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- Seen Mar 29, 2024
ok that makes sense and actually seeing a decision tree does make my options clear.
I did have correct size sprites with just gen8.
I tried again installing zud over the game with just gen8 and again got small sprites, and i do really want to use ZUD.
So i suppose that puts me at either figuring out the conflict between some script related to bitmaps and the ebdx wrapper or waiting for v20. this answers my question of where should i proceed or which scripts should i look at.
This was actually the step i was currently at, but my programming and game development knowledge is very limited. This game is my first real attempt and i got surpisingly far considering my only prior knowledge was html/css and photoshop.
So i will keep at it, but truth be told the bitmap related scripts are slightly beyond me at this point. I may have to just wait for V20.
I understand as someone who actually understands this stuff my question & attitude about giving up may seem frustrating, but after several hours of going through these bitmap and ebdx scripts it just seems to be totally impossible for me to figure out.
I just have no clue when v20 will come out and if i have to skills to transfer my work succesfully, so for all i know this may very well be as far as i am able to get without assistance from someone more knowledgable.
But the workaround of doubling my actual sprites could potentially work. i do have the photoshop skills to do this in batch for all the images. I just pray i do not have to also change values in scripts for this to work... And it would make for a much laggier game with a much larger filesize so that would really have to be an absolute last resort... I will have to keep trying to figure out how these bitmap scaling scripts really work and where the conflict is.
Thanks anyway for the effort it took to guide me this far, sorry for annoying you with rookie questions.
EDIT: the only place in scripts i keep coming back to, where i think the fix could be is in Pokemon_Sprites:
def pokemon=(value)
@pokemon = value
@animBitmap.dispose if @animBitmap
@animBitmap = nil
if !@pokemon
self.bitmap = nil
@currentFrame = 0
@counter = 0
return
end
@animBitmap = AnimatedBitmap.new(GameData::Species.icon_filename_from_pokemon(value))
self.bitmap = @animBitmap.bitmap
self.src_rect.width = @animBitmap.height
self.src_rect.height = @animBitmap.height
@numFrames = @animBitmap.width/@animBitmap.height
@currentFrame = 0 if @currentFrame>=@numFrames
changeOrigin
end
I am very hesitant to mess with this, afraid to break the whole game. The edit i would attempt would be to replace @animBitmap.height with a set number and see if that works. Again this could be a total idiot move, but i am trying to fix a bit of coding i do not understand...
One reason i think the problem may be related to this, is because right above that bit of code is the code for the "jumping animation"
That bit does execute, my pokemon backsprite goes up and down in battle. So maybe setting hard values for height and width there could bypass the whole scaling?
EDIT2: after making several more alterations to EBDX_wrapper and never seeing any changes, i have concluded that most likely the entire thing is never executed... now i am even more confused
EDIT3: next i tried altering EBDX Sprites.rb in 000Zud Compat / EBDX Compat / patches / battlecore. this also seemed to change nothing no matter what i changed in there.
I did have correct size sprites with just gen8.
I tried again installing zud over the game with just gen8 and again got small sprites, and i do really want to use ZUD.
So i suppose that puts me at either figuring out the conflict between some script related to bitmaps and the ebdx wrapper or waiting for v20. this answers my question of where should i proceed or which scripts should i look at.
This was actually the step i was currently at, but my programming and game development knowledge is very limited. This game is my first real attempt and i got surpisingly far considering my only prior knowledge was html/css and photoshop.
So i will keep at it, but truth be told the bitmap related scripts are slightly beyond me at this point. I may have to just wait for V20.
I understand as someone who actually understands this stuff my question & attitude about giving up may seem frustrating, but after several hours of going through these bitmap and ebdx scripts it just seems to be totally impossible for me to figure out.
I just have no clue when v20 will come out and if i have to skills to transfer my work succesfully, so for all i know this may very well be as far as i am able to get without assistance from someone more knowledgable.
But the workaround of doubling my actual sprites could potentially work. i do have the photoshop skills to do this in batch for all the images. I just pray i do not have to also change values in scripts for this to work... And it would make for a much laggier game with a much larger filesize so that would really have to be an absolute last resort... I will have to keep trying to figure out how these bitmap scaling scripts really work and where the conflict is.
Thanks anyway for the effort it took to guide me this far, sorry for annoying you with rookie questions.
EDIT: the only place in scripts i keep coming back to, where i think the fix could be is in Pokemon_Sprites:
def pokemon=(value)
@pokemon = value
@animBitmap.dispose if @animBitmap
@animBitmap = nil
if !@pokemon
self.bitmap = nil
@currentFrame = 0
@counter = 0
return
end
@animBitmap = AnimatedBitmap.new(GameData::Species.icon_filename_from_pokemon(value))
self.bitmap = @animBitmap.bitmap
self.src_rect.width = @animBitmap.height
self.src_rect.height = @animBitmap.height
@numFrames = @animBitmap.width/@animBitmap.height
@currentFrame = 0 if @currentFrame>=@numFrames
changeOrigin
end
I am very hesitant to mess with this, afraid to break the whole game. The edit i would attempt would be to replace @animBitmap.height with a set number and see if that works. Again this could be a total idiot move, but i am trying to fix a bit of coding i do not understand...
One reason i think the problem may be related to this, is because right above that bit of code is the code for the "jumping animation"
That bit does execute, my pokemon backsprite goes up and down in battle. So maybe setting hard values for height and width there could bypass the whole scaling?
EDIT2: after making several more alterations to EBDX_wrapper and never seeing any changes, i have concluded that most likely the entire thing is never executed... now i am even more confused
EDIT3: next i tried altering EBDX Sprites.rb in 000Zud Compat / EBDX Compat / patches / battlecore. this also seemed to change nothing no matter what i changed in there.
Last edited: