freeware title music fix

This commit is contained in:
Issac332 2026-06-18 21:01:18 +03:00
parent 53b5f90f0a
commit 3104ae20d3
2 changed files with 78 additions and 79 deletions

View file

@ -126,8 +126,7 @@ class Scene_Title
# Play title BGM
if File.exist?("badend.lock")
#TODO: fix audio values
Audio.bgm_play("Audio/BGM/MyBurdenIsDead.ogg", bgm_volume, 100)
Audio.bgm_play("Audio/BGM/MyBurdenIsDead.ogg", Audio.bgm_volume, 100)
else
$game_system.bgm_play($data_system.title_bgm)
end

View file

@ -54,19 +54,19 @@ class Window_Settings
self.opacity = 0
@fade_in = true
@data = [
tr('BGM Volume'),
tr('SFX Volume'),
tr('Fullscreen'),
tr('Default movement'),
tr('Colorblind mode'),
tr('Configure controls(Press F1)'),
tr('Skip Text (R)'),
tr('Frameskip'),
tr('In-Game Timer'),
tr('Language'),
tr('Debug mode(!)'),
tr('Freeware Mode(!)'),
]
tr('BGM Volume'),
tr('SFX Volume'),
tr('Fullscreen'),
tr('Default movement'),
tr('Colorblind mode'),
tr('Configure controls(Press F1)'),
tr('Skip Text (R)'),
tr('Frameskip'),
tr('In-Game Timer'),
tr('Language'),
tr('Debug mode(!)'),
tr('Freeware Mode(!)'),
]
@index = 0
# Load our language settings from persistent, stored differently
@ -98,76 +98,76 @@ class Window_Settings
end
def redraw_setting(spr, i)
if @visible == false
return
end
spr.bitmap.clear
spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
case i
when 0
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.bgm_volume.to_s)
when 1
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.sfx_volume.to_s)
when 2 #fullscreen
if(Graphics.fullscreen == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 3 #default movement
if($game_switches[251] == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("RUN"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("WALK"))
end
when 4 #colorblind mode
if($game_switches[252] == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 6 #automash
if($game_switches[253] == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 7 #frameskip
if(Graphics.frameskip == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 8 # In-game timer
text = tr($game_temp.igt_timer_visible ? "ON" : "OFF")
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, text)
when 9 # Language
l = Language::LANGUAGES[@lang_index] rescue Language::LANGUAGES[0]
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr(l))
when 10
if(Settings[:debug] == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 11
if(Settings[:oneshot_mode] == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
if @visible == false
return
end
spr.bitmap.clear
spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
case i
when 0
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.bgm_volume.to_s)
when 1
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.sfx_volume.to_s)
when 2 #fullscreen
if(Graphics.fullscreen == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 3 #default movement
if($game_switches[251] == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("RUN"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("WALK"))
end
when 4 #colorblind mode
if($game_switches[252] == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 6 #automash
if($game_switches[253] == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 7 #frameskip
if(Graphics.frameskip == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 8 # In-game timer
text = tr($game_temp.igt_timer_visible ? "ON" : "OFF")
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, text)
when 9 # Language
l = Language::LANGUAGES[@lang_index] rescue Language::LANGUAGES[0]
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr(l))
when 10
if(Settings[:debug] == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 11
if(Settings[:oneshot_mode] == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
end
end
def redraw_setting_index(i)
if !@data_sprites.kind_of?(Array)
return
end
if @data_sprites.length - 1 < i
return
end
return
end
if @data_sprites.length - 1 < i
return
end
redraw_setting(@data_sprites[i], i)
end