Orms
Make a RM2K(3)-like game with RMVXAce!
Install / Use
/learn @RMEx/OrmsREADME
ORMS : Old RPG Maker Style v1.1.4
Make a RM2K(3)-like game with RMVXAce!

Installation
orms holds in one script and two resources (Font.png and Font_color.png) Check-out the lastest release!
Configuration
OLD_RM_STYLE is really versatile, see the first module ORMS_CONFIG in the script to configure it! All the features are optional, just activate the features you want, deactivate the features you don't, and... enjoy!
Features
BITMAP_FONT
Use the bitmaps Font and Font_color to draw texts
Image name | Example
--- | ---
Font.png |
Font_color.png | 
BITMAP_FONT OPTIONS:
Option | Description | Default value --- | --- | --- FONT_WIDTH<br>FONT HEIGHT | The character size of your font bitmap | 6 x 14 DOUBLE_FONT_SIZE | Double the size of the bitmap font/text | true LINE_HEIGHT | Change the line height | 32 PADDING | Change the padding of the message and battle windows | 16 SHADOW | Draw text shadow using the last color in "Font_color.png" | true REWRITE_ALL_TEXTS | Rewrite Bitmap.draw_text instead of Window_Base.draw_text | true
BOX_FEATURES:
Feature | Description | Default value --- | --- | --- OPAQUE_BOX | Opaque text box if true | false STOP_CURSOR_BLINKING | Stop cursor blinking if true | true OLDSCHOOL_CHOICE_LIST | RM2K(3)-like choice list like if true | true
SCREEN_FEATURES:
Feature | Description | Default value
--- | --- | ---
OLD_RESOLUTION | Just set game resolution to 640480 (to simulate RM2k(3)'s 320240) | false
[NEW!] TOGGLE_FULLSCREEN | The shortcut (:F3..:F11) to toggle the fullscreen mode like RM2k(3).<br><br>Set the shortcut to 0 if you want none. | :F4
[NEW!] TOGGLE_WINDOW_MODE | The shortcut (:F3..:F11) to toggle to TINY 1x WINDOW MODE like RM2k(3).<br><br>Set the shortcut to 0 if you want none. | :F5
PIXELATE_SCREEN | If you want fat pixels everywhere!<br><br>This feature is a bit greedy, but it tries to optimize itself with a custom frame skipping method.<br><br>This feature activate a custom FPS display (F2) that shows the real FPS, counting the frame skipping. | false
[NEW!] PIXELATION_SHORTCUT | The shortcut (:F3..:F11) to activate/deactivate pixelation ingame.<br><br>Set the shortcut to 0 if you want none.<br><br>Don't forget to tell the player he can use this shortcut! An alternative is to use the Orms.set(:pixelate_screen, false) method. | :F6
NOTE:
TOGGLE_FULLSCREEN and TOGGLE_WINDOW_MODE re-define also the Fullscreen++ shortcuts if you use it too. If you use Fullscreen++, place Fullscreen++ right before orms!
RESSOURCES_FEATURES:
Use these features if you want to directly use RM2k(3) ressources!
Feature | Description | Default value --- | --- | --- USE_OLD_RM_BACKDROP | Battlebacks1/2 auto-resized by two | false USE_OLD_RM_MONSTER | Battlers auto-resized by two | false USE_OLD_RM_PANORAMA | Parallaxes auto-resized by two | false USE_OLD_RM_PICTURE | Pictures auto-resized by two | false USE_OLD_RM_TITLE | Titles1/2 auto-resized by two | false USE_OLD_RM_CHARSET | Characters auto-resized by two | false [NEW!] BACKDROP_ALIGN_TOP | Align Battlebacks to top instead of center (for RM2K backdrops) | false KILL_CHARSET_SHIFT_Y | Does as if all "Characters" had "!" in their name | false OLD_CHARSET_DIRECTION | In VXAce's ressources, directions are "DOWN, LEFT, RIGHT, UP" but in RM2k(3)'s ressources, it's "UP, RIGHT, DOWN, LEFT"<br><br>this fix allows you to use directly charsets from 2k(3)! | false
DESTROY_NEW_RM_FEATURE:
Feature | Description | Default value --- | --- | --- DEACTIVATE_DASH | No dash when you press shift if true | false
[NEW!] Ingame methods for users
Method | Description
--- | ---
Orms.set(feature, false) | Change the features ingame! Example: Orms.set(:bitmap_font, false)
Orms.deactivate | Deactivate all the features
Orms.activate | Activate all the features
Examples

Example of the OLDSCHOOL_CHOICE_LIST and TOGGLE_WINDOW_MODE features

Example of the DOUBLE_FONT_SIZE feature (false)

Example of the default menu displayed with the BITMAP_FONT feature

Examples of a game using orms and Luna Engine (by JosephSeraph)

Example of a beautiful customized bitmap font (by JosephSeraph)
HOW TO MAKE YOUR OWN AWESOME BITMAP FONT
The Font.png is generated by the awesome tool Fony
For example :
- load "Bilou2k3.fon" with Fony

- Use Edit > resize to make a smaller font in height


- Use Edit > Boldify... why not?

After that you need to have all the bottom line transparent for all the characters, to render the text shadow without trouble after
- Select all the characters in the right pannel

- Then press the "up" button

NOTE : You also need to have all the right column transparent for all the characters, to render the text shadow without trouble!
Use the same method as above, but with the "left" button!
- Save your new font, and do File > Export > Bitmap, save as "Font.png" in
Graphics/System/
Then you get A SHINY PERFECT NEW "FONT.PNG" YOU CAN EDIT BACK WITH FONY ULTRA QUICKLY ANYTIME!!

Instead of 6*14 like RM200(3), this one is 7*11 (just count the pixels in Fony), you can specify that in my script :
# BITMAP_FONT_FEATURE_OPTIONS:
FONT_WIDTH = 7 # See BMP Font character's width
FONT_HEIGHT = 11 # See BMP Font character's height
instead of :
# BITMAP_FONT_FEATURE_OPTIONS:
FONT_WIDTH = 6 # See BMP Font character's width
FONT_HEIGHT = 14 # See BMP Font character's height
And since the height is now smaller, you can also reduce the line height :
LINE_HEIGHT = 24 # Line height: VXAce: 24 2K(3): 32
CUSTOM FONT ISSUES WITH FONY
Of course you can edit the font you want with Fony, ".fon" or not. But there is some important things to verify before the bitmap exportation!
-
You must have a blank row at the bottom and a blank column at the right:

If not, just select all the characters into the right pannel and use the arrow buttons.
-
In Edit > Properties (Ctrl + H), you must set the First char to 0, the Last char to 255, and check Monospaced:

If you get a too wide character width when you convert the font to monospaced, it's because some characters are too wide like W, w, M, m, Æ, æ. There is a very simple method to reduce the width of all characters at one time:

When you have an accurate monospaced width, you can stretch manually the cropped fonts that were too wide (like W, w, M, m, Æ, æ) by redrawing them.
COMING SOON!
TODO LIST:
- [x] Verify/fix compatibility between
PIXELATE_SCREENand some nervous scripts- [x] RME (camera commands)
- [x] Luna Engine
- [ ] Theo's Sideview battle system
- [ ] MGC's mode 7
- [x] Fix name input
- [ ] Fix current feature status not saved in save files yet
- [ ] Fix characters direction in save/load menus (when
OLD_CHARSET_DIRECTIONis used) - [ ] Add the feature
NO_MAP_SHADOWSinDESTROY_NEW_RM_FEATURESto deactivate the VXA shadow display in maps ingame - [ ] Extend
OLD_CHARSET_DIRECTIONbehaviour: Will not change the directions of the Characters that the first character of their names is'@'. - [ ] Implement
ICONS_FOR_ALL_TEXTSfeature to use the\I[id]control character for everything like RM2K(3) did with glyphs ($a..$Z) - [ ] Implement
BITMAP_FONT_FEATURE_OPTIONS:- [ ] Define
BITMAP_FONTS = [args_1, args_2, args_3]option withargs_Xequal to[name, *char_width, *char_height, *color_set, *nb_color_max, *shadow], for instance,args_1will be equal to["Font"](The default font name) - [ ] Define
CURRENT_BMP_FONT,DEFAULT_COLOR_SET,DEFAULT_FONT_WIDTH,DEFAULT_FONT_HEIGHT,DEFAULT_SHADOWoptions (the last three will replaceFONT_WIDTH,FONT_HEIGHTandSHADOW) - [ ] Define
\F[id]control character to change the BMP_FONT in the middle of any text - [ ] Extend
LINE_HEIGHTbehaviour: will be defined by an integer (like now) or the array[top_margin, bottom_margin]instead. For instance,LINE_HEIGHTwill be equal toLINE_HEIGHT[0] + font[:height] + LINE_HEIGHT[1]).
- [ ] Define
- [ ] Implement RM2k(3)-like transitions features and methods that reproduce and extend all transitions behaviours from RM2k(3)! :D
- [ ] Implement
OLD_RM_CURSORfeature (use a second System/Window p
