Hallo Community,

nun, ich arbeite seit geraumer Zeit mit dem RMXP und bin fasziniert von den vielen neuen Möglichkeiten. Eine ist die Option Mode7 zu aktivieren.

Ich benutze das NeoMode 7 Script (besteht aus ca. 5 Teilen) und dann hab ich noch ein weitverbreitetes SDK und ein "Extra Move Speed" Script.

Auf etwas größeren Maps mit vielen Grafiken, die durch das Mode7 Script "hingestellt" werden, kommt es dann doch zu sehr unschönen Framerate-Einbrüchen. Also dachte ich mir, dass ein Anti-Lag Script helfen würde. Ich habe dieses hier ausprobiert:

Code:
#===============================================================================
# ** AntiLag Script
#-------------------------------------------------------------------------------
# f0tz!baerchen
# 0.71
# 06.01.2007
#-------------------------------------------------------------------------------
# Credits: 
# Chaosg1 (for testing ;) )
# NearFantastica (for the Event AntiLag I used and improved)
#-------------------------------------------------------------------------------
# Features:
# - Event AntiLag: Event (and their Sprites) which are not on the screen are 
#   not updated except they run on "Autostart" or "Parallel Process" or they
#   have an empty comment in the first line
# - High Priority: Game can be run on high priority
# - Smooth Antilag: the Event AntiLag does only work fine if the events are
#   distributed over the whole map, but when there are many events at the same
#   place it lags again. If the script notices that the CPU utilization
#   gets higher than $antilag.max_cpu_utilization it will slow down the game and
#   reduce the framerate as long as needed.
#-------------------------------------------------------------------------------
# Settings: 
# can be changed anytime during the game. They are found at the end of the 
# script.
#===============================================================================
#===============================================================================
# Class for Antilag Settings
#===============================================================================
class Antilag_Settings
  
  attr_accessor :event
  attr_accessor :max_cpu_utilization
  attr_accessor :cpu_tolerance
  #-----------------------------------------------------------------------------
  # initializes default settings
  #-----------------------------------------------------------------------------
  def initialize
    @event = true
    @high_priority = true
    @max_cpu_utilization = 100
    @cpu_tolerance = 20
    @SetPriorityClass = Win32API.new('kernel32', 'SetPriorityClass', 
                                     ['p', 'i'], 'i')
    @GetProcessTimes = Win32API.new('kernel32', 'GetProcessTimes',
                                    ['i','p','p','p','p'], 'i')
  end
  #-----------------------------------------------------------------------------
  # turns high priority on/off
  #-----------------------------------------------------------------------------
  def high_priority=(value)
    @high_priority = value
    
    if @high_priority
      @SetPriorityClass.call(-1, 0x00000080) # High Priority
    else
      @SetPriorityClass.call(-1, 0x00000020) # Normal Priority
    end
  end
  #-----------------------------------------------------------------------------
  # returns the current CPU Utilization
  #-----------------------------------------------------------------------------
  def get_cpu_utilization
    # uses API Call to get the Kernel and User Time
    creation_time = '0' * 10
    exit_time = '0' * 10
    kernel_time = '0' * 10
    user_time = '0' * 10
    @GetProcessTimes.call(-1, creation_time, exit_time, kernel_time, user_time)
    # converts times into integer (in 100ns)
    kernel_time = kernel_time.unpack('l2')
    user_time = user_time.unpack('l2')
    kernel_time = kernel_time[0] + kernel_time[1]
    user_time = user_time[0] + user_time[1]
    # takes differences to calculate cpu utilization
    if @old_time != nil
      timer_difference = Time.new - @old_timer
      time_difference = kernel_time + user_time - @old_time
      result = time_difference / timer_difference / 100000
    else
      result = $antilag.max_cpu_utilization
    end
    # saves values (to calculate the differences, s.a.)
    @old_timer = Time.new
    @old_time = kernel_time + user_time
    return result
  end
end
$antilag = Antilag_Settings.new
#===============================================================================
# Scene_Map class
#===============================================================================
class Scene_Map
  #-----------------------------------------------------------------------------
  # update method, smooth antilag has been added
  #-----------------------------------------------------------------------------
  alias f0tzis_anti_lag_scene_map_update update
  def update
    f0tzis_anti_lag_scene_map_update
    if Graphics.frame_count % 20 == 0 and $antilag.max_cpu_utilization <= 100
      # calculates difference between max utilization and current utilization
      abs = $antilag.max_cpu_utilization - $antilag.get_cpu_utilization
      # changes Frame Rate if difference is bigger than the tolerance
      if abs.abs >= $antilag.max_cpu_utilization * $antilag.cpu_tolerance/100.0
        Graphics.frame_rate = [[10, Graphics.frame_rate + abs / 2].max, 40].min
      end
    end
  end
end
#==============================================================================
# Game_Event Class
#===============================================================================
class Game_Event
  #-----------------------------------------------------------------------------
  # for AntiLag, decides, if an event is on the screen or not.
  #-----------------------------------------------------------------------------
  def in_range?
        
    # returns true if $event_antilag is false or the event is an 
    # Autostart/Parallel Process event or it has an empty 
    # comment in the first line
    if not $antilag.event or (@trigger == 3 or @trigger == 4 or 
    (@list != nil and @list[0].code == 108 and @list[0].parameters == ['']))
      return true
    end
          
    screne_x = $game_map.display_x
    screne_x -= 256
    screne_y = $game_map.display_y
    screne_y -= 256
    screne_width = $game_map.display_x
    screne_width += 2816
    screne_height = $game_map.display_y
    screne_height += 2176
    
    return false if @real_x <= screne_x
    return false if @real_x >= screne_width
    return false if @real_y <= screne_y
    return false if @real_y >= screne_height
    return true
            
  end
  #-----------------------------------------------------------------------------
  # update method
  #-----------------------------------------------------------------------------
  alias f0tzis_anti_lag_game_event_update update
  def update
    return if not self.in_range?      
    f0tzis_anti_lag_game_event_update
  end
  
end
#===============================================================================
# Sprite_Character Class
#===============================================================================
class Sprite_Character < RPG::Sprite
  #-----------------------------------------------------------------------------
  # update method, parameters added for Loop_Map, rebuild for 8dirs
  #-----------------------------------------------------------------------------
  alias f0tzis_anti_lag_sprite_char_update update
  def update
    return if @character.is_a?(Game_Event) and not @character.in_range?
    f0tzis_anti_lag_sprite_char_update
  end
  
end
#===============================================================================
# Settings
#===============================================================================
$antilag.max_cpu_utilization = 70 # the maximum CPU utilization, the script
                                  # try to stay under this value during changing
                                  # changing the frame rate. The lower this
                                  # value the higher will be the lag reduction
                                  # (and the smoothness, too), a value > 100
                                  # will disable this feature completely
$antilag.cpu_tolerance = 20       # this value tells the script how many % of
                                  # the CPU utilization change should be ignored
                                  # If you change it too a higher value you,
                                  # your Frame Rate will be more constant but
                                  # smaller lags will be ignored.
$antilag.high_priority = true     # set this to true if you want the game to run 
                                  # on high priority
$antilag.event = true             # set this to true to enable normal anti-lag
#===============================================================================
# Interpreter Class
#===============================================================================
class Interpreter
  #-----------------------------------------------------------------------------
  # * Script
  #-----------------------------------------------------------------------------
  def command_355
    # Set first line to script
    script = @list[@index].parameters[0] + "\n"
    # Loop
    loop do
      # If next event command is second line of script or after
      if @list[@index+1].code == 655
        # Add second line or after to script
        script += @list[@index+1].parameters[0] + "\n"
      # If event command is not second line or after
      else
        # Abort loop
        break
      end
      # Advance index
      @index += 1
    end
    # Evaluation
    result = eval(script)
    #---------------------------------------------------------------------------
    # If return value is false 
    # NEW: the last word of the code mustnt be false!
    #---------------------------------------------------------------------------
    if result == false and script[script.length-6..script.length-2] != 'false'
      # End
      return false
    end
    # Continue
    return true
  end
end
Und wie durch ein Wunder ist der Lag verschwunden. Jedoch hat sich durch die Benutzung des Scriptes schlagartig die Geschwindigkeit des Helden verlangsamt. Ich vermute, dass dies mit dem "Extra Move Speed"-Script zusammenhängt, jedoch bin ich mir nicht ganz sicher.. hier nochmal das genannte Script:

Code:
#==============================================================================
# ** Move and Animation Speed
#------------------------------------------------------------------------------
# Author    S.S Muu
# Version   1.0
# Date      01-04-09 (dd-mm-yy)
#==============================================================================

#==============================================================================
# ** Game_Character
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Branch with jumping, moving, and stopping
    if jumping?
      update_jump
    elsif moving?
      update_move
    else
      update_stop
    end
    # If animation count exceeds maximum value
    # * Maximum value is move speed * 1 taken from basic value 18
    @animation_speed = 0 if @animation_speed.nil?
    if @anime_count > (18 - @move_speed * 2) + @animation_speed
      # If stop animation is OFF when stopping
      if not @step_anime and @stop_count > 0
        # Return to original pattern
        @pattern = @original_pattern
      # If stop animation is ON when moving
      else
        # Update pattern
        @pattern = (@pattern + 1) % 4
      end
      # Clear animation count
      @anime_count = 0
    end
    # If waiting
    if @wait_count > 0
      # Reduce wait count
      @wait_count -= 1
      return
    end
    # If move route is forced
    if @move_route_forcing
      # Custom move
      move_type_custom
      return
    end
    # When waiting for event execution or locked
    if @starting or lock?
      # Not moving by self
      return
    end
    # If stop count exceeds a certain value (computed from move frequency)
    if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
      # Branch by move type
      case @move_type
      when 1  # Random
        move_type_random
      when 2  # Approach
        move_type_toward_player
      when 3  # Custom
        move_type_custom
      end
    end
  end
end


#==============================================================================
# ** Game_Event
#==============================================================================

class Game_Event < Game_Character  
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  alias ss_muus_edited_refresh refresh
  
  def refresh
    ss_muus_edited_refresh
    return if @page == nil
    for i in @page.list
      if i.code == 108 or i.code == 408
        if i.parameters[0].upcase[/MOVESPEED:(.*)/] != nil
          @move_speed = $1.to_i
        elsif i.parameters[0].upcase[/ANIMATIONSPEED:(.*)/] != nil
          @animation_speed = $1.to_i
        end
      end
    end
  end
end
Nun ist es sehr wichtig, dass ich den Lag unterdrücken kann und hoffe, dass mir jemand helfen kann..

Zum Spiel selber: ich muss zugeben, dass es sich um ein sehr aufwendiges Shoot-Kampfsystem handelt mit allerlei Pictures und Events. Ich benutze viele Waits usw., und denke, dass auch eben das ganze komplexe KS evtl. Probleme verursachen könnte.. wenn mir jemand Tipps geben könnte worauf ich achten sollte um eine gute Performance zu erreichen, wäre ich sehr dankbar.

Das Ganze sieht nämlich so aus.. natürlich unfertig, aber ich hoffe es reicht damit man sich ein Bild vom ganzen machen kann.