diff --git a/binding-mri/module_rpg1.rb b/binding-mri/module_rpg1.rb index c96ddc1..b49d157 100644 --- a/binding-mri/module_rpg1.rb +++ b/binding-mri/module_rpg1.rb @@ -49,10 +49,10 @@ module RPG self.load_bitmap("Graphics/Panoramas/", filename, hue) end def self.picture(filename) - if Graphics.width == 1280 + if (Graphics.width == 1280 && File.exist?("Graphics/Pictures/" + filename + "_16.png")) self.load_bitmap("Graphics/Pictures/", filename + "_16") else - self.load_bitmap("Graphics/Pictures/", filename) + self.load_bitmap("Graphics/Pictures/", filename) end end def self.tileset(filename) diff --git a/scripts/Scene_Title.rb b/scripts/Scene_Title.rb index a626f76..955fcef 100644 --- a/scripts/Scene_Title.rb +++ b/scripts/Scene_Title.rb @@ -35,32 +35,32 @@ class Scene_Title $game_system = Game_System.new load_perma_flags - Window_Settings.load_settings + Window_Settings.load_settings Oneshot.allow_exit true @window_settings_title = Window_Settings.new # Make title graphic @sprite = Sprite.new - # chinese has its own special title screen so check for it - translation_name = "#{$persistent.langcode}/#{$data_system.title_name}" + # chinese has its own special title screen so check for it + translation_name = "#{$persistent.langcode}/#{$data_system.title_name}" if File.exist?("Graphics/Titles/#{translation_name}.png") - @sprite.bitmap = RPG::Cache.title(translation_name) - else - if File.exist?("badend.lock") - if Graphics.width == 1280 - @sprite.bitmap = RPG::Cache.title("badend_16") - else - @sprite.bitmap = RPG::Cache.title("badend") - end + @sprite.bitmap = RPG::Cache.title(translation_name) + else + if File.exist?("badend.lock") + if Graphics.width == 1280 + @sprite.bitmap = RPG::Cache.title("badend_16") else - if Graphics.width == 1280 - @sprite.bitmap = RPG::Cache.title("normal_16") - else - @sprite.bitmap = RPG::Cache.title($data_system.title_name) - end + @sprite.bitmap = RPG::Cache.title("badend") end - end + else + if Graphics.width == 1280 + @sprite.bitmap = RPG::Cache.title("normal_16") + else + @sprite.bitmap = RPG::Cache.title($data_system.title_name) + end + end + end # check for debug file to add debug items if Window_Settings.DebugIsEnabled # debug save @@ -143,16 +143,16 @@ class Scene_Title # * Frame Update #-------------------------------------------------------------------------- def update - @menu.bitmap.clear + @menu.bitmap.clear @menu.bitmap.draw_text(MENU_X, MENU_Y, 150, 24, tr("Start")) @menu.bitmap.draw_text(MENU_X, MENU_Y + 25, 150, 24, tr("Settings")) @menu.bitmap.draw_text(MENU_X, MENU_Y + 50, 150, 24, tr("Exit")) @menu.bitmap.draw_text(5, 5, 150, 20, tr("Ruby #{RUBY_VERSION}")) @menu.bitmap.draw_text(5, 25, 150, 20, tr("SDL #{SDLVer}")) @menu.bitmap.draw_text(5, 45, 150, 20, tr("Sunshine #{SunshineVer}")) - if $game_switches[160] && $game_switches[152] + if $game_switches[160] && $game_switches[152] @menu.bitmap.draw_text(MENU_X, MENU_Y + 75, 150, 24, tr("...")) - end + end # Handle cursor movement if !@window_settings_title.visible update_cursor = false @@ -162,27 +162,27 @@ class Scene_Title update_cursor = true end elsif Input.trigger?(Input::DOWN) - - if $game_switches[160] && $game_switches[152] + + if $game_switches[160] && $game_switches[152] if @cursor_pos < 3 @cursor_pos += 1 update_cursor = true end - else + else if @cursor_pos < 2 @cursor_pos += 1 update_cursor = true end - end + end end if Input.trigger?(Input::F8) if Graphics.fullscreen == true - Graphics.fullscreen = false - $console = false - else - Graphics.fullscreen = true - $console = true - end + Graphics.fullscreen = false + $console = false + else + Graphics.fullscreen = true + $console = true + end end if update_cursor Audio.se_play('Audio/SE/title_cursor.wav', 40) @@ -217,7 +217,7 @@ class Scene_Title end end end - end + end end #-------------------------------------------------------------------------- # * initialize a new game