# ====================================================================== # TILEMAP VERTICAL WRAPPER # # This is a little fix for Pokemon Essentials' custom tilemap code # that works around MKXP's GPU texture size limit that would normally # stop you from playing a lot of games. # # The concept is simple enough: If your tileset is too big, a new # bitmap will be constructed with all the excess pixels sent to the # image's right side. This basically means that you now have a limit # far higher than you should ever actually need. # # Because of the extra math the game will have to do to find the right # pixels, this will probably cause a performance hit while on these # maps which would normally be megasurfaces. # # It can probably be improved by changing CustomTilemap.getRegularTile # to just find the correct pixels on its own, without having to # translate the coordinates afterwards, but this will satisfy me just # for the moment. # # Really, it'd be far better to cut up the image on the C++ end and # use a custom shader to get the image right or something like that, # but that's work for another day. # # For now, I'm just happy I can finally test whatever game I like. # $GL_TEX_CAP = 16384 # << This should be automatically set at some point. # # ~Zoro #======================================================================= module VWrap def self.clamp(val, min, max) val = max if val > max val = min if val < min return val end def self.makeVWrappedTileset(originalbmp) width = originalbmp.width height = originalbmp.height if width == 256 && height > $GL_TEX_CAP columns = (height / $GL_TEX_CAP.to_f).ceil return nil if columns * 256 > $GL_TEX_CAP bmp = Bitmap.new(256*columns, $GL_TEX_CAP) remainder = height % $GL_TEX_CAP columns.times{|col| srcrect = Rect.new(0, col * $GL_TEX_CAP, width, (col + 1 == columns) ? remainder : $GL_TEX_CAP) bmp.blt(col*256, 0, originalbmp, srcrect) } return bmp end return originalbmp end def self.blitVWrappedPixels(destX, destY, dest, src, srcrect) merge = (srcrect.y % $GL_TEX_CAP) > ((srcrect.y + srcrect.height) % $GL_TEX_CAP) srcrect.x = clamp(srcrect.x, 0,256) srcrect.width = clamp(srcrect.width, 0, 256 - srcrect.x) col = (srcrect.y / $GL_TEX_CAP.to_f).floor srcX = col * 256 + srcrect.x srcY = srcrect.y % $GL_TEX_CAP if !merge dest.blt(destX, destY, src, Rect.new(srcX, srcY, srcrect.width, srcrect.height)) else #FIXME won't work on heights longer than two columns, but nobody should need # more than 32k pixels high at once anyway side = {:a => $GL_TEX_CAP - srcY, :b => srcrect.height - ($GL_TEX_CAP - srcY)} dest.blt(destX, destY, src, Rect.new(srcX, srcY, srcrect.width, side[:a])) dest.blt(destX, destY + side[:a], src, Rect.new(srcX + 256, 0, srcrect.width, side[:b])) end end end # ------------------------- if $MKXP == true class CustomTilemap def tileset=(value) if value.height > $GL_TEX_CAP || value.width > $GL_TEX_CAP @tileset = VWrap::makeVWrappedTileset(value) else @tileset = value end @tilesetchanged = true end alias old_getRegularTile getRegularTile def getRegularTile(sprite, id) return old_getRegularTile(sprite, id) if @tileset.width <= 256 bitmap = @regularTileInfo[id] if !bitmap bitmap = Bitmap.new(@tileWidth, @tileHeight) rect=Rect.new(((id - 384)&7)*@tileSrcWidth,((id - 384)>>3)*@tileSrcHeight, @tileSrcWidth,@tileSrcHeight) VWrap::blitVWrappedPixels(0,0, bitmap, @tileset, rect) @regularTileInfo[id]=bitmap end sprite.bitmap = bitmap if sprite.bitmap != bitmap end end end