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New Mode7 script / Neo Mode 7 script

a Demo...?

Simple:

Make a new Project, add the Script from Page 1 as a new Script above the Main Script, but below the Scenes.
Make a new Map, set the start position there.
Add to the Mapname the following: [M7][#50] 
 
But for someone who doesnt want to use the script but would like to see how it works, and may possibly want to use it after seeing it, a demo would be a good idea.
 
But it doesn?t matter..
When he won?t use the Script, why he need a Demo..
If he want to use it, or if he is interested.. he can spend 3 Minutes of his Life to add this Script and rename a map.. waht a big work.. huu.. That?s amazing much work.. wohoo

My Record in adding the script to a NEW Prject is: 55 seconds..
 
As there was only the beginning of the script on the first page, I post it here in three parts.
I added a demo in my first post too.

FIRST PART (update 15/04/08) :

Code:
#============================================================================
# This script adds a kind of depth for the maps.
# Written by MGCaladtogel
# English version (15/04/08)
#============================================================================
# â–  Game_Map
#----------------------------------------------------------------------------
# Methods modifications to handle map looping
#============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Scroll Down
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_down_mode7_game_map scroll_down
  def scroll_down(distance)
    if !$game_system.mode7
      scroll_down_mode7_game_map(distance)
      return
    end
    if $game_system.loop_y or $game_system.always_scroll
      @display_y = @display_y + distance # always scroll
    else
      @display_y = [@display_y + distance, (self.height - 15) * 128].min
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Left
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_left_mode7_game_map scroll_left
  def scroll_left(distance)
    if !$game_system.mode7
      scroll_left_mode7_game_map(distance)
      return
    end
    if $game_system.loop_x or $game_system.always_scroll
      @display_x = @display_x - distance # always scroll
    else
      @display_x = [@display_x - distance, 0].max
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Right
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_right_mode7_game_map scroll_right
  def scroll_right(distance)
    if !$game_system.mode7
      scroll_right_mode7_game_map(distance)
      return
    end
    if $game_system.loop_x or $game_system.always_scroll
      @display_x = @display_x + distance # always scroll
    else
      @display_x = [@display_x + distance, (self.width - 20) * 128].min
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Up
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_up_mode7_game_map scroll_up
  def scroll_up(distance)
    if !$game_system.mode7
      scroll_up_mode7_game_map(distance)
      return
    end
    if $game_system.loop_y or $game_system.always_scroll
      @display_y = @display_y - distance # always scroll
    else
      @display_y = [@display_y - distance, 0].max
    end
  end
  #--------------------------------------------------------------------------
  # * Determine Valid Coordinates
  #     x          : x-coordinate
  #     y          : y-coordinate
  #   Allow the hero to go out of the map when map looping
  #--------------------------------------------------------------------------
  alias valid_mode7_game_map? valid?
  def valid?(x, y)
    if !$game_system.mode7
      return (valid_mode7_game_map?(x, y))
    end
    if $game_system.loop_x
      if $game_system.loop_y
        return true
      else
        return (y >= 0 and y < height)
      end
    elsif $game_system.loop_y
      return (x >= 0 and x < width)
    end
    return (x >= 0 and x < width and y >= 0 and y < height)
  end
  #--------------------------------------------------------------------------
  # * Determine if Passable
  #     x          : x-coordinate
  #     y          : y-coordinate
  #     d          : direction (0,2,4,6,8,10)
  #                  *  0,10 = determine if all directions are impassable
  #     self_event : Self (If event is determined passable)
  #--------------------------------------------------------------------------
  alias passable_mode7_game_map? passable?
  def passable?(x, y, d, self_event = nil)
    if !$game_system.mode7
      passable_mode7_game_map?(x, y, d, self_event)
      return(passable_mode7_game_map?(x, y, d, self_event))
    end
    unless valid?(x, y)
      return false
    end
    bit = (1 << (d / 2 - 1)) & 0x0f
    for event in events.values
      if event.tile_id >= 0 and event != self_event and
         event.x == x and event.y == y and not event.through
        if @passages[event.tile_id] & bit != 0
          return false
        elsif @passages[event.tile_id] & 0x0f == 0x0f
          return false
        elsif @priorities[event.tile_id] == 0
          return true
        end
      end
    end
    for i in [2, 1, 0]
      tile_id = data[x % width, y % height, i] # handle map looping
      if tile_id == nil
        return false
      elsif @passages[tile_id] & bit != 0
        return false
      elsif @passages[tile_id] & 0x0f == 0x0f
        return false
      elsif @priorities[tile_id] == 0
        return true
      end
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Setup
  #     map_id : map ID
  #--------------------------------------------------------------------------
  alias old_setup_mode7 setup
  def setup(map_id)
    old_setup_mode7(map_id)
    if !$game_switches[$enable_mode7_number]
      $game_system.mode7 = false
      $game_system.mode7 = false
      $game_system.loop_x = false
      $game_system.loop_y = false
      $game_system.always_scroll = false
      $game_system.animated = false
      $game_system.white_horizon = false
      $game_system.angle = 0
      $game_system.fixed_panorama = false
      $game_system.ov = false
      $game_system.ov_zoom = 0.6
      $game_system.reset
      return
    end
    map_data = $data_maps[$game_map.map_id]
    for keyword in $mode7_maps_settings.keys
      if map_data.name2.include?(keyword)
        command_list = $mode7_maps_settings[keyword]
        $game_system.mode7 = true
        $game_system.loop_x = command_list.include?("X")
        $game_system.loop_y = command_list.include?("Y")
        $game_system.always_scroll = command_list.include?("C")
        $game_system.animated = command_list.include?("A")
        $game_system.white_horizon = command_list.include?("H")
        $game_system.fixed_panorama = command_list.include?("P")
        $game_system.ov = command_list.include?("OV")
        for command in command_list
          if command.include?("#")
            $game_system.angle = (command.slice(1, 2)).to_i
            $game_system.angle = [[$game_system.angle, 0].max, 89].min
            break
          end
        end
        return
      end
    end
    $game_system.mode7 = map_data.name2.include?("[M7]")
    $game_system.loop_x = map_data.name2.include?("[X]")
    $game_system.loop_y = map_data.name2.include?("[Y]")
    $game_system.always_scroll = map_data.name2.include?("[C]")
    $game_system.animated = map_data.name2.include?("[A]")
    $game_system.white_horizon = map_data.name2.include?("[H]")
    $game_system.fixed_panorama = map_data.name2.include?("[P]")
    $game_system.ov = map_data.name2.include?("[OV]")
    if $game_system.mode7
      map_data.name2 =~ /\[#[ ]*([00-99]+)\]/i
      $game_system.angle = $1.to_i
      $game_system.angle = [[$game_system.angle, 0].max, 89].min
    end
  end
end

#============================================================================
# â–  Game_Character
#----------------------------------------------------------------------------
# "update" method modifications to handle map looping
#============================================================================

class Game_Character
  attr_accessor :x
  attr_accessor :y
  attr_accessor :real_x
  attr_accessor :real_y
  attr_reader   :flat
  attr_reader   :height
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_mode7_game_character initialize
  def initialize
    initialize_mode7_game_character
    @flat = false
    @height = 0.0
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias update_mode7_game_character update
  def update
    if !$game_system.mode7
      update_mode7_game_character
      return
    end
    # if x-coordinate is out of the map
    if !(x.between?(0, $game_map.width - 1))
      difference = 128 * x - real_x
      if self.is_a?(Game_Player)
        # increase or decrease map's number
        self.map_number_x += difference / (difference.abs)
      end
      # x-coordinate is equal to its equivalent in the map
      self.x %= $game_map.width
      self.real_x = 128 * x - difference
    end
    # if y-coordinate is out of the map
    if !(y.between?(0, $game_map.height - 1))
      difference = 128 * y - real_y
      if self.is_a?(Game_Player)
        # increase or decrease map's number
        self.map_number_y += difference / (difference.abs)
      end
      # y-coordinate is equal to its equivalent in the map
      self.y %= $game_map.height
      self.real_y = 128 * y - difference
    end
    update_mode7_game_character
  end
end

#==============================================================================
# â–  Game_Event
#----------------------------------------------------------------------------
# Add methods to handle flat events and altitude for vertical event
#============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * scan the event's commands list
  #     page : the scanned page (RPG::Event::Page)
  #--------------------------------------------------------------------------
  def check_commands(page)
    @height = 0.0
    command_list = page.list
    for k in 0..command_list.length - 2
      command = command_list[k]
      if (command.parameters[0].to_s).include?("Height")
        @height = (command.parameters[0][7,command.parameters[0].length-1]).to_f
      end
      @flat = (command.parameters[0].to_s).include?("Flat")
    end
  end
  #--------------------------------------------------------------------------
  # * scan the event's commands list of the current page when refreshed
  #--------------------------------------------------------------------------
  alias refresh_mode7_game_character refresh
  def refresh
    refresh_mode7_game_character
    check_commands(@page) if @page != nil
  end
end

#============================================================================
# â–  Game_Player
#----------------------------------------------------------------------------
# Add attributes to have a well-working panorama's scrolling
#============================================================================

class Game_Player < Game_Character
  attr_accessor :map_number_x # map's number with X-looping
  attr_accessor :map_number_y # map's number with Y-looping
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_mode7_game_player initialize
  def initialize
    initialize_mode7_game_player
    self.map_number_x = 0
    self.map_number_y = 0
  end
  #--------------------------------------------------------------------------
  # * Handle the option : center around the hero
  #--------------------------------------------------------------------------
  alias center_mode7_game_player center
  def center(x, y)
    if !$game_system.loop_y and !$game_system.always_scroll#!$game_system.mode7
      center_mode7_game_player(x, y)
      return
    end
    $game_map.display_x = x * 128 - CENTER_X
    $game_map.display_y = y * 128 - CENTER_Y
  end
end

#============================================================================
# â–  Sprite
#----------------------------------------------------------------------------
# Add attributes to work efficiently with scanlines sprites
#============================================================================

class Sprite
  attr_accessor :y_origin_bitmap # bitmap's y-coordinate for the "src_rect.set"
  #method (float)
  attr_accessor :x_origin_bitmap # bitmap's x-coordinate for the "src_rect.set"
  #method (float)
  attr_accessor :y_origin_bitmap_i # bitmap's y-coordinate for the
  #"src_rect.set" method (integer)
  attr_accessor :x_origin_bitmap_i # bitmap's x-coordinate for the
  #"src_rect.set" method (integer)
  attr_accessor :length # sprite's width
end

#============================================================================
# â–  Sprite_Character
#----------------------------------------------------------------------------
# Calculate x-coordinate and y-coordinate for a mode7 map 
#============================================================================

class Sprite_Character < RPG::Sprite
  attr_reader   :flat_indicator # true if the event is flat-drawn
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_mode7_sprite_character initialize
  def initialize(viewport, character = nil)
    @flat_indicator = false
    initialize_mode7_sprite_character(viewport, character)
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias update_mode7_sprite_character update
  def update
    if !$game_system.mode7
      update_mode7_sprite_character
      return
    end
    if @flat_indicator
      if (!@character.flat or @character.moving? or
        @tile_id != @character.tile_id or
        @character_name != @character.character_name or
        @character_hue != @character.character_hue)
        @flat_indicator = @character.flat
        # redraw the original ground
        maps_list = $scene.spriteset.tilemap.maps_list
        map_ground = $scene.spriteset.tilemap.map_ground
        rect = Rect.new(@flat_x_map, @flat_y_map, @flat_width, @flat_height)
        for map in maps_list
          map.blt(@flat_x_map, @flat_y_map, map_ground, rect)
          if $game_system.loop_x and @flat_x_map.between?(0, 19 * 32)
            map.blt(@flat_x_map + 32 * $game_map.width, @flat_y_map, map_ground,
            rect)
          end
        end
      else
        return
      end
    end
    super
    if @tile_id != @character.tile_id or
       @character_name != @character.character_name or
       @character_hue != @character.character_hue
      @tile_id = @character.tile_id
      @character_name = @character.character_name
      @character_hue = @character.character_hue
      if @tile_id >= 384
        self.bitmap = RPG::Cache.tile($game_map.tileset_name,
          @tile_id, @character.character_hue)
        self.src_rect.set(0, 0, 32, 32)
        self.ox = 16
        self.oy = 32
      else
        self.bitmap = RPG::Cache.character(@character.character_name,
          @character.character_hue)
        @cw = bitmap.width / 4
        @ch = bitmap.height / 4
        self.ox = @cw / 2
        self.oy = @ch
        # pivot correction (intersection between the map and this sprite)
        self.oy -= 4
      end
    end
    self.visible = (not @character.transparent)
    if @tile_id == 0
      sx = @character.pattern * @cw
      sy = (@character.direction - 2) / 2 * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
    end
    if @character.flat # event must be flat drawn
      return if $scene.spriteset == nil
      if @tile_id == 0
        @flat_x_map = @character.real_x / 4 - (@cw - 32) / 2
        @flat_y_map = @character.real_y / 4 - @ch + 32
        @flat_x0 = sx
        @flat_y0 = sy
        @flat_width = @cw
        @flat_height = @ch
      else
        @flat_x_map = @character.real_x / 4
        @flat_y_map = @character.real_y / 4
        @flat_x0 = 0
        @flat_y0 = 0
        @flat_width = 32
        @flat_height = 32
      end
      # modify the maps graphics
      maps_list = $scene.spriteset.tilemap.maps_list
      rect = Rect.new(@flat_x0, @flat_y0, @flat_width, @flat_height)
      for map in maps_list
        map.blt(@flat_x_map, @flat_y_map, bitmap, rect, @character.opacity)
        if $game_system.loop_x and @flat_x_map.between?(0, 19 * 32)
          map.blt(@flat_x_map + 32 * $game_map.width, @flat_y_map, bitmap, rect,
          @character.opacity)
        end
      end
      @flat_indicator = true
      self.opacity = 0
      return
    end
    x_intermediate = @character.screen_x
    y_intermediate = @character.screen_y
    y_intermediate -= $game_temp.pivot + 4 if $game_system.mode7
    # if vertical looping
    if $game_system.loop_y
      h = 32 * $game_map.height
      y_intermediate = (y_intermediate + h / 2) % h - h / 2
    end
    # coordinates in a mode7 map
    self.y = (($game_temp.distance_h * y_intermediate *
    $game_temp.cos_angle).to_f / ($game_temp.distance_h - y_intermediate *
    $game_temp.sin_angle) + $game_temp.pivot)
    self.zoom_x = $game_temp.slope_value * y + $game_temp.corrective_value
    self.zoom_y = zoom_x
    self.x = 320 + zoom_x * (x_intermediate - 320)
    # if horizontal looping
    if $game_system.loop_x
      offset = ($game_map.width >= 24 ? 64 * zoom_x : 0)
      l = 32 * $game_map.width * zoom_x
      self.x = (x + offset) % l - offset
    end
    if @character.is_a?(Game_Player)
      # Overworld Sprite Resize
      if $game_system.ov
        self.zoom_x *= $game_system.ov_zoom
        self.zoom_y *= $game_system.ov_zoom
      end
    end    
    self.z = @character.screen_z(@ch)
    # hide the sprite if it is beyond the horizon's line
    self.opacity = (y < $game_temp.height_limit ? 0 : @character.opacity)
    self.y -= 32 * @character.height * zoom_y # height correction
    self.blend_type = @character.blend_type
    self.bush_depth = @character.bush_depth
    if @character.animation_id != 0
      animation = $data_animations[@character.animation_id]
      animation(animation, true)
      @character.animation_id = 0
    end
  end
end

#============================================================================
# â–  Sprite_V (Vertical Sprites)
#----------------------------------------------------------------------------
#  Sprites corresponding to the vertical elements formed by tiles
#============================================================================

class Sprite_V < Sprite
  attr_accessor :x_map # sprite's x_coordinates (in squares) (Float)
  attr_accessor :y_map # sprite's y_coordinates (in squares) (Float)
  attr_accessor :square_y # sprite's y_coordinates (in squares) (Integer)
  attr_accessor :priority # sprite's priority
  attr_accessor :animated # True if animated
  attr_accessor :list_bitmap # list of sprite's bitmaps (Bitmap)
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    square_y_corrected = square_y
    y_intermediate = 32 * y_map - $game_temp.pivot - $game_map.display_y / 4
    y_intermediate_reference = y_intermediate
    # if vertical looping
    if $game_system.loop_y
      y_intermediate = (y_intermediate + $game_temp.height / 2) %
      $game_temp.height - $game_temp.height / 2
      if y_intermediate_reference < y_intermediate
        square_y_corrected = square_y + $game_map.height
      elsif y_intermediate_reference > y_intermediate
        square_y_corrected = square_y - $game_map.height
      end
    end
    self.y = ($game_temp.distance_h * y_intermediate *
    $game_temp.cos_angle).to_f / ($game_temp.distance_h - y_intermediate *
    $game_temp.sin_angle) + $game_temp.pivot
    if y < $game_temp.height_limit
      # hide the sprite if it is beyond the horizon's line
      self.opacity = 0
      return
    end
    self.opacity = 255
    if $scene.spriteset != nil
      opacity_values = $scene.spriteset.tilemap.opacity_values
      tone_values = $scene.spriteset.tilemap.tone_values
      if opacity_values.has_key?(y)
        self.opacity = opacity_values[y]
        self.tone = tone_values[y]
      end
    end
    self.zoom_x = $game_temp.slope_value * y + $game_temp.corrective_value
    self.zoom_y = zoom_x
    x_intermediate = 32 * x_map - $game_map.display_x / 4
    self.x = 320 + (zoom_x * (x_intermediate - 320))
    # if horizontal looping
    if $game_system.loop_x
      offset = ($game_map.width >= 24 ? 64 * zoom_x : 0)
      l = 32 * $game_map.width * self.zoom_x
      self.x = (self.x + offset) % l - offset
    end
    self.z = (128 * square_y_corrected - $game_map.display_y + 3) / 4 +
    32 + 32 * priority
    return
  end
  #--------------------------------------------------------------------------
  # * Update bitmap for animation
  #     index  : 0..3 : animation's index
  #--------------------------------------------------------------------------
  def update_animated(index)
    self.bitmap = @list_bitmap[index]
  end
end

#============================================================================
# â–  Spriteset_Map
#----------------------------------------------------------------------------
#  Modifications to call a mode7 map
#============================================================================

class Spriteset_Map
  attr_accessor :tilemap # just to be able to access the tilemap
  #--------------------------------------------------------------------------
  # * Initialize Object
  #   Rewritten to call a map with mode7
  #--------------------------------------------------------------------------
  alias initialize_mode7_spriteset_map initialize
  def initialize
    if !$game_system.mode7
      initialize_mode7_spriteset_map
      return
    end
    @viewport1 = Viewport.new(0, 0, 640, 480)
    @viewport2 = Viewport.new(0, 0, 640, 480)
    @viewport3 = Viewport.new(0, 0, 640, 480)
    @viewport2.z = 200
    @viewport3.z = 5000
    # mode7 map
    @tilemap = Tilemap_mode7.new(@viewport1, self)
    @panorama = Plane.new(@viewport1)
    # sprites drawn at the horizon's level have a negative z, and with a z value
    # of -100000 the panorama is still below
    @panorama.z = ($game_system.mode7 ? -100000 : -1000)
    @fog = Plane.new(@viewport1)
    @fog.z = 3000
    @character_sprites = []
    for i in $game_map.events.keys.sort
      sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
      @character_sprites.push(sprite)
    end
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
    @weather = RPG::Weather.new(@viewport1)
    @picture_sprites = []
    for i in 1..50
      @picture_sprites.push(Sprite_Picture.new(@viewport2,
        $game_screen.pictures[i]))
    end
    @timer_sprite = Sprite_Timer.new
    update
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    if @tilemap.tileset != nil
      @tilemap.tileset.dispose
      for i in 0..6
        @tilemap.autotiles[i].dispose
      end
    end
    @tilemap.dispose
    @panorama.dispose
    @fog.dispose
    for sprite in @character_sprites
      sprite.dispose
    end
    @weather.dispose
    for sprite in @picture_sprites
      sprite.dispose
    end
    @timer_sprite.dispose
    @viewport1.dispose
    @viewport2.dispose
    @viewport3.dispose
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias update_mode7_spriteset_map update
  def update
    if !$game_system.mode7
      update_mode7_spriteset_map
      return
    end
    if @panorama_name != $game_map.panorama_name or
       @panorama_hue != $game_map.panorama_hue
      @panorama_name = $game_map.panorama_name
      @panorama_hue = $game_map.panorama_hue
      if @panorama.bitmap != nil
        @panorama.bitmap.dispose
        @panorama.bitmap = nil
      end
      if @panorama_name != ""
        @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
      end
      Graphics.frame_reset
    end
    if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
      @fog_name = $game_map.fog_name
      @fog_hue = $game_map.fog_hue
      if @fog.bitmap != nil
        @fog.bitmap.dispose
        @fog.bitmap = nil
      end
      if @fog_name != ""
        @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
      end
      Graphics.frame_reset
    end
    # update animated tiles each 20 frames
    if Graphics.frame_count % 20 == 0 and $game_system.animated
      @tilemap.update_animated
    end
    @tilemap.update
    # if the panorama is fixed
    if $game_system.fixed_panorama
      @panorama.ox = 0
      @panorama.oy = 0
    # if it is a mode7 map
    else
      # to have a fluent panorama scrolling
      @panorama.ox = (128 * $game_map.width * $game_player.map_number_x +
      $game_player.real_x) / 8
      @panorama.oy = - (128 * $game_map.height * $game_player.map_number_y +
      $game_player.real_y) / 32
    end
    @fog.zoom_x = $game_map.fog_zoom / 100.0
    @fog.zoom_y = $game_map.fog_zoom / 100.0
    @fog.opacity = $game_map.fog_opacity
    @fog.blend_type = $game_map.fog_blend_type
    @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
    @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
    @fog.tone = $game_map.fog_tone
    for sprite in @character_sprites
      sprite.update
    end
    @weather.type = $game_screen.weather_type
    @weather.max = $game_screen.weather_max
    @weather.ox = $game_map.display_x / 4
    @weather.oy = $game_map.display_y / 4
    @weather.update
    for sprite in @picture_sprites
      sprite.update
    end
    @timer_sprite.update
    @viewport1.tone = $game_screen.tone
    @viewport1.ox = $game_screen.shake
    @viewport3.color = $game_screen.flash_color
    @viewport1.update
    @viewport3.update
  end
end
 
SECOND PART (update : 24/04/08) :

Code:
#============================================================================
# This script adds a kind of depth for the maps.
# Written by MGCaladtogel
# English version (24/04/08)
#============================================================================
# â–  Game_Map
#----------------------------------------------------------------------------
# Methods modifications to handle map looping
#============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Scroll Down
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_down_mode7_game_map scroll_down
  def scroll_down(distance)
    if !$game_system.mode7
      scroll_down_mode7_game_map(distance)
      return
    end
    if $game_system.loop_y or $game_system.always_scroll
      @display_y = @display_y + distance # always scroll
    else
      @display_y = [@display_y + distance, (self.height - 15) * 128].min
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Left
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_left_mode7_game_map scroll_left
  def scroll_left(distance)
    if !$game_system.mode7
      scroll_left_mode7_game_map(distance)
      return
    end
    if $game_system.loop_x or $game_system.always_scroll
      @display_x = @display_x - distance # always scroll
    else
      @display_x = [@display_x - distance, 0].max
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Right
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_right_mode7_game_map scroll_right
  def scroll_right(distance)
    if !$game_system.mode7
      scroll_right_mode7_game_map(distance)
      return
    end
    if $game_system.loop_x or $game_system.always_scroll
      @display_x = @display_x + distance # always scroll
    else
      @display_x = [@display_x + distance, (self.width - 20) * 128].min
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Up
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_up_mode7_game_map scroll_up
  def scroll_up(distance)
    if !$game_system.mode7
      scroll_up_mode7_game_map(distance)
      return
    end
    if $game_system.loop_y or $game_system.always_scroll
      @display_y = @display_y - distance # always scroll
    else
      @display_y = [@display_y - distance, 0].max
    end
  end
  #--------------------------------------------------------------------------
  # * Determine Valid Coordinates
  #     x          : x-coordinate
  #     y          : y-coordinate
  #   Allow the hero to go out of the map when map looping
  #--------------------------------------------------------------------------
  alias valid_mode7_game_map? valid?
  def valid?(x, y)
    if !$game_system.mode7
      return (valid_mode7_game_map?(x, y))
    end
    if $game_system.loop_x
      if $game_system.loop_y
        return true
      else
        return (y >= 0 and y < height)
      end
    elsif $game_system.loop_y
      return (x >= 0 and x < width)
    end
    return (x >= 0 and x < width and y >= 0 and y < height)
  end
  #--------------------------------------------------------------------------
  # * Determine if Passable
  #     x          : x-coordinate
  #     y          : y-coordinate
  #     d          : direction (0,2,4,6,8,10)
  #                  *  0,10 = determine if all directions are impassable
  #     self_event : Self (If event is determined passable)
  #--------------------------------------------------------------------------
  alias passable_mode7_game_map? passable?
  def passable?(x, y, d, self_event = nil)
    if !$game_system.mode7
      passable_mode7_game_map?(x, y, d, self_event)
      return(passable_mode7_game_map?(x, y, d, self_event))
    end
    unless valid?(x, y)
      return false
    end
    bit = (1 << (d / 2 - 1)) & 0x0f
    for event in events.values
      if event.tile_id >= 0 and event != self_event and
         event.x == x and event.y == y and not event.through
        if @passages[event.tile_id] & bit != 0
          return false
        elsif @passages[event.tile_id] & 0x0f == 0x0f
          return false
        elsif @priorities[event.tile_id] == 0
          return true
        end
      end
    end
    for i in [2, 1, 0]
      tile_id = data[x % width, y % height, i] # handle map looping
      if tile_id == nil
        return false
      elsif @passages[tile_id] & bit != 0
        return false
      elsif @passages[tile_id] & 0x0f == 0x0f
        return false
      elsif @priorities[tile_id] == 0
        return true
      end
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Setup
  #     map_id : map ID
  #--------------------------------------------------------------------------
  alias old_setup_mode7 setup
  def setup(map_id)
    old_setup_mode7(map_id)
    if !$game_switches[$enable_mode7_number]
      $game_system.mode7 = false
      $game_system.mode7 = false
      $game_system.loop_x = false
      $game_system.loop_y = false
      $game_system.always_scroll = false
      $game_system.animated = false
      $game_system.white_horizon = false
      $game_system.angle = 0
      $game_system.fixed_panorama = false
      $game_system.ov = false
      $game_system.ov_zoom = 0.6
      $game_system.reset
      return
    end
    map_data = $data_maps[$game_map.map_id]
    for keyword in $mode7_maps_settings.keys
      if map_data.name2.include?(keyword)
        command_list = $mode7_maps_settings[keyword]
        $game_system.mode7 = true
        $game_system.loop_x = command_list.include?("X")
        $game_system.loop_y = command_list.include?("Y")
        $game_system.always_scroll = command_list.include?("C")
        $game_system.animated = command_list.include?("A")
        $game_system.white_horizon = command_list.include?("H")
        $game_system.fixed_panorama = command_list.include?("P")
        $game_system.ov = command_list.include?("OV")
        for command in command_list
          if command.include?("#")
            $game_system.angle = (command.slice(1, 2)).to_i
            $game_system.angle = [[$game_system.angle, 0].max, 89].min
            break
          end
        end
        return
      end
    end
    $game_system.mode7 = map_data.name2.include?("[M7]")
    $game_system.loop_x = map_data.name2.include?("[X]")
    $game_system.loop_y = map_data.name2.include?("[Y]")
    $game_system.always_scroll = map_data.name2.include?("[C]")
    $game_system.animated = map_data.name2.include?("[A]")
    $game_system.white_horizon = map_data.name2.include?("[H]")
    $game_system.fixed_panorama = map_data.name2.include?("[P]")
    $game_system.ov = map_data.name2.include?("[OV]")
    if $game_system.mode7
      map_data.name2 =~ /\[#[ ]*([00-99]+)\]/i
      $game_system.angle = $1.to_i
      $game_system.angle = [[$game_system.angle, 0].max, 89].min
    end
  end
end

#============================================================================
# â–  Game_Character
#----------------------------------------------------------------------------
# "update" method modifications to handle map looping
#============================================================================

class Game_Character
  attr_accessor :x
  attr_accessor :y
  attr_accessor :real_x
  attr_accessor :real_y
  attr_reader   :flat
  attr_reader   :height
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_mode7_game_character initialize
  def initialize
    initialize_mode7_game_character
    @flat = false
    @height = 0.0
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias update_mode7_game_character update
  def update
    if !$game_system.mode7
      update_mode7_game_character
      return
    end
    # if x-coordinate is out of the map
    if !(x.between?(0, $game_map.width - 1))
      difference = 128 * x - real_x
      if self.is_a?(Game_Player)
        # increase or decrease map's number
        self.map_number_x += difference / (difference.abs)
      end
      # x-coordinate is equal to its equivalent in the map
      self.x %= $game_map.width
      self.real_x = 128 * x - difference
    end
    # if y-coordinate is out of the map
    if !(y.between?(0, $game_map.height - 1))
      difference = 128 * y - real_y
      if self.is_a?(Game_Player)
        # increase or decrease map's number
        self.map_number_y += difference / (difference.abs)
      end
      # y-coordinate is equal to its equivalent in the map
      self.y %= $game_map.height
      self.real_y = 128 * y - difference
    end
    update_mode7_game_character
  end
end

#==============================================================================
# â–  Game_Event
#----------------------------------------------------------------------------
# Add methods to handle flat events and altitude for vertical event
#============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * scan the event's commands list
  #     page : the scanned page (RPG::Event::Page)
  #--------------------------------------------------------------------------
  def check_commands(page)
    @height = 0.0
    command_list = page.list
    for k in 0..command_list.length - 2
      command = command_list[k]
      if (command.parameters[0].to_s).include?("Height")
        @height = (command.parameters[0][7,command.parameters[0].length-1]).to_f
      end
      @flat = (command.parameters[0].to_s).include?("Flat")
    end
  end
  #--------------------------------------------------------------------------
  # * scan the event's commands list of the current page when refreshed
  #--------------------------------------------------------------------------
  alias refresh_mode7_game_character refresh
  def refresh
    refresh_mode7_game_character
    check_commands(@page) if @page != nil
  end
end

#============================================================================
# â–  Game_Player
#----------------------------------------------------------------------------
# Add attributes to have a well-working panorama's scrolling
#============================================================================

class Game_Player < Game_Character
  attr_accessor :map_number_x # map's number with X-looping
  attr_accessor :map_number_y # map's number with Y-looping
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_mode7_game_player initialize
  def initialize
    initialize_mode7_game_player
    self.map_number_x = 0
    self.map_number_y = 0
  end
  #--------------------------------------------------------------------------
  # * Handle the option : center around the hero
  #--------------------------------------------------------------------------
  alias center_mode7_game_player center
  def center(x, y)
    if !$game_system.loop_y and !$game_system.always_scroll#!$game_system.mode7
      center_mode7_game_player(x, y)
      return
    end
    $game_map.display_x = x * 128 - CENTER_X
    $game_map.display_y = y * 128 - CENTER_Y
  end
end

#============================================================================
# â–  Sprite
#----------------------------------------------------------------------------
# Add attributes to work efficiently with scanlines sprites
#============================================================================

class Sprite
  attr_accessor :y_origin_bitmap # bitmap's y-coordinate for the "src_rect.set"
  #method (float)
  attr_accessor :x_origin_bitmap # bitmap's x-coordinate for the "src_rect.set"
  #method (float)
  attr_accessor :y_origin_bitmap_i # bitmap's y-coordinate for the
  #"src_rect.set" method (integer)
  attr_accessor :x_origin_bitmap_i # bitmap's x-coordinate for the
  #"src_rect.set" method (integer)
  attr_accessor :length # sprite's width
end

#============================================================================
# â–  Sprite_Character
#----------------------------------------------------------------------------
# Calculate x-coordinate and y-coordinate for a mode7 map 
#============================================================================

class Sprite_Character < RPG::Sprite
  attr_reader   :flat_indicator # true if the event is flat-drawn
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_mode7_sprite_character initialize
  def initialize(viewport, character = nil)
    @flat_indicator = false
    initialize_mode7_sprite_character(viewport, character)
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias update_mode7_sprite_character update
  def update
    if !$game_system.mode7
      update_mode7_sprite_character
      return
    end
    if @flat_indicator
      if (!@character.flat or @character.moving? or
        @tile_id != @character.tile_id or
        @character_name != @character.character_name or
        @character_hue != @character.character_hue)
        @flat_indicator = @character.flat
        # redraw the original ground
        maps_list = $scene.spriteset.tilemap.maps_list
        map_ground = $scene.spriteset.tilemap.map_ground
        rect = Rect.new(@flat_x_map, @flat_y_map, @flat_width, @flat_height)
        for map in maps_list
          map.blt(@flat_x_map, @flat_y_map, map_ground, rect)
          if $game_system.loop_x and @flat_x_map.between?(0, 19 * 32)
            map.blt(@flat_x_map + 32 * $game_map.width, @flat_y_map, map_ground,
            rect)
          end
        end
      else
        return
      end
    end
    super
    if @tile_id != @character.tile_id or
       @character_name != @character.character_name or
       @character_hue != @character.character_hue
      @tile_id = @character.tile_id
      @character_name = @character.character_name
      @character_hue = @character.character_hue
      if @tile_id >= 384
        self.bitmap = RPG::Cache.tile($game_map.tileset_name,
          @tile_id, @character.character_hue)
        self.src_rect.set(0, 0, 32, 32)
        self.ox = 16
        self.oy = 32
      else
        self.bitmap = RPG::Cache.character(@character.character_name,
          @character.character_hue)
        @cw = bitmap.width / 4
        @ch = bitmap.height / 4
        self.ox = @cw / 2
        self.oy = @ch
        # pivot correction (intersection between the map and this sprite)
        self.oy -= 4
      end
    end
    self.visible = (not @character.transparent)
    if @tile_id == 0
      sx = @character.pattern * @cw
      sy = (@character.direction - 2) / 2 * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
    end
    if @character.flat # event must be flat drawn
      return if $scene.spriteset == nil
      if @tile_id == 0
        @flat_x_map = @character.real_x / 4 - (@cw - 32) / 2
        @flat_y_map = @character.real_y / 4 - @ch + 32
        @flat_x0 = sx
        @flat_y0 = sy
        @flat_width = @cw
        @flat_height = @ch
      else
        @flat_x_map = @character.real_x / 4
        @flat_y_map = @character.real_y / 4
        @flat_x0 = 0
        @flat_y0 = 0
        @flat_width = 32
        @flat_height = 32
      end
      # modify the maps graphics
      maps_list = $scene.spriteset.tilemap.maps_list
      rect = Rect.new(@flat_x0, @flat_y0, @flat_width, @flat_height)
      for map in maps_list
        map.blt(@flat_x_map, @flat_y_map, bitmap, rect, @character.opacity)
        if $game_system.loop_x and @flat_x_map.between?(0, 19 * 32)
          map.blt(@flat_x_map + 32 * $game_map.width, @flat_y_map, bitmap, rect,
          @character.opacity)
        end
      end
      @flat_indicator = true
      self.opacity = 0
      return
    end
    x_intermediate = @character.screen_x
    y_intermediate = @character.screen_y
    y_intermediate -= $game_temp.pivot + 4 if $game_system.mode7
    # if vertical looping
    if $game_system.loop_y
      h = 32 * $game_map.height
      y_intermediate = (y_intermediate + h / 2) % h - h / 2
    end
    # coordinates in a mode7 map
    self.y = (($game_temp.distance_h * y_intermediate *
    $game_temp.cos_angle).to_f / ($game_temp.distance_h - y_intermediate *
    $game_temp.sin_angle) + $game_temp.pivot)
    self.zoom_x = $game_temp.slope_value * y + $game_temp.corrective_value
    self.zoom_y = zoom_x
    self.x = 320 + zoom_x * (x_intermediate - 320)
    # if horizontal looping
    if $game_system.loop_x
      offset = ($game_map.width >= 24 ? 64 * zoom_x : 0)
      l = 32 * $game_map.width * zoom_x
      self.x = (x + offset) % l - offset
    end
    if @character.is_a?(Game_Player)
      # Overworld Sprite Resize
      if $game_system.ov
        self.zoom_x *= $game_system.ov_zoom
        self.zoom_y *= $game_system.ov_zoom
      end
    end    
    self.z = @character.screen_z(@ch)
    # hide the sprite if it is beyond the horizon's line
    self.opacity = (y < $game_temp.height_limit ? 0 : @character.opacity)
    self.y -= 32 * @character.height * zoom_y # height correction
    self.blend_type = @character.blend_type
    self.bush_depth = @character.bush_depth
    if @character.animation_id != 0
      animation = $data_animations[@character.animation_id]
      animation(animation, true)
      @character.animation_id = 0
    end
  end
end

#============================================================================
# â–  Sprite_V (Vertical Sprites)
#----------------------------------------------------------------------------
#  Sprites corresponding to the vertical elements formed by tiles
#============================================================================

class Sprite_V < Sprite
  attr_accessor :x_map # sprite's x_coordinates (in squares) (Float)
  attr_accessor :y_map # sprite's y_coordinates (in squares) (Float)
  attr_accessor :square_y # sprite's y_coordinates (in squares) (Integer)
  attr_accessor :priority # sprite's priority
  attr_accessor :animated # True if animated
  attr_accessor :list_bitmap # list of sprite's bitmaps (Bitmap)
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    square_y_corrected = square_y
    y_intermediate = 32 * y_map - $game_temp.pivot - $game_map.display_y / 4
    y_intermediate_reference = y_intermediate
    # if vertical looping
    if $game_system.loop_y
      y_intermediate = (y_intermediate + $game_temp.height / 2) %
      $game_temp.height - $game_temp.height / 2
      if y_intermediate_reference < y_intermediate
        square_y_corrected = square_y + $game_map.height
      elsif y_intermediate_reference > y_intermediate
        square_y_corrected = square_y - $game_map.height
      end
    end
    self.y = ($game_temp.distance_h * y_intermediate *
    $game_temp.cos_angle).to_f / ($game_temp.distance_h - y_intermediate *
    $game_temp.sin_angle) + $game_temp.pivot
    if y < $game_temp.height_limit
      # hide the sprite if it is beyond the horizon's line
      self.opacity = 0
      return
    end
    self.opacity = 255
    if $scene.spriteset != nil and $scene.spriteset.tilemap.is_a?(Tilemap_mode7)
      opacity_values = $scene.spriteset.tilemap.opacity_values
      tone_values = $scene.spriteset.tilemap.tone_values
      if opacity_values.has_key?(y)
        self.opacity = opacity_values[y]
        self.tone = tone_values[y]
      end
    end
    self.zoom_x = $game_temp.slope_value * y + $game_temp.corrective_value
    self.zoom_y = zoom_x
    x_intermediate = 32 * x_map - $game_map.display_x / 4
    self.x = 320 + (zoom_x * (x_intermediate - 320))
    # if horizontal looping
    if $game_system.loop_x
      offset = ($game_map.width >= 24 ? 64 * zoom_x : 0)
      l = 32 * $game_map.width * self.zoom_x
      self.x = (self.x + offset) % l - offset
    end
    self.z = (128 * square_y_corrected - $game_map.display_y + 3) / 4 +
    32 + 32 * priority
    return
  end
  #--------------------------------------------------------------------------
  # * Update bitmap for animation
  #     index  : 0..3 : animation's index
  #--------------------------------------------------------------------------
  def update_animated(index)
    self.bitmap = @list_bitmap[index]
  end
end

#============================================================================
# â–  Spriteset_Map
#----------------------------------------------------------------------------
#  Modifications to call a mode7 map
#============================================================================

class Spriteset_Map
  attr_accessor :tilemap # just to be able to access the tilemap
  #--------------------------------------------------------------------------
  # * Initialize Object
  #   Rewritten to call a map with mode7
  #--------------------------------------------------------------------------
  alias initialize_mode7_spriteset_map initialize
  def initialize
    if !$game_system.mode7
      initialize_mode7_spriteset_map
      return
    end
    @viewport1 = Viewport.new(0, 0, 640, 480)
    @viewport2 = Viewport.new(0, 0, 640, 480)
    @viewport3 = Viewport.new(0, 0, 640, 480)
    @viewport2.z = 200
    @viewport3.z = 5000
    # mode7 map
    @tilemap = Tilemap_mode7.new(@viewport1, self)
    @panorama = Plane.new(@viewport1)
    # sprites drawn at the horizon's level have a negative z, and with a z value
    # of -100000 the panorama is still below
    @panorama.z = ($game_system.mode7 ? -100000 : -1000)
    @fog = Plane.new(@viewport1)
    @fog.z = 3000
    @character_sprites = []
    for i in $game_map.events.keys.sort
      sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
      @character_sprites.push(sprite)
    end
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
    @weather = RPG::Weather.new(@viewport1)
    @picture_sprites = []
    for i in 1..50
      @picture_sprites.push(Sprite_Picture.new(@viewport2,
        $game_screen.pictures[i]))
    end
    @timer_sprite = Sprite_Timer.new
    update
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    if @tilemap.tileset != nil
      @tilemap.tileset.dispose
      for i in 0..6
        @tilemap.autotiles[i].dispose
      end
    end
    @tilemap.dispose
    @panorama.dispose
    @fog.dispose
    for sprite in @character_sprites
      sprite.dispose
    end
    @weather.dispose
    for sprite in @picture_sprites
      sprite.dispose
    end
    @timer_sprite.dispose
    @viewport1.dispose
    @viewport2.dispose
    @viewport3.dispose
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias update_mode7_spriteset_map update
  def update
    if !$game_system.mode7
      update_mode7_spriteset_map
      return
    end
    if @panorama_name != $game_map.panorama_name or
       @panorama_hue != $game_map.panorama_hue
      @panorama_name = $game_map.panorama_name
      @panorama_hue = $game_map.panorama_hue
      if @panorama.bitmap != nil
        @panorama.bitmap.dispose
        @panorama.bitmap = nil
      end
      if @panorama_name != ""
        @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
      end
      Graphics.frame_reset
    end
    if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
      @fog_name = $game_map.fog_name
      @fog_hue = $game_map.fog_hue
      if @fog.bitmap != nil
        @fog.bitmap.dispose
        @fog.bitmap = nil
      end
      if @fog_name != ""
        @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
      end
      Graphics.frame_reset
    end
    # update animated tiles each 20 frames
    if Graphics.frame_count % 20 == 0 and $game_system.animated
      @tilemap.update_animated
    end
    @tilemap.update
    # if the panorama is fixed
    if $game_system.fixed_panorama
      @panorama.ox = 0
      @panorama.oy = 0
    # if it is a mode7 map
    else
      # to have a fluent panorama scrolling
      @panorama.ox = (128 * $game_map.width * $game_player.map_number_x +
      $game_player.real_x) / 8
      @panorama.oy = - (128 * $game_map.height * $game_player.map_number_y +
      $game_player.real_y) / 32
    end
    @fog.zoom_x = $game_map.fog_zoom / 100.0
    @fog.zoom_y = $game_map.fog_zoom / 100.0
    @fog.opacity = $game_map.fog_opacity
    @fog.blend_type = $game_map.fog_blend_type
    @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
    @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
    @fog.tone = $game_map.fog_tone
    for sprite in @character_sprites
      sprite.update
    end
    @weather.type = $game_screen.weather_type
    @weather.max = $game_screen.weather_max
    @weather.ox = $game_map.display_x / 4
    @weather.oy = $game_map.display_y / 4
    @weather.update
    for sprite in @picture_sprites
      sprite.update
    end
    @timer_sprite.update
    @viewport1.tone = $game_screen.tone
    @viewport1.ox = $game_screen.shake
    @viewport3.color = $game_screen.flash_color
    @viewport1.update
    @viewport3.update
  end
end
 
LAST PART :

Code:
#============================================================================
# â–  Scene_Map
#============================================================================
class Scene_Map
  attr_accessor :spriteset # just need to access the spriteset
end

#============================================================================
# â–  Data_Autotiles
#----------------------------------------------------------------------------
# Creates the set of tiles from an autotile's file
#============================================================================

class Data_Autotiles < Bitmap
  # data list to form tiles from an atotiles file
  Data_creation = [[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]]
  attr_accessor :number # autotile's number to identify it
  attr_accessor :animated # TRUE if the autotile is animated
  #--------------------------------------------------------------------------
  # * Initialize Object
  #     file   : autotiles file's bitmap (Bitmap)
  #     l      : 0..3 : pattern's number for animated autotiles
  #--------------------------------------------------------------------------
  def initialize(file, l)
    super(8*32, 6*32)
    create(file, l)
  end
  #--------------------------------------------------------------------------
  # * Create the tiles set
  #     file   : autotiles file's bitmap (Bitmap)
  #     l      : 0..3 : pattern's number for animated autotiles
  #--------------------------------------------------------------------------
  def create(file, l)
    l = (file.width > 96 ? l : 0)
    self.animated = (file.width > 96)
    for i in 0..5
      for j in 0..7
        data = Data_creation[8 * i + j]
        for number in data
          number -= 1
          m = 16 * (number % 6)
          n = 16 * (number / 6)
          blt(32 * j + m % 32, 32 * i + n % 32, file,
          Rect.new(m + 96 * l, n, 16, 16))
        end
      end
    end
  end
end

#============================================================================
# â–  Data_Vertical_Sprites
#----------------------------------------------------------------------------
# Create a list of vertical sprites for the three layers of a map
# "V" for "Vertical" in the script
# "num" for "number"
#============================================================================

class Data_Vertical_Sprites
  attr_accessor  :list_sprites_V # list of vertical sprites
  attr_accessor  :list_sprites_V_animated # list of animated vertical sprites
  #--------------------------------------------------------------------------
  # * A little method to compare terrain_tags
  #     value  : tile's ID
  #     num    : reference terrain_tag's value
  #--------------------------------------------------------------------------
  def suitable?(value, num)
    return ($game_map.terrain_tags[value] == num)
  end
  #--------------------------------------------------------------------------
  # * This algorithm scans each layer and create a sprites formed by tiles
  #   in contact
  #     viewport : Viewport
  #--------------------------------------------------------------------------
  def initialize(viewport)
    @viewport = viewport
    # lists initialization
    self.list_sprites_V = []
    self.list_sprites_V_animated = []
    # @num_tiles : list of tiles coordinates that form a vertical sprite
    @num_tiles = []
    # create copy of map's data
    @dataV = ($game_map.data).clone
    # scan each layer
    for h in 0..2
      # scan each row
      for i in 0..$game_map.height
        # scan each column
        for j in 0..$game_map.width
          value = @dataV[j, i, h].to_i
          # if tile's terrain tag is declared to give vertical sprites
          if $terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value])
            @reference_terrain_tag = $game_map.terrain_tags[value]
            @num_tiles.push([j, i])
            # the following algorithm is so complex that I really don't know how
            # it works exactly
            list_end = 0
            length = 0
            while j + length + 1 < $game_map.width and
              suitable?(@dataV[j +length+ 1, i, h].to_i, @reference_terrain_tag)
              @num_tiles.push([j + length+ 1,i])
              length += 1
            end
            list_start = j
            list_end = length + j
            indicator = true
            row = 0
            j2 = j
            while indicator
              row += 1
              break if (i + row) == $game_map.height
              list_start2 = j2
              length2 = 0
              indicator = false
              if length >= 2
                for k in (j2 + 1)..(j2 + length -1)
                  if suitable?(@dataV[k, i + row, h].to_i,
                    @reference_terrain_tag)
                    if !indicator
                      list_start2 = k
                    else
                      length2 = k - list_start2
                    end
                    indicator = true
                    @num_tiles.push([k, i + row])
                  elsif !indicator
                    length2 -= 1
                  end
                end
              end
              if suitable?(@dataV[j2 + length, i + row, h].to_i,
                @reference_terrain_tag)
                length2 = j2 + length - list_start2
                indicator = true
                @num_tiles.push([j2 + length, i + row])
                length3 = 1
                while j2 + length + length3 < $game_map.width and
                  suitable?(@dataV[j2 + length + length3, i + row, h].to_i,
                  @reference_terrain_tag)
                  @num_tiles.push([j2 + length + length3, i + row])
                  length3 += 1
                  length2 += 1
                  if j2 + length + length3 > list_end
                    list_end = j2 + length + length3
                  end
                end
              end
              if suitable?(@dataV[j2, i + row, h].to_i, @reference_terrain_tag)
                list_start3 = list_start2 - j2
                length2 = length2 + list_start3
                list_start2 = j2
                indicator = true
                @num_tiles.push([j2, i + row])
                length3 = 1
                while j2 - length3 >= 0 and
                  suitable?(@dataV[j2 - length3, i + row, h].to_i,
                  @reference_terrain_tag)
                  @num_tiles.push([j2 - length3, i + row])
                  length3 += 1
                  length2 += 1
                  list_start2 -= 1
                  if list_start2 < list_start
                    list_start = list_start2
                  end
                end
              end
              length = length2
              j2 = list_start2
            end
            row -= 1
            # create a bitmap and a sprite from the tiles listed in @num_tiles
            create_bitmap(i, list_start, row, list_end - list_start, h)
            # clear the used tiles
            clear_data(h)
            # reinitialize the list of tiles
            @num_tiles = []
          end
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Clear the used data to prevent from reusing them
  #     layer  : current scanned layer
  #--------------------------------------------------------------------------
  def clear_data(layer)
    for num in @num_tiles
      @dataV[num[0], num[1], layer] = 0
    end
  end
  #--------------------------------------------------------------------------
  # * Create a Bitmap from the listed tiles in @num_tiles and its associated
  #   sprite (Sprite_V)
  #     row     : start row's value
  #     column  : start column's value
  #     height  : sprite's height (in tiles)
  #     width   : sprite's width (in tiles)
  #     layer   : current scanned layer
  #--------------------------------------------------------------------------
  def create_bitmap(row, column, height, width, layer)
    bmp = Bitmap.new(32*(1+width), 32*(1+height))
    rect = Rect.new(0, 0, 32, 32)
    @num_tiles.sort! {|a, b|  -(a[1] - b[1])}
    sprite = Sprite_V.new(@viewport)
    # initialize sprite's attributes
    sprite.animated = false
    sprite.list_bitmap = []
    # draw the bitmap
    for tile_coordinates in @num_tiles
      value = @dataV[tile_coordinates[0], tile_coordinates[1], layer].to_i
      # if tile is a normal tile
      if value > 383
        bitmap = RPG::Cache.tile($game_map.tileset_name, value, 0)
      else # tile is an autotile
        file = (value / 48) - 1
        num_file = 4 * file
        if !sprite.animated
          autotile_name = $game_map.autotile_names[file]
          fichier = RPG::Cache.autotile(autotile_name)
          sprite.animated = (fichier.width > 96 ? true : false)
        end
        bitmap = RPG::Cache.autotile_base(num_file, value)
      end
      bmp.blt(32 * (tile_coordinates[0] - column),
      32 * (tile_coordinates[1] - row), bitmap, rect)
    end
    sprite.list_bitmap.push(bmp)
    # create 3 additionnal bitmaps for animated sprites
    if sprite.animated
      for j in 1..3
        bmp = Bitmap.new(32 * (1 + width), 32 * (1 + height))
        for tile_coordinates in @num_tiles
          value = @dataV[tile_coordinates[0], tile_coordinates[1], layer].to_i
          if value > 383
            bitmap = RPG::Cache.tile($game_map.tileset_name, value, 0)
          else
            num_file = 4 * ((value / 48) - 1)
            bitmap = RPG::Cache.autotile_base(num_file + j, value)
          end
          bmp.blt(32 * (tile_coordinates[0] - column),
          32 * (tile_coordinates[1] - row), bitmap, rect)
        end
        sprite.list_bitmap.push(bmp)
      end
    end
    value = @dataV[@num_tiles[0][0], @num_tiles[0][1], layer].to_i
    # set sprite's priority
    sprite.priority = $game_map.priorities[value]
    # set sprite's coordinates (in squares (32 * 32 pixels))
    sprite.x_map = (column.to_f) + bmp.width / 64
    sprite.x_map += 0.5 if width % 2 == 0
    sprite.y_map = (row + height).to_f + 0.5
    sprite.square_y = sprite.y_map.to_i # Integer
    # set the y_pivot (intersection between the map and the sprite)
    sprite.oy = bmp.height - 16
    sprite.ox = bmp.width / 2
    sprite.bitmap = sprite.list_bitmap[0]
    self.list_sprites_V.push(sprite)
    self.list_sprites_V_animated.push(sprite) if sprite.animated
  end
end

#============================================================================
# â–  RPG::Cache_Tile
#----------------------------------------------------------------------------
# The tiles resulting in a superimposing of several tiles are kept in memory
# for a faster call
# valueX : tile's ID
#============================================================================

module RPG
  module Cache_Tile
    @cache = {}
    #------------------------------------------------------------------------
    # * Superimposing of two tiles, offset = pattern's number for animated
    # autotiles
    #------------------------------------------------------------------------
    def self.load(value1, value2, offset=0)
      if not @cache.include?([value1, value2, offset])
        bitmap = Bitmap.new(32, 32)
        rect = Rect.new(0, 0, 32, 32)
        if value1 > 383 # normal tile
          bitmap.blt(0, 0, RPG::Cache.tile($game_map.tileset_name, value1, 0),
          rect)
        else # autotile
          num = 4*((value1 / 48) - 1) + offset
          bitmap.blt(0, 0, RPG::Cache.autotile_base(num, value1), rect)
        end
        if value2 > 383 # normal tile
          bitmap.blt(0, 0, RPG::Cache.tile($game_map.tileset_name, value2, 0),
          rect)
        else # autotile
          num = 4*((value2 / 48) - 1) + offset
          bitmap.blt(0, 0, RPG::Cache.autotile_base(num, value2), rect)
        end
        @cache[[value1, value2, offset]] = bitmap
      end
      @cache[[value1, value2, offset]]
    end
    #------------------------------------------------------------------------
    # * Superimposing of three tiles
    #------------------------------------------------------------------------
    def self.load2(value1, value2, value3, offset = 0)
      if not @cache.include?([value1, value2, value3, offset])
        bitmap = Bitmap.new(32, 32)
        rect = Rect.new(0, 0, 32, 32)
        if value1 > 383 # normal tile
          bitmap.blt(0, 0, RPG::Cache.tile($game_map.tileset_name, value1, 0),
          rect)
        else # autotile
          num = 4*((value1 / 48) - 1) + offset
          bitmap.blt(0, 0, RPG::Cache.autotile_base(num, value1), rect)
        end
        if value2 > 383 # normal tile
          bitmap.blt(0, 0, RPG::Cache.tile($game_map.tileset_name, value2, 0),
          rect)
        else # autotile
          num = 4*((value2 / 48) - 1) + offset
          bitmap.blt(0, 0, RPG::Cache.autotile_base(num, value2), rect)
        end
        if value3 > 383 # normal tile
          bitmap.blt(0, 0, RPG::Cache.tile($game_map.tileset_name, value3, 0),
          rect)
        else # autotile
          num = 4*((value3 / 48) - 1) + offset
          bitmap.blt(0, 0, RPG::Cache.autotile_base(num, value3), rect)
        end
        @cache[[value1, value2, value3, offset]] = bitmap
      end
      @cache[[value1, value2, value3, offset]]
    end
    #------------------------------------------------------------------------
    # * Clear the Cache
    #------------------------------------------------------------------------
    def self.clear
      @cache = {}
      GC.start
    end
  end
end

#============================================================================
# â–  RPG::Cache_Carte
#----------------------------------------------------------------------------
# Maps drawn with mode7 are kept in memory to have a faster call the next
# times they need to be drawn
#============================================================================

module RPG
  module Cache_Carte
    @cache = {}
    #------------------------------------------------------------------------
    # * Check if the map is in the Cache
    #   map_id : map's ID
    #------------------------------------------------------------------------
    def self.in_cache(map_id)
      return @cache.include?(map_id)
    end
    #------------------------------------------------------------------------
    # * Return the map's drawing (Bitmap)
    #   map_id : map's ID
    #   num    : pattern's number for animated autotiles
    #------------------------------------------------------------------------
    def self.load(map_id, num = 0)
      return @cache[map_id][num]
    end
    #------------------------------------------------------------------------
    # * Save the map's drawing in the Cache
    #   map_id : map's ID
    #   bitmap    : map's drawing (Bitmap)
    #   num    : pattern's number for animated autotiles
    #------------------------------------------------------------------------
    def self.save(map_id, bitmap, num = 0)
      @cache[map_id] = [] if !self.in_cache(map_id)
      @cache[map_id][num] = bitmap
    end
    #------------------------------------------------------------------------
    # * Clear the Cache
    #------------------------------------------------------------------------
    def self.clear
      @cache = {}
      GC.start
    end
  end
end

#============================================================================
# â–  RPG::Cache
#----------------------------------------------------------------------------
# The tiles from autotiles files are kept in memory for a faster call
#============================================================================

module RPG
  module Cache
    #------------------------------------------------------------------------
    # * Check if the map is in the Cache
    #   num    : autotiles file's ID
    #   value    : tile's ID
    #------------------------------------------------------------------------
    def self.autotile_base(num, value)
      key = [num, value]
      if not @cache.include?(key) or @cache[key].disposed?
        @cache[key] = Bitmap.new(32, 32)
        num_tile = value % 48
        sx = 32 * (num_tile % 8)
        sy = 32 * (num_tile / 8)
        rect = Rect.new(sx, sy, 32, 32)
        @cache[key].blt(0, 0, self.load_autotile(num), rect)
      end
        @cache[key]
    end
    #------------------------------------------------------------------------
    # * Save the tile's drawing in the Cache
    #   bitmap : tile's drawing (Bitmap)
    #   key    : tile's ID
    #------------------------------------------------------------------------
    def self.save_autotile(bitmap, key)
      @cache[key] = bitmap
    end
    #------------------------------------------------------------------------
    # * Return the tile's drawing (Bitmap)
    #   key    : tile's ID
    #------------------------------------------------------------------------
    def self.load_autotile(key)
      @cache[key]
    end
  end
end

#============================================================================
# â–  RPG::MapInfo
#============================================================================

class RPG::MapInfo
  # defines the map's name as the name without anything within brackets,
  # including brackets
  def name
    return @name.gsub(/\[.*\]/) {""}
  end
  #--------------------------------------------------------------------------
  # the original name with the codes
  def name2
    return @name
  end
end

#============================================================================
# â–  Game_Temp
#----------------------------------------------------------------------------
# Add attributes to this class / Avoid using too many global variables
#============================================================================

class Game_Temp
  attr_accessor :pivot # screenline's number of the slant's pivot
  attr_accessor :cos_angle # cosinus of the slant's angle
  attr_accessor :sin_angle # sinus of the slant's angle
  attr_accessor :height_limit # horizon's line
  attr_accessor :distance_h # distance between the map's center and the vanishing point
  attr_accessor :slope_value # intermediate value
  attr_accessor :corrective_value # intermediate value
  attr_accessor :height # map's height (in pixel)
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_mode7_game_temp initialize
  def initialize
    initialize_mode7_game_temp
    self.pivot = 0
    self.cos_angle = 0.0
    self.sin_angle = 0.0
    self.height_limit = 0
    self.distance_h = 0
    self.slope_value = 0.0
    self.corrective_value = 0.0
    self.height = 0
  end
end
 
Couldn't download the demo, not sure why.  Nice script though, it seems very compatable with most other scripts, unlike mewstrous' one @)
 
I really like this script but am getting some errors. I have fixed the panorama bug I get where it won't move (probably because I had no panorama setup, but maybe not because I think I already tested that -.-), but am getting a strange error "Script 'Mode7' line 972: NoMethodError occurred. undefined method 'map_number_x for #<Game_Player:0x7392858". It may just be compatibility with Blizzard's ABS. Well anyway here is the script line 972 "        self.map_number_x += difference / (difference.abs)". Blizz-ABS is a 3-parted script so I will send you to his forums topic. Link: http://forum.chaos-project.com/index.php?topic=106.0. I hope someone could help me because 3-D (not really but looks like it) is a sweet add-on for any game you must admit. So I would like it for mine. I'd be please if someone could help me please. Oh, by the way a nice demo and script.

EDIT: Yes, I was absolutly correct, it is Blizz-ABS tested with the demo and will keep testing for a while. Blizz-ABS must be below Mode7 or it causes an extra error.

EDIT2: I thought this would help the exact Mode7 script from my game
Code:
#============================================================================
# This script adds a kind of depth for the maps.
# Written by MGCaladtogel
# English version (21/05/07)
#----------------------------------------------------------------------------
# Instructions :
# You must add to the map's name :
#- [M7]  : to activate Mode7
#- [#XX] : XX is the slant angle (in degree). Default value is 0 (normal maps)
#- [Y]   : Y-map looping
#- [X]   : X-map looping. This option needs resources (lower fps).
#- [A]   : animated autotiles (with 4 patterns). This option increases
#          significantly the loading time, so it may crash for large maps
#          (SystemStackError)
#- [C]   : to center the map on the hero (even for small maps)
#- [P]   : to have a fixed panorama
#- [H]   : to have a white horizon
#- [OV]  : Overworld Sprite Resize (a Mewsterus's script feature)
#
# OR :
# see the "$mode7_maps_settings" below (l.48) to prapare your settings
#----------------------------------------------------------------------------
# Other commands (for events) :
#- $scene.spriteset.tilemap.mode7_set(new_angle)
#  To redraw the map with the new_angle
#- $scene.spriteset.tilemap.mode7_set_p(new_angle)
#  To redraw progressively the map from the current angle to the new
#- $scene.spriteset.tilemap.mode7_redraw
#  To redraw the map (useful with the following commands)
#- $game_system.map_opacity = value
#  To define the opacity for Mode7 maps (it needs to redraw)
#- $game_system.map_gradual_opacity = value
#  To define a gradual opacity for Mode7 maps (it needs to redraw)
#  (it bugs with horizontal looping)
#- $game_system.map_tone = Color.new(Red, Green, Blue)
#  To define the tone for Mode7 maps (it needs to redraw)
#- $game_system.map_gradual_tone = Tone.new(Red, Green, Blue, Gray)
#  To define a gradual tone for Mode7 maps (it needs to redraw)
#- $game_system.horizon = value
#  To define the view's distance (default : 960) (it needs to redraw)
#- $game_system.reset
#  To initialize the previous options
#
#- To obtain flat events :
# just add a comment in the event's commands list with : "Flat"
# 
#- To handle the height of a vertical event :
# add a comment in the event's commands list with : "Heigth X", where X is the
# height value ("Heigth 2" will draw the event 64 pixels above its original
# position - you can use floats)
#============================================================================
# The map is drawn from all the tiles of the three layers that do not have a
# terrain_tag's value of 1 or 2.
# The other tiles (terrain_tag = 1 or 2) form elements that are drawn vertically,
# like the 3rd-layer elements in the old version.
# The 2 terrains ID used to form vertical elements
$terrain_tags_vertical_tiles = [1,2] # You can modify these values
# To access maps names
$data_maps = load_data("Data/MapInfos.rxdata")
$mode7_maps_settings = {}
# Prepare your own settings for mode7 maps
# Just put the first parameter in a map's name
# For example :
$mode7_maps_settings["Script Test Village"] = ["M","#60","H","Y","P"]
$mode7_maps_settings["Script Test Forest"] = ["M","#60","H","Y","P"]
$mode7_maps_settings["Script Mining Cavern"] = ["M","#60","H","Y","P"]
# -> will  be called  when "Worldmap" is included in the name
# Add any number of settings you want


#============================================================================
# â–  Game_System
#----------------------------------------------------------------------------
# Add attributes to this class
#============================================================================

class Game_System
  attr_accessor :mode7 # false : normal map / true : mode 7
  attr_accessor :loop_x # true : horizontal-looping map
  attr_accessor :loop_y # true : vertical-looping map
  attr_accessor :always_scroll # true : to center the camera around the hero
  attr_accessor :map_tone # mode7 map's tone (Color)
  attr_accessor :map_opacity # mode7 map's opacity (0..255)
  attr_accessor :animated # true : animated autotiles for mode7 maps
  attr_accessor :white_horizon # true : white line horizon for mode7 maps
  attr_accessor :angle # mode7 map's slant angle (in degree)
  attr_accessor :horizon # horizon's distance
  attr_accessor :fixed_panorama # true : to fix the panorama (no scrolling any more)
  attr_accessor :ov # true : Overworld Sprite Resize (smaller hero's sprite)
  attr_accessor :ov_zoom # resize's value with ov
  attr_accessor :map_gradual_opacity # mode7 map's gradual opacity (0..255)
  attr_accessor :map_gradual_tone # mode7 map's gradual tone (Color)
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_mode7_game_system initialize
  def initialize
    initialize_mode7_game_system
    self.mode7 = false
    self.loop_x = false
    self.loop_y = false
    self.always_scroll = false
    self.animated = false
    self.white_horizon = false
    self.angle = 0
    self.fixed_panorama = false
    self.ov = false
    self.ov_zoom = 0.6
    reset
  end
  #--------------------------------------------------------------------------
  # * Reset the values for opacity, tone and horizon's distance
  #--------------------------------------------------------------------------
  def reset
    self.map_opacity = 255
    self.map_tone = Color.new(0,0,0,0)
    self.horizon = 960 # default value, equivalent to 30 tiles
    self.map_gradual_opacity = 0
    self.map_gradual_tone = Tone.new(0,0,0,0)
  end
end

#============================================================================
# â–  Tilemap_mode7
#----------------------------------------------------------------------------
# This new Tilemap class handles the drawing of a mode7 map
#============================================================================

class Tilemap_mode7
  attr_accessor  :maps_list # contains map's graphics
  attr_accessor  :map_ground # original map's graphic to handle flat events
  attr_accessor  :tone_values # tone values for each line (Hash)
  attr_accessor  :opacity_values # opacity values for each line (Hash)
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     viewport  : viewport
  #--------------------------------------------------------------------------
  def initialize(viewport)
    @id = $game_map.map_id # map's ID : to load or save the map in Cache
    @maps_list = [] # contains map's drawings (Bitmap)
    @disp_y = $game_map.display_y # @disp_y : tilemap's display_y
    @disp_x = $game_map.display_x # @disp_x : tilemap's display_x
    @height = 32 * $game_map.height # @height : map's height (in pixel)
    @width = 32 * $game_map.width # @width : map's width (in pixel)
    $game_temp.height = @height
    # map's drawings are loaded if already in Cache
    if RPG::Cache_Carte.in_cache(@id)
      @map = RPG::Cache_Carte.load(@id)
      @maps_list.push(@map)
      @map_ground = RPG::Cache_Carte.load(@id, 4) # to handle flat events
      if $game_system.animated
        @map_2 = RPG::Cache_Carte.load(@id, 1)
        @map_3 = RPG::Cache_Carte.load(@id, 2)
        @map_4 = RPG::Cache_Carte.load(@id, 3)
        @maps_list.push(@map_2)
        @maps_list.push(@map_3)
        @maps_list.push(@map_4)
      end
    else # draw the map and save it in the Cache
      draw_map
    end
    # create vertical elements from tiles
    data_V = Data_Vertical_Sprites.new(viewport)
    # @sprites_V : list of vertical sprites (Sprite_V)
    @sprites_V = data_V.list_sprites_V
    # @sprites_V_animated : list of animated vertical sprites (Sprite_V)
    @sprites_V_animated = data_V.list_sprites_V_animated
    @angle = $game_system.angle # map's slant angle (in degree)
    @distance_h = 480 # distance between the map's center and the vanishing point
    @pivot = 256 # screenline's number of the slant's pivot
    @index_animated = 0 # 0..3 : index of animated tiles pattern
    @viewport = viewport
    @tone_values = {} # list of the tone values for each line
    @opacity_values = {} # list of the opacity values for each line
    init_sprites(@angle) # initialize screenlines sprites
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    # dispose of @sprites (scanlines), @sprites_V (vertical_sprites), and
    # @sprites_loop_x (additional scanlines for horizontal looping)
    for sprite in @sprites + @sprites_V + @sprites_loop_x
      sprite.dispose
    end
    @sprites.clear
    @sprites_loop_x.clear
    @sprites_V.clear
    @sprites_V_animated.clear
    @maps_list.clear
    $game_system.angle = @angle
  end
  #--------------------------------------------------------------------------
  # * Increase slant's angle
  #--------------------------------------------------------------------------
  def increase_angle
    return if @angle == 88
    @angle = [@angle + 2, 88].min # angle's value between 0 and 88 degrees
    @sprites.clear
    @sprites_loop_x.clear
    init_sprites(@angle) # reinitialize screenlines sprites
  end
  #--------------------------------------------------------------------------
  # * Decrease slant's angle
  #--------------------------------------------------------------------------
  def decrease_angle
    return if @angle == 0
    @angle = [@angle - 2, 0].max # angle's value between 0 and 88 degrees
    @sprites.clear
    @sprites_loop_x.clear
    init_sprites(@angle) # reinitialize screenlines sprites
  end
  #--------------------------------------------------------------------------
  # * Slide from the current angle into the target value
  #     value  : target angle's value (in degree)
  #--------------------------------------------------------------------------
  def mode7_set_p(value)
    while value > @angle
      increase_angle
      update
      Graphics.update
    end
    while value < @angle
      decrease_angle
      update
      Graphics.update
    end
  end
  #--------------------------------------------------------------------------
  # * Redraw the map instantaneously with the new slant angle's value
  #     value  : target angle's value (in degree)
  #--------------------------------------------------------------------------
  def mode7_set(value)
    @angle = [[value, 0].max, 89].min
    @sprites.clear
    @sprites_loop_x.clear
    init_sprites(@angle) # reinitialize screenlines sprites
    update
    Graphics.update
  end
  #--------------------------------------------------------------------------
  # * Reinitialize screenlines sprites
  #--------------------------------------------------------------------------
  def mode7_redraw
    @sprites.clear
    @sprites_loop_x.clear
    init_sprites(@angle) # reinitialize scanlines
    update
    Graphics.update
  end
  #--------------------------------------------------------------------------
  # * Create sprites equivalent to scanlines
  #     value  : target angle's value (in degree)
  #--------------------------------------------------------------------------
  def init_sprites(angle)
    @horizon = $game_system.horizon
    angle_rad = (Math::PI * angle) / 180 # angle in radian
    @sprites = [] # list of the scanlines sprites (Sprite)
    @sprites_loop_x = [] # list of the additionnal sprites (for X-looping)
    cos_angle = Math.cos(angle_rad)
    sin_angle = Math.sin(angle_rad)
    # save values in $game_temp
    $game_temp.distance_h = @distance_h
    $game_temp.pivot = @pivot
    $game_temp.cos_angle = cos_angle
    $game_temp.sin_angle = sin_angle
    # h0, z0 : intermediate values
    h0 = (- @distance_h * @pivot * cos_angle).to_f /
    (@distance_h + @pivot * sin_angle) + @pivot
    z0 = @distance_h.to_f / (@distance_h + @pivot * sin_angle)
    $game_temp.slope_value = (1.0 - z0) / (@pivot - h0)
    $game_temp.corrective_value = 1.0 - @pivot * $game_temp.slope_value
    last_line = - @pivot - @horizon # last_line : the highest line that is drawn
    height_limit = (@distance_h * last_line * cos_angle).to_f /
    (@distance_h - last_line * sin_angle) + @pivot # the line corresponding to
    # the last_line in the warped reference = horizon's line
    $game_temp.height_limit = height_limit
    # constant to handle gradual opacity
    k2lim = ((@distance_h * last_line).to_f /
      (@distance_h * cos_angle + last_line * sin_angle)).to_i
    # one sprite is created for each screenline
    for j in 0..479
      next if j < height_limit # if the line is further than the horizon's line,
      # no sprite is created
      i = j - @pivot # y-reference is the pivot's line
      sprite = Sprite.new(@viewport)
      sprite.x = 320 # x-reference is the vertical line in the middle of the screen
      sprite.y = j
      sprite.z = - 99999 # map must not mask vertical elements
      sprite.y_origin_bitmap = (@distance_h * i).to_f /
      (@distance_h * cos_angle + i * sin_angle) + @pivot
      sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap + 0.5).to_i
      sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
      sprite.zoom_x = $game_temp.slope_value * j + $game_temp.corrective_value
      sprite.length = 2 + (640.to_f / sprite.zoom_x).to_i
      sprite.x_origin_bitmap_i = ((642 - sprite.length) / 2)
      sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
      sprite.x_origin_bitmap = (sprite.x_origin_bitmap_i).to_f
      sprite.ox = sprite.length / 2
      sprite.bitmap = @map
      # horizontal translation to center around the hero
      if @disp_x != 0
        sprite.x_origin_bitmap += @disp_x / 4
        sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
        sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
      end
      # vertical translation to center around the hero
      if @disp_y != 0
        sprite.y_origin_bitmap += @disp_y / 4
        sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap + 0.5).to_i
        sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
      end
      # handle opacity and tone
      k2 = ((@distance_h * i).to_f /
      (@distance_h * cos_angle + i * sin_angle)).to_i
      k2 = 0 if k2 > 0
      k_red = (- k2.to_f/k2lim * $game_system.map_gradual_tone.red).to_i
      k_green = (- k2.to_f/k2lim * $game_system.map_gradual_tone.green).to_i
      k_blue = (- k2.to_f/k2lim * $game_system.map_gradual_tone.blue).to_i
      k_gray = (- k2.to_f/k2lim * $game_system.map_gradual_tone.gray).to_i
      k2 = (- k2.to_f/k2lim * $game_system.map_gradual_opacity).to_i
      sprite.tone = Tone.new(k_red, k_green, k_blue, k_gray)
      sprite.opacity = 255 - k2
      sprite.opacity *= ($game_system.map_opacity).to_f / 255
      sprite.color = $game_system.map_tone
      # white horizon's line
      k = j - height_limit
      k = 500 / k
      if $game_system.white_horizon
        tone_red = sprite.tone.red + k
        tone_green = sprite.tone.green + k
        tone_blue = sprite.tone.blue + k
        tone_gray = sprite.tone.gray + k
        sprite.tone = Tone.new(tone_red, tone_green, tone_blue, tone_gray)
      end
      @tone_values[j] = sprite.tone
      @opacity_values[j] = sprite.opacity
      # set sprite's graphics
      sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
      sprite.length, 1)
      @sprites.push(sprite)
      if $game_system.loop_x and j < @pivot
        # additional sprite to handle horizontal looping
        sprite2 = Sprite.new(@viewport)
        sprite2.x = 320
        sprite2.y = j
        sprite2.z = - 99999
        sprite2.y_origin_bitmap = sprite.y_origin_bitmap
        sprite2.y_origin_bitmap_i = sprite.y_origin_bitmap_i
        sprite2.zoom_x = sprite.zoom_x
        sprite2.length = sprite.length
        sprite2.x_origin_bitmap_i = sprite.x_origin_bitmap_i - @width
        sprite2.x_origin_bitmap = sprite.x_origin_bitmap_i - @width
        sprite2.ox = sprite.ox
        sprite2.bitmap = @map
        sprite2.opacity = sprite.opacity
        sprite2.color = sprite.color
        sprite2.tone = sprite.tone
        sprite2.src_rect.set(sprite2.x_origin_bitmap_i, sprite2.y_origin_bitmap_i,
        sprite2.length, 1)
        @sprites_loop_x.push(sprite2)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Update the screenlines sprites and the vertical sprites
  #   compare tilemap's display with map's display
  #--------------------------------------------------------------------------
  def update
    # update screenlines sprites
    if @disp_y < $game_map.display_y
      difference = $game_map.display_y - @disp_y
      @disp_y += difference
      for sprite in @sprites + @sprites_loop_x
        sprite.y_origin_bitmap += difference.to_f / 4
        sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap+0.5).to_i
        sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
        sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
        sprite.length, 1)
      end
    end
    if @disp_y > $game_map.display_y
      difference = @disp_y - $game_map.display_y
      @disp_y -= difference
      for sprite in @sprites + @sprites_loop_x
        sprite.y_origin_bitmap -= difference.to_f / 4
        sprite.y_origin_bitmap_i = (sprite.y_origin_bitmap+0.5).to_i
        sprite.y_origin_bitmap_i %= @height if $game_system.loop_y
        sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
        sprite.length, 1)
      end
    end
    if @disp_x < $game_map.display_x
      difference = $game_map.display_x - @disp_x
      @disp_x += difference
      for sprite in @sprites
        sprite.x_origin_bitmap += difference.to_f / 4
        sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
        sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
        sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
        sprite.length, 1)
      end
      for sprite in @sprites_loop_x
        sprite.x_origin_bitmap += difference.to_f / 4
        sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
        sprite.x_origin_bitmap_i %= @width
        sprite.x_origin_bitmap_i -= @width
        sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
        sprite.length, 1)
      end
    end
    if @disp_x > $game_map.display_x
      difference = @disp_x - $game_map.display_x
      @disp_x -= difference
      for sprite in @sprites
        sprite.x_origin_bitmap -= difference.to_f / 4
        sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
        sprite.x_origin_bitmap_i %= @width if $game_system.loop_x
        sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
        sprite.length, 1)
      end
      for sprite in @sprites_loop_x
        sprite.x_origin_bitmap -= difference.to_f / 4
        sprite.x_origin_bitmap_i = (sprite.x_origin_bitmap).to_i
        sprite.x_origin_bitmap_i %= @width
        sprite.x_origin_bitmap_i -= @width
        sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
        sprite.length, 1)
      end
    end
    # update vertical sprites
    for sprite in @sprites_V
      sprite.update
    end
  end
  #--------------------------------------------------------------------------
  # * Update animation for animated tiles
  #--------------------------------------------------------------------------
  def update_animated
    @index_animated += 1
    @index_animated %= 4
    map = @maps_list[@index_animated]
    # update screenlines sprites
    for sprite in @sprites + @sprites_loop_x
      sprite.bitmap = map
      sprite.src_rect.set(sprite.x_origin_bitmap_i, sprite.y_origin_bitmap_i,
      sprite.length, 1)
    end
    # update vertical sprites
    for sprite in @sprites_V_animated
      sprite.update_animated(@index_animated)
    end
  end
  #--------------------------------------------------------------------------
  # * Create bitmaps representing the map
  #--------------------------------------------------------------------------
  def draw_map
    data = $game_map.data
    # Table where animated tiles are flagged
    data_animated = Table.new($game_map.width, $game_map.height)
    # bigger maps to handle horizontal looping
    offset = ($game_system.loop_x ? 640 : 0)
    @map = Bitmap.new(@width + offset, @height)
    @maps_list.push(@map)
    rect = Rect.new(0, 0, 32, 32)
    # create autotiles graphics
    RPG::Cache.clear
    @autotiles = []
    for i in 0..6
      autotile_name = $game_map.autotile_names[i]
      fichier = RPG::Cache.autotile(autotile_name)
      for l in 0..3
        data_autotile = Data_Autotiles.new(fichier,l)
        data_autotile.number = 4*i + l
        RPG::Cache.save_autotile(data_autotile, data_autotile.number)
        @autotiles.push(data_autotile)
      end
    end
    # scan map's data to draw it
    for i in 0...$game_map.height
      for j in 0...$game_map.width
        data_animated[j, i] = 0
        # tile's ID for the first layer
        value1 = data[j, i, 0].to_i
        # prevent from drawing a vertical tile
        value1 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value1]) ?
        0 : value1)
        # value1 != 0
        if value1 != 0
          # tile's ID for the second layer
          value2 = data[j, i, 1].to_i
          # prevent from drawing a vertical tile
          value2 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value2]) ?
          0 : value2)
          # tile's ID for the third layer
          value3 = data[j, i, 2].to_i
          # prevent from drawing a vertical tile
          value3 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
          0 : value3)
          # value1 != 0, value2 = 0
          if value2 == 0
            # value1 != 0, value2 = 0, value3 = 0
            if value3 == 0
              # value1 associated with a normal autotile
              if value1 > 383
                bitmap = RPG::Cache.tile($game_map.tileset_name, value1, 0)
                @map.blt(32*j, 32*i, bitmap, rect)
                if $game_system.loop_x and j.between?(0, 19)
                  @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
                end
              # value1 associated with an autotile
              else
                num = 4*((value1 / 48) - 1)
                bitmap = RPG::Cache.autotile_base(num, value1)
                if @autotiles[num].animated
                  data_animated[j, i] = 1
                end
                @map.blt(32*j, 32*i, bitmap, rect)
                if $game_system.loop_x and j.between?(0, 19)
                  @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
                end
              end
            # value1 != 0, value2 = 0, value3 != 0
            else
              bitmap = RPG::Cache_Tile.load(value1, value3)
              # value1 associated with an autotile
              if value1 < 384
                num = 4*((value1 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              # value3 associated with an autotile
              if value3 < 384
                num = 4*((value3 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              @map.blt(32*j, 32*i, bitmap, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
              end
            end
          # value1 != 0, value2 != 0
          else
            # value1 != 0, value2 != 0, value3 = 0
            if value3 == 0
              bitmap = RPG::Cache_Tile.load(value1, value2)
              # value1 associated with an autotile
              if value1 < 384
                num = 4*((value1 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              # value2 associated with an autotile
              if value2 < 384
                num = 4*((value2 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              @map.blt(32*j, 32*i, bitmap, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
              end
            # value1 != 0, value2 != 0, value3 != 0
            else
              bitmap = RPG::Cache_Tile.load2(value1, value2, value3)
              # value1 associated with an autotile
              if value1 < 384
                num = 4*((value1 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              # value2 associated with an autotile
              if value2 < 384
                num = 4*((value2 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              # value3 associated with an autotile
              if value3 < 384
                num = 4*((value3 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              @map.blt(32*j, 32*i, bitmap, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
              end
            end
          end
        # value1 = 0
        else
          value2 = data[j, i, 1].to_i
          value2 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value2]) ?
          0 : value2)
          value3 = data[j, i, 2].to_i
          value3 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
          0 : value3)
          # value1 = 0, value2 = 0
          if value2 == 0
            # value1 = 0, value2 = 0, value3 != 0
            if value3 != 0
              # value3 associated with a normal tile
              if value3 > 383
                bitmap = RPG::Cache.tile($game_map.tileset_name, value3, 0)
                @map.blt(32*j, 32*i, bitmap, rect)
                if $game_system.loop_x and j.between?(0, 19)
                  @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
                end
              # value3 associated with an autotile
              else
                num = 4*((value3 / 48) - 1)
                bitmap = RPG::Cache.autotile_base(num, value3)
                if @autotiles[num].animated
                  data_animated[j, i] = 1
                end
                @map.blt(32*j, 32*i, bitmap, rect)
                if $game_system.loop_x and j.between?(0, 19)
                  @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
                end
              end
            end
          # value1 = 0, value2 != 0
          else
            # value1 = 0, value2 != 0, value3 = 0
            if value3 == 0
              # value2 associated with a normal tile
              if value2 > 383
                bitmap = RPG::Cache.tile($game_map.tileset_name, value2, 0)
                @map.blt(32*j, 32*i, bitmap, rect)
                if $game_system.loop_x and j.between?(0, 19)
                  @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
                end
              # value2 associated with an autotile
              else
                num = 4*((value2 / 48) - 1)
                bitmap = RPG::Cache.autotile_base(num, value2)
                if @autotiles[num].animated
                  data_animated[j, i] = 1
                end
                @map.blt(32*j, 32*i, bitmap, rect)
                if $game_system.loop_x and j.between?(0, 19)
                  @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
                end
              end
            # value1 = 0, value2 != 0, value3 != 0
            else
              bitmap = RPG::Cache_Tile.load(value2, value3)
              # value2 associated with an autotile
              if value2 < 384
                num = 4*((value2 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              # value3 associated with an autotile
              if value3 < 384
                num = 4*((value3 / 48) - 1)
                data_animated[j, i] = 1 if @autotiles[num].animated
              end
              @map.blt(32*j, 32*i, bitmap, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map.blt(32*(j+$game_map.width), 32*i, bitmap, rect)
              end
            end
          end
        end
      end
    end
    # save the map's drawing in the Cache
    RPG::Cache_Carte.save(@id, @map)
    @map_ground = @map.clone
    # save a copy of the map to handle flat events
    RPG::Cache_Carte.save(@id, @map_ground, 4)
    return if !$game_system.animated
    # create 3 other maps in case of animated tiles
    @map_2 = @map.clone
    @map_3 = @map.clone
    @map_4 = @map.clone
    @maps_list.push(@map_2)
    @maps_list.push(@map_3)
    @maps_list.push(@map_4)
    for i in 0...$game_map.height
      for j in 0...$game_map.width
        next if data_animated[j, i].to_i == 0
        # modify the tile if it is flagged as animated
        value1 = data[j, i, 0].to_i
        value2 = data[j, i, 1].to_i
        value3 = data[j, i, 2].to_i
        # prevent from drawing a vertical tile
        value1 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
        0 : value3)
        value2 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
        0 : value3)
        value3 = ($terrain_tags_vertical_tiles.include?($game_map.terrain_tags[value3]) ?
        0 : value3)
        if value1 != 0
          if value2 == 0
            if value3 == 0
              num = 4*((value1 / 48) - 1)
              bitmap_2 = RPG::Cache.autotile_base(num+1, value1)
              bitmap_3 = RPG::Cache.autotile_base(num+2, value1)
              bitmap_4 = RPG::Cache.autotile_base(num+3, value1)
              @map_2.blt(32*j, 32*i, bitmap_2, rect)
              @map_3.blt(32*j, 32*i, bitmap_3, rect)
              @map_4.blt(32*j, 32*i, bitmap_4, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
                @map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
                @map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
              end
            else
              bitmap_2 = RPG::Cache_Tile.load(value1, value3, 1)
              bitmap_3 = RPG::Cache_Tile.load(value1, value3, 2)
              bitmap_4 = RPG::Cache_Tile.load(value1, value3, 3)
              @map_2.blt(32*j, 32*i, bitmap_2, rect)
              @map_3.blt(32*j, 32*i, bitmap_3, rect)
              @map_4.blt(32*j, 32*i, bitmap_4, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
                @map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
                @map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
              end
            end
          else
            if value3 == 0
              bitmap_2 = RPG::Cache_Tile.load(value1, value2, 1)
              bitmap_3 = RPG::Cache_Tile.load(value1, value2, 2)
              bitmap_4 = RPG::Cache_Tile.load(value1, value2, 3)
              @map_2.blt(32*j, 32*i, bitmap_2, rect)
              @map_3.blt(32*j, 32*i, bitmap_3, rect)
              @map_4.blt(32*j, 32*i, bitmap_4, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
                @map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
                @map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
              end
            else
              bitmap_2 = RPG::Cache_Tile.load2(value1, value2, value3, 1)
              bitmap_3 = RPG::Cache_Tile.load2(value1, value2, value3, 2)
              bitmap_4 = RPG::Cache_Tile.load2(value1, value2, value3, 3)
              @map_2.blt(32*j, 32*i, bitmap_2, rect)
              @map_3.blt(32*j, 32*i, bitmap_3, rect)
              @map_4.blt(32*j, 32*i, bitmap_4, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
                @map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
                @map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
              end
            end
          end
        else
          if value2 != 0
            if value3 == 0
              num = 4*((value2 / 48) - 1)
              bitmap_2 = RPG::Cache.autotile_base(num+1, value2)
              bitmap_3 = RPG::Cache.autotile_base(num+2, value2)
              bitmap_4 = RPG::Cache.autotile_base(num+3, value2)
              @map_2.blt(32*j, 32*i, bitmap_2, rect)
              @map_3.blt(32*j, 32*i, bitmap_3, rect)
              @map_4.blt(32*j, 32*i, bitmap_4, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
                @map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
                @map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
              end
            else
              bitmap_2 = RPG::Cache_Tile.load(value2, value3, 1)
              bitmap_3 = RPG::Cache_Tile.load(value2, value3, 2)
              bitmap_4 = RPG::Cache_Tile.load(value2, value3, 3)
              @map_2.blt(32*j, 32*i, bitmap_2, rect)
              @map_3.blt(32*j, 32*i, bitmap_3, rect)
              @map_4.blt(32*j, 32*i, bitmap_4, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
                @map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
                @map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
              end
            end
          else
            if value3 != 0
              num = 4*((value3 / 48) - 1)
              bitmap_2 = RPG::Cache.autotile_base(num+1, value3)
              bitmap_3 = RPG::Cache.autotile_base(num+2, value3)
              bitmap_4 = RPG::Cache.autotile_base(num+3, value3)
              @map_2.blt(32*j, 32*i, bitmap_2, rect)
              @map_3.blt(32*j, 32*i, bitmap_3, rect)
              @map_4.blt(32*j, 32*i, bitmap_4, rect)
              if $game_system.loop_x and j.between?(0, 19)
                @map_2.blt(32*(j+$game_map.width), 32*i, bitmap_2, rect)
                @map_3.blt(32*(j+$game_map.width), 32*i, bitmap_3, rect)
                @map_4.blt(32*(j+$game_map.width), 32*i, bitmap_4, rect)
              end
            end
          end
        end
      end
    end
    # save the three additional maps in the Cache
    RPG::Cache_Carte.save(@id, @map_2, 1)
    RPG::Cache_Carte.save(@id, @map_3, 2)
    RPG::Cache_Carte.save(@id, @map_4, 3)
  end
end

#============================================================================
# â–  Game_Map
#----------------------------------------------------------------------------
# Methods modifications to handle map looping
#============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Scroll Down
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_down_mode7_game_map scroll_down
  def scroll_down(distance)
    if !$game_system.mode7
      scroll_down_mode7_game_map(distance)
      return
    end
    if $game_system.loop_y or $game_system.always_scroll
      @display_y = @display_y + distance # always scroll
    else
      @display_y = [@display_y + distance, (self.height - 15) * 128].min
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Left
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_left_mode7_game_map scroll_left
  def scroll_left(distance)
    if !$game_system.mode7
      scroll_left_mode7_game_map(distance)
      return
    end
    if $game_system.loop_x or $game_system.always_scroll
      @display_x = @display_x - distance # always scroll
    else
      @display_x = [@display_x - distance, 0].max
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Right
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_right_mode7_game_map scroll_right
  def scroll_right(distance)
    if !$game_system.mode7
      scroll_right_mode7_game_map(distance)
      return
    end
    if $game_system.loop_x or $game_system.always_scroll
      @display_x = @display_x + distance # always scroll
    else
      @display_x = [@display_x + distance, (self.width - 20) * 128].min
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Up
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  alias scroll_up_mode7_game_map scroll_up
  def scroll_up(distance)
    if !$game_system.mode7
      scroll_up_mode7_game_map(distance)
      return
    end
    if $game_system.loop_y or $game_system.always_scroll
      @display_y = @display_y - distance # always scroll
    else
      @display_y = [@display_y - distance, 0].max
    end
  end
  #--------------------------------------------------------------------------
  # * Determine Valid Coordinates
  #     x          : x-coordinate
  #     y          : y-coordinate
  #   Allow the hero to go out of the map when map looping
  #--------------------------------------------------------------------------
  alias valid_mode7_game_map? valid?
  def valid?(x, y)
    if !$game_system.mode7
      return (valid_mode7_game_map?(x, y))
    end
    if $game_system.loop_x
      if $game_system.loop_y
        return true
      else
        return (y >= 0 and y < height)
      end
    elsif $game_system.loop_y
      return (x >= 0 and x < width)
    end
    return (x >= 0 and x < width and y >= 0 and y < height)
  end
  #--------------------------------------------------------------------------
  # * Determine if Passable
  #     x          : x-coordinate
  #     y          : y-coordinate
  #     d          : direction (0,2,4,6,8,10)
  #                  *  0,10 = determine if all directions are impassable
  #     self_event : Self (If event is determined passable)
  #--------------------------------------------------------------------------
  alias passable_mode7_game_map? passable?
  def passable?(x, y, d, self_event = nil)
    if !$game_system.mode7
      passable_mode7_game_map?(x, y, d, self_event)
      return(passable_mode7_game_map?(x, y, d, self_event))
    end
    unless valid?(x, y)
      return false
    end
    bit = (1 << (d / 2 - 1)) & 0x0f
    for event in events.values
      if event.tile_id >= 0 and event != self_event and
         event.x == x and event.y == y and not event.through
        if @passages[event.tile_id] & bit != 0
          return false
        elsif @passages[event.tile_id] & 0x0f == 0x0f
          return false
        elsif @priorities[event.tile_id] == 0
          return true
        end
      end
    end
    for i in [2, 1, 0]
      tile_id = data[x % width, y % height, i] # handle map looping
      if tile_id == nil
        return false
      elsif @passages[tile_id] & bit != 0
        return false
      elsif @passages[tile_id] & 0x0f == 0x0f
        return false
      elsif @priorities[tile_id] == 0
        return true
      end
    end
    return true
  end
end

#============================================================================
# â–  Game_Character
#----------------------------------------------------------------------------
# "update" method modifications to handle map looping
#============================================================================

class Game_Character
  attr_accessor :x
  attr_accessor :y
  attr_accessor :real_x
  attr_accessor :real_y
  attr_reader   :flat
  attr_reader   :height
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_mode7_game_character initialize
  def initialize
    initialize_mode7_game_character
    @flat = false
    @height = 0.0
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias update_mode7_game_character update
  def update
    if !$game_system.mode7
      update_mode7_game_character
      return
    end
    # if x-coordinate is out of the map
    if !(x.between?(0, $game_map.width - 1))
      difference = 128 * x - real_x
      if self.is_a?(Game_Player)
        # increase or decrease map's number
        self.map_number_x += difference / (difference.abs)
      end
      # x-coordinate is equal to its equivalent in the map
      self.x %= $game_map.width
      self.real_x = 128 * x - difference
    end
    # if y-coordinate is out of the map
    if !(y.between?(0, $game_map.height - 1))
      difference = 128 * y - real_y
      if self.is_a?(Game_Player)
        # increase or decrease map's number
        self.map_number_y += difference / (difference.abs)
      end
      # y-coordinate is equal to its equivalent in the map
      self.y %= $game_map.height
      self.real_y = 128 * y - differ
 
MGCaladtogel i cant seem to get the auto-tile feature to work?  I set it to true and and stick [A] in the map name and still nothing :( probably missing something obvious.

Thanks for your time
 
evilbob -> there was an awful "copy-paste" bug in the script. I fixed it (I also updated the demo).

diablosbud -> try this script :
Code:
# Compatibility Mode7 - Blizz-ABS
# 24/03/08 - MGCaladtogel
# mode7 script must be above ABS scripts and this one below all
class Game_Player < Map_Actor
  attr_accessor :map_number_x # map's number with X-looping
  attr_accessor :map_number_y # map's number with Y-looping
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_BlizzABS_game_player initialize
  def initialize
    initialize_BlizzABS_game_player
    self.map_number_x = 0
    self.map_number_y = 0
  end
end

Paste it below the three ABS scripts, and tell me if it works.
 
Thank you very much, worked like a charm :) 
I've noticed that if i have something, such as a forest or mountain range taller than 3 tiles it looks like its floating, is there a work around for this?

thanks again for replying so fast
 
Well I tested it and it allowed me to enter the map. But there is a wierd error, but all of the scripts are now compatiblity. I will show you the wierd error though it is not a game crashing error, graphical. http://img249.imageshack.us/img249/1012/mode7errored1.th.png[/img]

You notice how that the character is not shown, the events are a bit blurry, some tiles are not shown such as the other map (a piece of the bridge is missing), the bridge at the other end of the map (bottom) is not supposed to be there was copied from the top, the other maps events aren't shown, before I enter my name in the auto-run (other things load) I was hitting the movement keys (W,A,S,D) my character started walking and left the map out the bottom (there is no exit) and much more is wierd as you see in the image. I did the map setup properly and used the script in the new version of the demo (I redownloaded). Here is my script line (all maps are the same line but different name). The line is "$mode7_maps_settings["Script Test Village"] = ["M7", "H", "#60", "Y", "A"]". I don't think I did anything wrong. Could you please help me fix this because I have gotten this far?

EDIT: Oh, yes I forgot to say, thanks for your help in the compatibility
 
evilbob -> can you post a screenshot ? I'm not sure to understand...

diablosbud -> I'll see what I can do. But are you sure that you want the map to be repeated in Y ? I think that's the cause of the problem with the bridge...
 
Yes, you where right that was the cause of the bridge being repeated and seeing the other map. But I can move my character before I name my character he moves to the front and dissapears but then I moved left and he was in the water (that was a non-passage tile). I could move him but in the water and it was really messed. But thanks because it worked and thanks take as much time as you need with the compatibility because my game will take a long time (custom graphics, more scripting, etc.). Also I could move until a certain distance and it would teleport me off of the map into the black. I walk back onto the map if I go to far or I just entered that map. Oh, yes I found another error, due to the map slant I cannot see my Ring Menu (it is too high, it is out of the viewport). Here is my Ring Menu Script
Code:
#------------------------------------------------------------------------------
#  Ring_Menu
#------------------------------------------------------------------------------
#  By:  XRXS, Dubealex, and Hypershadow180
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
    $location_text=[]
    $gold_text=[]
    $window_size=[]
    $ring_menu_text=[]
    $chara_select=[]
    @window_opacity=[]
    @chara_select=[]
    @window_position=[]
    $location_text[0]="Times New Roman" # Font Type
    $location_text[1]=24 # Font Size
    $location_text[2]=0 # Location Title Color
    $location_text[4]=0 # Map Name Color
    $location_text[3]="Location:" # Text
    $gold_text[0]="Times New Roman" # Font Type
    $gold_text[1]=20 # Font Size
    $gold_text[2]=0 # Gold Title Color
    $gold_text[3]=0 # Gold Color
    $gold_text[4]="Illyum" # Text
    @window_opacity[0]=255 # Border Opacity
    @window_opacity[1]=130 # Background Opacity
    $window_location_skin="Phoenix" # Location Windowskin
    $window_gold_skin="Phoenix" # Gold Windowskin
    @window_position[0]=0 # X Axis Position
    @window_position[1]=0 # Location Y Axis Position
    @window_position[2]=384 # Gold Y Axis Position
    $window_size[0]=160 # Length
    $window_size[1]=96 # Height
    $ring_menu_text[0]="Times New Roman" # Font Type
    $ring_menu_text[7]=0 # Font Color
    $ring_menu_text[8]=20 # Font Size
    $ring_menu_text[1]="Inventory"
    $ring_menu_text[2]="Skill/Spell"
    $ring_menu_text[3]="Equipment"
    $ring_menu_text[4]="Status"
    $ring_menu_text[5]="Options"    
    $ring_menu_text[6]="Save Game"
    $ring_menu_text[7]="Exit Game"
    @chara_select[0]=408 # X Axis Position
    @chara_select[1]=0 # Y Axis Position
    $chara_select[0]="Calibri" # Font Type
    $chara_select[1]=0 # Font Color
    $chara_select[5]=24 # Font Size
    $chara_select[2]=255 # Border Opacity
    $chara_select[3]=130 # Background Opacity
    $chara_select[4]="Phoenix" # Windowskin
  end
#------------------------------------------------------------------------------
#  Main
#------------------------------------------------------------------------------
  def main
    @window_location = Window_Location.new
    @window_location.x = @window_position[0]
    @window_location.y = @window_position[1]
    @window_location.opacity = @window_opacity[0]
    @window_location.back_opacity = @window_opacity[1]
    @window_gold = Window_MenuGold.new
    @window_gold.x = @window_position[0]
    @window_gold.y = @window_position[2]
    @window_gold.opacity = @window_opacity[0]
    @window_gold.back_opacity = @window_opacity[1]
    @spriteset = Spriteset_Map.new
    px = $game_player.screen_x - 15
    py = $game_player.screen_y - 24
    @command_window = Window_RingMenu.new(px,py)
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    @command_window.z = 100
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @status_window = Window_RingMenuStatus.new
    @status_window.x = @chara_select[0]
    @status_window.y = @chara_select[1]
    @status_window.z = 200
    @status_window.opacity=$chara_select[2]
    @status_window.back_opacity=$chara_select[3]
    @status_window.visible = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @spriteset.dispose
    @window_location.dispose
    @window_gold.dispose
    @command_window.dispose
    @status_window.dispose
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
    @window_location.update
    @window_gold.update
    @command_window.update
    @status_window.update
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
#------------------------------------------------------------------------------
#  Update Comman
#------------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    case @command_window.index
    when 0
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Item.new
    when 1
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 2
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 3
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 4
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_AOptions.new(self)
    when 5
      if $game_system.save_disabled
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Saveslot.new
    when 6
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_End.new
    end
    return
  end
  return if @command_window.animation?
    if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
      return
    end
    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
      return
    end
  end
#------------------------------------------------------------------------------
#  Update Status
#------------------------------------------------------------------------------
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.visible = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
    case @command_window.index
    when 1
      if $game_party.actors[@status_window.index].restriction >= 2
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Skill.new(@status_window.index)
    when 2
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Equip.new(@status_window.index)
    when 3
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end
#------------------------------------------------------------------------------
#  Window_RingMenu
#------------------------------------------------------------------------------
class Window_RingMenu < Window_Base
  STARTUP_FRAMES = 20
  MOVING_FRAMES = 5  
  RING_R = 64        
  ICON_ITEM   = RPG::Cache.icon("034-Item03")
  ICON_SKILL  = RPG::Cache.icon("044-Skill01")
  ICON_EQUIP  = RPG::Cache.icon("001-Weapon01")
  ICON_STATUS = RPG::Cache.icon("050-Skill07")
  ICON_OPTION = RPG::Cache.icon("050-Skill07")
  ICON_SAVE   = RPG::Cache.icon("038-Item07")
  ICON_EXIT   = RPG::Cache.icon("046-Skill03")
  ICON_DISABLE= RPG::Cache.icon("")
  SE_STARTUP = "056-Right02"
  MODE_START = 1
  MODE_WAIT  = 2
  MODE_MOVER = 3
  MODE_MOVEL = 4
  attr_accessor :index
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize( center_x, center_y )
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width-32, height-32)
    self.contents.font.name = $ring_menu_text[0]
    self.contents.font.color = text_color($ring_menu_text[7])
    self.contents.font.size = $ring_menu_text[8]
    self.opacity = 0
    self.back_opacity = 0
    s1 = $ring_menu_text[1]
    s2 = $ring_menu_text[2]
    s3 = $ring_menu_text[3]
    s4 = $ring_menu_text[4]
    s5 = $ring_menu_text[5]
    s6 = $ring_menu_text[6]
    s7 = $ring_menu_text[7]
    @commands = [ s1, s2, s3, s4, s5, s6, s7 ]
    @item_max = 7
    @index = 0
    @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_OPTION, ICON_SAVE, ICON_EXIT ]
    @disabled = [ false, false, false, false, false, false ]
    @cx = center_x - 16
    @cy = center_y - 16
    setup_move_start
    refresh
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
    super
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    case @mode
    when MODE_START
      refresh_start
    when MODE_WAIT
      refresh_wait
    when MODE_MOVER
      refresh_move(1)
    when MODE_MOVEL
      refresh_move(0)
    end
    rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
    self.contents.draw_text(rect, @commands[@index],1)
  end
#------------------------------------------------------------------------------
#  Refresh Start
#------------------------------------------------------------------------------
  def refresh_start
    d1 = 2.0 * Math::PI / @item_max
    d2 = 1.0 * Math::PI / STARTUP_FRAMES
    r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( r * Math.sin( d ) ).to_i
      y = @cy - ( r * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = MODE_WAIT
    end
  end
#------------------------------------------------------------------------------
#  Refresh Wait
#------------------------------------------------------------------------------
  def refresh_wait
    d = 2.0 * Math::PI / @item_max
    for i in 0...@item_max
      j = i - @index
      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
      draw_item(x, y, i)
    end
  end
#------------------------------------------------------------------------------
#  Refresh Move
#------------------------------------------------------------------------------
  def refresh_move( mode )
    d1 = 2.0 * Math::PI / @item_max
    d2 = d1 / MOVING_FRAMES
    d2 *= -1 if mode != 0
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( RING_R * Math.sin( d ) ).to_i
      y = @cy - ( RING_R * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = MODE_WAIT
    end
  end
#------------------------------------------------------------------------------
#  Draw Item
#------------------------------------------------------------------------------
  def draw_item(x, y, i)
    rect = Rect.new(0, 0, @items[i].width, @items[i].height)
    if @index == i
      self.contents.blt( x, y, @items[i], rect )
      if @disabled[@index]
        self.contents.blt( x, y, ICON_DISABLE, rect )
      end
    else
      self.contents.blt( x, y, @items[i], rect, 128 )
      if @disabled[@index]
        self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
      end
    end
  end
#------------------------------------------------------------------------------
#  Disable Item
#------------------------------------------------------------------------------
  def disable_item(index)
    @disabled[index] = true
  end
#------------------------------------------------------------------------------
#  Setup Move Start
#------------------------------------------------------------------------------
  def setup_move_start
    @mode = MODE_START
    @steps = STARTUP_FRAMES
    if  SE_STARTUP != nil and SE_STARTUP != ""
      Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
    end
  end
#------------------------------------------------------------------------------
#  Setup Move Move
#------------------------------------------------------------------------------
  def setup_move_move(mode)
    if mode == MODE_MOVER
      @index -= 1
      @index = @items.size - 1 if @index < 0
    elsif mode == MODE_MOVEL
      @index += 1
      @index = 0 if @index >= @items.size
    else
      return
    end
    @mode = mode
    @steps = MOVING_FRAMES
  end
#------------------------------------------------------------------------------
#  Animation
#------------------------------------------------------------------------------
  def animation?
    return @mode != MODE_WAIT
  end
end
#------------------------------------------------------------------------------
#  Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(204, 64, 232, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = $chara_select[5]
    refresh
    self.active = false
    self.index = -1
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($chara_select[4])
    self.contents.font.name = $chara_select[0]
    self.contents.font.color = text_color($chara_select[1])
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 80
      y = 80 * i
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 60, y + 65)
      draw_actor_name(actor, x, y + 2)
      draw_actor_hp(actor, x - 40, y + 26)
      draw_actor_sp(actor, x - 40, y + 50)
    end
  end
#------------------------------------------------------------------------------
#  Update Cursor Rect
#------------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
    end
  end
end
#------------------------------------------------------------------------------
#  Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
#  Name
#------------------------------------------------------------------------------
  def name
    $map_infos[@map_id]
  end
end
#------------------------------------------------------------------------------
#  Scene_Title
#------------------------------------------------------------------------------
class Scene_Title
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end
#------------------------------------------------------------------------------
#  Window_Location
#------------------------------------------------------------------------------
class Window_Location < Window_Base
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(0, 0, $window_size[0], $window_size[1])
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $location_text[0]
    self.contents.font.size = $location_text[1]
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($window_location_skin)
    self.contents.font.color = text_color($location_text[2])
    self.contents.draw_text(4, 0, 120, 32, $location_text[3])
    self.contents.font.color = text_color($location_text[4])
    self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
  end
end
#------------------------------------------------------------------------------
#  Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(0, 0, $window_size[0], $window_size[1])
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $gold_text[0]
    self.contents.font.size = $gold_text[1]
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($window_gold_skin)
    self.contents.font.color = text_color($gold_text[2])
    self.contents.draw_text(4, 0, 120, 32, $gold_text[4])
    self.contents.font.color = text_color($gold_text[3])
    self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
  end
end

Here screenshots of both errors: http://img122.imageshack.us/img122/9469/inwatermode7hk8.th.png[/img]

Mode7 in the water.

http://img329.imageshack.us/img329/8109/ringmenumode7jc1.th.png[/img]

Out of viewport Ring Menu (look in the top left corner).
 

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