
# Keep the speed above 0 to prevent the ZeroDivision Error.
@autotile_speed = speed
@autotile_speed = 1 if @autotile_speed < 1
end
end
#===============================================================================
# ** Game_Character
#===============================================================================
class Game_Character
def screen_z(height = 0)
if @always_on_top
# Return high Z value if always on top flag is present.
return 999
elsif height != nil && height > 32
# Iterate through map characters to their positions relative to this one.
characters = $game_map.events.values
characters += [$game_player] unless self.is_a?(Game_Player)
# Find and set any character that is one tile above this one.
above, z = characters.find {|chr| chr.x == @x && chr.y == @y - 1 }, 0
if above != nil
# If found, adjust value by this one's Z, and the other's.
z = (above.screen_z(48) >= 32 ? 33 : 31)
end
# Check for Blizz-ABS and adjust coordinates for the pixel-rate.
if $BlizzABS
x = ((@x / $game_system.pixel_rate) / 2.0).to_i
y = ((@y / $game_system.pixel_rate) / 2.0).to_i
return $game_map.priority_data[x, y] + z
else
return $game_map.priority_data[@x, @y] + z
end
end
return 0
end
end
#===============================================================================
# ** Game_Player
#===============================================================================
class Game_Player
CENTER_X = ((SCREEN[0] / 2) - 16) * 4 # Center screen x-coordinate * 4
CENTER_Y = ((SCREEN[1] / 2) - 16) * 4 # Center screen y-coordinate * 4
def center(x, y)
# Recalculate the screen center based on the new resolution.
max_x = ($game_map.width - $game_map.tile_size[0]) * 128
max_y = ($game_map.height - $game_map.tile_size[1]) * 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
#===============================================================================
# ** Sprite
#===============================================================================
class Sprite
alias zer0_sprite_resize_init initialize
def initialize(view = nil)
# Unless viewport is defined, use the new default viewport size.
view = Viewport.new(0, 0, SCREEN[0], SCREEN[1]) if view == nil
# Call original method.
zer0_sprite_resize_init(view)
end
end
#===============================================================================
# ** Viewport
#===============================================================================
class Viewport
alias zer0_viewport_resize_init initialize
def initialize(x=0, y=0, width=SCREEN[0], height=SCREEN[1], override=false)
if x.is_a?(Rect)
# If first argument is a Rectangle, just use it as the argument.
zer0_viewport_resize_init(x)
elsif [x, y, width, height] == [0, 0, 640, 480] && !override
# Resize fullscreen viewport, unless explicitly overridden.
zer0_viewport_resize_init(Rect.new(0, 0, SCREEN[0], SCREEN[1]))
else
# Call method normally.
zer0_viewport_resize_init(Rect.new(x, y, width, height))
end
end
def resize(*args)
# Resize the viewport. Can call with (X, Y, WIDTH, HEIGHT) or (RECT).
self.rect = args[0].is_a?(Rect) ? args[0] : Rect.new(*args)
end
end
#===============================================================================
# ** Bitmap
#===============================================================================
class Bitmap
alias zer0_resolution_resize_init initialize
def initialize(width = 32, height = 32, override = false)
if width.is_a?(String)
# Call the filename if the first argument is a String.
zer0_resolution_resize_init(width)
elsif [width, height] == [640, 480] && !override
# Resize fullscreen bitmap unless explicitly overridden.
zer0_resolution_resize_init(SCREEN[0], SCREEN[1])
else
# Call method normally.
zer0_resolution_resize_init(width, height)
end
end
end
#===============================================================================
# ** Plane
#===============================================================================
class Plane < Sprite
def z=(z)
# Change the Z value of the viewport, not the sprite.
super(z * 1000)
end
def ox=(ox)
return if @bitmap == nil
# Have viewport stay in loop on X-axis.
super(ox % @bitmap.width)
end
def oy=(oy)
return if @bitmap == nil
# Have viewport stay in loop on Y-axis.
super(oy % @bitmap.height)
end
def bitmap
# Return the single bitmap, before it was tiled.
return @bitmap
end
def bitmap=(tile)
@bitmap = tile
# Calculate the number of tiles it takes to span screen in both directions.
xx = 1 + (SCREEN[0].to_f / tile.width).ceil
yy = 1 + (SCREEN[1].to_f / tile.height).ceil
# Create appropriately sized bitmap, then tile across it with source image.
plane = Bitmap.new(@bitmap.width * xx, @bitmap.height * yy)
(0..xx).each {|x| (0..yy).each {|y|
plane.blt(x * @bitmap.width, y * @bitmap.height, @bitmap, @bitmap.rect)
}}
# Set the bitmap to the sprite through its super class (Sprite).
super(plane)
end
# Redefine methods dealing with coordinates (defined in super) to do nothing.
def x; end
def y; end
def x=(x); end
def y=
end
#===============================================================================
# DEBUG Mode
#===============================================================================
if $DEBUG
if PRE_CACHE_DATA
tilesets = load_data('Data/Tilesets.rxdata')
maps, priority_data, autotile_data = load_data('Data/MapInfos.rxdata'), {}, {}
maps.each_key {|map_id|
map = load_data(sprintf("Data/Map%03d.rxdata", map_id))
data = map.data
tileset = tilesets[map.tileset_id]
priorities = tileset.priorities
autotiles = tileset.autotile_names.collect {|name| RPG::Cache.autotile(name) }
animated = [[], [], [], []]
autotiles.each_index {|i|
width = autotiles.width
next unless width > 96
parameters = [tileset.autotile_names, width / 96, 0, []]
[0, 1, 2, 3].each {|j| animated[j].push(parameters[j]) }
}
[0, 1, 2].each {|z| (0...data.ysize).each {|y| (0...data.xsize).each {|x|
tile_id = data[x, y, z]
next if tile_id == 0
if tile_id < 384
name = tileset.autotile_names[(tile_id / 48) - 1]
index = animated[0].index(name)
next if index == nil
above = []
((z+1)...data.zsize).each {|zz| above.push(data[x, y, zz]) }
animated[3][index].push([x, y, z]) if above.all? {|id| id == 0 }
end
}}}
table = Table.new(data.xsize, data.ysize)
(0...table.xsize).each {|x| (0...table.ysize).each {|y|
above = [0, 1, 2].collect {|z| data[x, y-1, z] }
above = above.compact.collect {|p| priorities[p] }
table[x, y] = above.include?(1) ? 32 : 0
}}
priority_data[map_id], autotile_data[map_id] = table, animated
}
file = File.open('Data/PreCacheMapData.rxdata', 'wb')
Marshal.dump(priority_data, file)
Marshal.dump(autotile_data, file)
file.close
RPG::Cache.clear
end
if RESOLUTION_LOG
undersize, mapinfo = [], load_data('Data/MapInfos.rxdata')
file = File.open('Data/PreCacheMapData.rxdata', 'rb')
cached_data = Marshal.load(file)
file.close
# Create a text file and write the header.
file = File.open('Resolution Log.txt', 'wb')
file.write("[RESOLUTION LOG]\r\n\r\n")
time = Time.now.strftime("%x at %I:%M:%S %p")
file.write(" Logged on #{time}\r\n\r\n")
lcm = SCREEN[0].lcm(SCREEN[1]).to_f
aspect = [(lcm / SCREEN[1]), (lcm / SCREEN[0])].collect {|num| num.round }
file.write("RESOLUTION:\r\n #{SCREEN[0].to_i} x #{SCREEN[1].to_i}\r\n")
file.write("ASPECT RATIO:\r\n #{aspect[0]}:#{aspect[1]}\r\n")
file.write("MINIMUM MAP SIZE:\r\n #{(SCREEN[0] / 32).ceil} x #{(SCREEN[1] / 32).ceil}\r\n\r\n")
file.write("UNDERSIZED MAPS:\r\n")
mapinfo.keys.each {|key|
map = load_data(sprintf("Data/Map%03d.rxdata", key))
next if map.width*32 >= SCREEN[0] && map.height*32 >= SCREEN[1]
undersize.push(key)
}
unless undersize.empty?
file.write("The following maps are too small for the defined resolution. They should be adjusted to prevent graphical errors.\r\n\r\n")
undersize.sort.each {|id| file.write(" MAP[#{id}]: #{mapinfo[id].name}\r\n") }
file.write("\r\n")
else
file.write(' All maps are sized correctly.')
end
file.close
end
end
# Call the resolution, setting it to a global variable for plug-ins.
$resolution = Resolution.new
[/rgss]
Instructions
- Place script below default scripts, and above "Main".
- Download Transition Pack by Fantasist from HERE.
- Or you can simply download the .dll HERE.
- Place the screenshot.dll from it in the game folder.
- Any further instructions are in the script.
Compatibility
This script is not going to be for everyone obviously. A bigger screen means bigger chance of lag.
Custom scripts will need to be made to have windows for your CMS, CBS, and other scenes fill the screen properly.
I have created a second thread for numerous compatibility fixes. You can also make requests for new ones.
Go here to view the post.
Credits and Thanks
- Creators of Transition Pack and screenshot.dll
- Selwyn, for the rough base of the screen size change script.
Author's Notes
Please report any bugs/issues so that they can be resolved. Enjoy!
Terms and Conditions
Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
You are free:
to Share - to copy, distribute and transmit the work
to Remix - to adapt the work
Under the following conditions:
Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
Noncommercial. You may not use this work for commercial purposes.
Share alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.
- For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.
- Any of the above conditions can be waived if you get permission from the copyright holder.
- Nothing in this license impairs or restricts the author's moral rights.
to Share - to copy, distribute and transmit the work
to Remix - to adapt the work
Under the following conditions:
Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
Noncommercial. You may not use this work for commercial purposes.
Share alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.
- For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.
- Any of the above conditions can be waived if you get permission from the copyright holder.
- Nothing in this license impairs or restricts the author's moral rights.