{"id":19721742,"url":"https://github.com/rmex/orms","last_synced_at":"2025-04-29T21:31:25.371Z","repository":{"id":78202273,"uuid":"120494845","full_name":"RMEx/orms","owner":"RMEx","description":"Make a RM2K(3)-like game with 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us on Discord!](https://discord.gg/yRUZcdQ)\n\n# [![RMEx](http://rmex.github.io/images/rmex-shortcut.png)](http://rmex.github.io) [ORMS : Old RPG Maker Style](https://github.com/RMEx/orms/blob/master/orms.rb) v1.1.4\n\u003e Make a RM2K(3)-like game with RMVXAce!\n\n![Screenshot](http://image.noelshack.com/fichiers/2018/08/1/1518997135-rm-fucking-vx-ace.gif)\n\n***\n\n# Installation\n\norms holds in one script and two resources (Font.png and Font_color.png)\nCheck-out the [lastest release!](https://github.com/RMEx/orms/releases/latest)\n\n---\n\n# Configuration\n\nOLD_RM_STYLE is really versatile, see the first module **ORMS_CONFIG** in the script to configure it!\n**All the features are optional**, just activate the features you want, deactivate the features you don't, and... *enjoy!*\n\n---\n\n# Features\n\n## BITMAP_FONT\n\nUse the bitmaps **Font** and **Font_color** to draw texts\n\nImage name | Example\n--- | ---\nFont.png | ![Font.png](Font.png)\nFont_color.png | ![Font_color.png](Font_color.png)\n\n## BITMAP_FONT OPTIONS:\nOption | Description | Default value\n--- | --- | ---\n**FONT_WIDTH\u003cbr\u003eFONT HEIGHT** | The character size of your font bitmap | 6 x 14\n**DOUBLE_FONT_SIZE** | Double the size of the bitmap font/text | true\n**LINE_HEIGHT** | Change the line height | 32\n**PADDING** | Change the padding of the message and battle windows | 16\n**SHADOW** | Draw text shadow using the last color in \"Font_color.png\" | true\n**REWRITE_ALL_TEXTS** | Rewrite Bitmap.draw_text instead of Window_Base.draw_text | true\n\n## BOX_FEATURES:\nFeature | Description | Default value\n--- | --- | ---\n**OPAQUE_BOX** | Opaque text box if true | false\n**STOP_CURSOR_BLINKING** | Stop cursor blinking if true | true\n**OLDSCHOOL_CHOICE_LIST** | RM2K(3)-like choice list like if true | true\n\n## SCREEN_FEATURES:\nFeature | Description | Default value\n--- | --- | ---\n**OLD_RESOLUTION** | Just set game resolution to 640*480 (to simulate RM2k(3)'s 320*240) | false\n**[NEW!] TOGGLE_FULLSCREEN** | The shortcut (:F3..:F11) to toggle the fullscreen mode like RM2k(3).\u003cbr\u003e\u003cbr\u003eSet the shortcut to 0 if you want none. | :F4\n**[NEW!] TOGGLE_WINDOW_MODE** | The shortcut (:F3..:F11) to toggle to TINY 1x WINDOW MODE like RM2k(3).\u003cbr\u003e\u003cbr\u003eSet the shortcut to 0 if you want none. | :F5\n**PIXELATE_SCREEN** | If you want fat pixels everywhere!\u003cbr\u003e\u003cbr\u003eThis feature is a bit greedy, but it tries to optimize itself with a custom frame skipping method.\u003cbr\u003e\u003cbr\u003eThis feature activate a custom FPS display (F2) that shows the real FPS, counting the frame skipping. | false\n**[NEW!] PIXELATION_SHORTCUT** | The shortcut (:F3..:F11) to activate/deactivate pixelation ingame.\u003cbr\u003e\u003cbr\u003eSet the shortcut to 0 if you want none.\u003cbr\u003e\u003cbr\u003eDon't forget to tell the player he can use this shortcut! An alternative is to use the `Orms.set(:pixelate_screen, false)` method. | :F6\n\n### NOTE:\n**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!\n\n[Get Fullscreen++](https://forums.rpgmakerweb.com/index.php?threads/fullscreen.14081/)\n\n## RESSOURCES_FEATURES:\nUse these features if you want to directly use RM2k(3) ressources!\n\nFeature | Description | Default value\n--- | --- | ---\n**USE_OLD_RM_BACKDROP** | Battlebacks1/2 auto-resized by two | false\n**USE_OLD_RM_MONSTER** | Battlers auto-resized by two | false\n**USE_OLD_RM_PANORAMA** | Parallaxes auto-resized by two | false\n**USE_OLD_RM_PICTURE** | Pictures auto-resized by two | false\n**USE_OLD_RM_TITLE** | Titles1/2 auto-resized by two | false\n**USE_OLD_RM_CHARSET** | Characters auto-resized by two | false\n**[NEW!] BACKDROP_ALIGN_TOP** | Align Battlebacks to top instead of center (for RM2K backdrops) | false\n**KILL_CHARSET_SHIFT_Y** | Does as if all \"Characters\" had \"!\" in their name | false\n**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\"\u003cbr\u003e\u003cbr\u003ethis fix allows you to use directly charsets from 2k(3)! | false\n\n## DESTROY_NEW_RM_FEATURE:\nFeature | Description | Default value\n--- | --- | ---\n**DEACTIVATE_DASH** | No dash when you press shift if true | false\n\n---\n\n# [NEW!] Ingame methods for users\n\nMethod | Description\n--- | ---\n`Orms.set(feature, false)` | Change the features ingame! Example: `Orms.set(:bitmap_font, false)`\n`Orms.deactivate` | Deactivate all the features\n`Orms.activate` | Activate all the features\n\n---\n\n# Examples\n\n![Screenshot](presentation/exemple1.png)\n![Screenshot](presentation/exemple2.png)\n\n\u003e Example of the **OLDSCHOOL_CHOICE_LIST** and **TOGGLE_WINDOW_MODE** features\n\n![Screenshot](presentation/exemple3.png)\n\n\u003e Example of the **DOUBLE_FONT_SIZE** feature (false)\n\n![Screenshot](presentation/exemple4.png)\n\n\u003e Example of the default menu displayed with the **BITMAP_FONT** feature\n\n![Screenshot](presentation/exemple5.png)\n![Screenshot](presentation/exemple6.png)\n![Screenshot](presentation/exemple7.png)\n\n\u003e Examples of a game using orms and Luna Engine (by **JosephSeraph**)\n\n![Screenshot](presentation/exemple8.png)\n\n\u003e Example of a **beautiful customized** bitmap font (by **JosephSeraph**)\n\n---\n\n# HOW TO MAKE YOUR OWN AWESOME BITMAP FONT\n\nThe **Font.png** is generated by the awesome tool [Fony](https://fony.en.softonic.com/#app-softonic-review)\n\nFor example :\n\n1. load \"Bilou2k3.fon\" with Fony\n\n![Fony](presentation/fony1.png)\n\n2. Use **Edit \u003e resize** to make a smaller font in height\n\n![Fony](presentation/fony2.png)\n\n![Fony](presentation/fony3.png)\n\n3. Use **Edit \u003e Boldify**... why not?\n\n![Fony](presentation/fony4.png)\n\nAfter that you need to have **all the bottom line transparent** for all the characters, to render the text shadow without trouble after\n\n4. Select all the characters in the right pannel\n\n![Fony](presentation/fony5.png)\n\n5. Then press the **\"up\"** button\n\n![Fony](presentation/fony6.png)\n\n**NOTE :** You also need to have **all the right column transparent** for all the characters, to render the text shadow without trouble!\n\nUse the same method as above, but with the **\"left\"** button!\n\n6. Save your new font, and do **File \u003e Export \u003e Bitmap**, save as \"Font.png\" in `Graphics/System/`\n\nThen you get A SHINY PERFECT NEW \"FONT.PNG\" YOU CAN EDIT BACK WITH FONY ULTRA QUICKLY ANYTIME!!\n\n![Font](http://image.noelshack.com/fichiers/2018/06/1/1517860144-awesome-font.png)\n\nInstead of **6\\*14** like RM200(3), this one is **7\\*11** (just count the pixels in Fony), you can specify that in my script :\n\n```\n# BITMAP_FONT_FEATURE_OPTIONS:\n  FONT_WIDTH            = 7     # See BMP Font character's width\n  FONT_HEIGHT           = 11    # See BMP Font character's height\n```\ninstead of :\n```\n# BITMAP_FONT_FEATURE_OPTIONS:\n  FONT_WIDTH            = 6     # See BMP Font character's width\n  FONT_HEIGHT           = 14    # See BMP Font character's height\n```\n\nAnd since the height is now smaller, you can also reduce the line height :\n```\n  LINE_HEIGHT           = 24    # Line height: VXAce: 24  2K(3): 32\n```\n\n---\n\n# CUSTOM FONT ISSUES WITH FONY\n\nOf 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!\n\n* You **must** have a **blank row** at the bottom and a **blank column** at the right:\n\n  ![Screenshot](http://image.noelshack.com/fichiers/2018/07/7/1518994050-fony-blank-row-column.png)\n\n  If not, just **select all the characters** into the right pannel and use the **arrow buttons**.\n\n* In **Edit \u003e Properties** (Ctrl + H), you **must** set the **First char** to 0, the **Last char** to 255, and check **Monospaced**:\n\n  ![Screenshot](http://image.noelshack.com/fichiers/2018/07/7/1518993684-fony-properties.png)\n\n  **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.\n  There is a very simple method to **reduce the width of all characters at one time**:\n\n  ![Screenshot](presentation/fony9.gif)\n\n  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.\n\n---\n\n# COMING SOON!\n\n**TODO LIST:**\n\n- [x] **Verify/fix** compatibility between `PIXELATE_SCREEN` and some nervous scripts\n    - [x] RME (camera commands)\n    - [x] Luna Engine\n    - [ ] Theo's Sideview battle system\n    - [ ] MGC's mode 7\n- [x] **Fix** name input\n- [ ] **Fix** current feature status not saved in save files yet\n- [ ] **Fix** characters direction in save/load menus (when `OLD_CHARSET_DIRECTION` is used)\n- [ ] **Add** the feature `NO_MAP_SHADOWS` in `DESTROY_NEW_RM_FEATURES` to deactivate the VXA shadow display in maps ingame\n- [ ] **Extend** `OLD_CHARSET_DIRECTION` behaviour: Will not change the directions of the Characters that the first character of their names is `'@'`.\n- [ ] **Implement** `ICONS_FOR_ALL_TEXTS` feature to use the `\\I[id]` control character for everything like RM2K(3) did with glyphs ($a..$Z)\n- [ ] **Implement** `BITMAP_FONT_FEATURE_OPTIONS`:\n    - [ ] **Define** `BITMAP_FONTS = [args_1, args_2, args_3]` option with `args_X` equal to `[name, *char_width, *char_height, *color_set, *nb_color_max, *shadow]`, for instance, `args_1` will be equal to `[\"Font\"]` (The default font name)\n    - [ ] **Define** `CURRENT_BMP_FONT`, `DEFAULT_COLOR_SET`, `DEFAULT_FONT_WIDTH`, `DEFAULT_FONT_HEIGHT`, `DEFAULT_SHADOW` options (the last three will replace `FONT_WIDTH`, `FONT_HEIGHT` and `SHADOW`)\n    - [ ] **Define** `\\F[id]` control character to change the BMP\\_FONT in the middle of **any** text\n    - [ ] **Extend** `LINE_HEIGHT` behaviour: will be defined by an integer (like now) or the array `[top_margin, bottom_margin]` instead.\n    For instance, `LINE_HEIGHT` will be equal to `LINE_HEIGHT[0] + font[:height] + LINE_HEIGHT[1]`).\n- [ ] **Implement** RM2k(3)-like **transitions** features and methods that reproduce and extend all transitions behaviours from RM2k(3)! :D\n- [ ] **Implement** `OLD_RM_CURSOR` feature (use a second System/Window picture to make oldschool blink like RM2k(3) (graphical switch blinking)) - Will replace the actual `STOP_CURSOR_BLINKING`\n- [ ] **Develop** [orms-converter](https://github.com/RMEx/orms-converter)\n- [ ] **Sleep**\n- [ ] **Any suggestion? ...Bug report?** Feel free to [create an issue](https://github.com/RMEx/orms-converter/issues) or contact me [on Discord!](https://discord.gg/yRUZcdQ)\n","funding_links":[],"categories":[],"sub_categories":[],"project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Frmex%2Forms","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Frmex%2Forms","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Frmex%2Forms/lists"}