Reorder subheadings

This commit is contained in:
Inori 2019-09-06 19:19:25 -04:00 committed by Inori
parent 083f277e32
commit a53bd68fdf

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@ -108,29 +108,6 @@ mkxp-z provides limited support for some WinAPI functions that would normally br
* `GetUserDefaultLangId`: Checks for JP, EN, FR, IT, DE, ES, KO, PT and ZH. Returns English (`0x09`) if the locale can't be determined. Doesn't handle sublanguages.
* `GetUserName`: Returns the `$USER` environment variable, or `Ditto` if it doesn't exist.
## Midi music
mkxp doesn't come with a soundfont by default, so you will have to supply it yourself (set its path in the config). Playback has been tested and should work reasonably well with all RTP assets.
You can use this public domain soundfont: [GMGSx.sf2](https://www.dropbox.com/s/qxdvoxxcexsvn43/GMGSx.sf2?dl=0)
## Fonts
In the RMXP version of RGSS, fonts are loaded directly from system specific search paths (meaning they must be installed to be available to games). Because this whole thing is a giant platform-dependent headache, Ancurio decided to implement the behavior Enterbrain thankfully added in VX Ace: loading fonts will automatically search a folder called "Fonts", which obeys the default searchpath behavior (ie. it can be located directly in the game folder, or an RTP).
If a requested font is not found, no error is generated. Instead, a built-in font is used. By default, this font is Liberation Sans. WenQuanYi MicroHei is used as the built-in font if the `cjk_fallback_font` option is used.
## What doesn't work (yet)
* The current implementation of `load_data` is case-sensitive. If you try to load `Data/MapXXX`, you will not find `Data/mapXXX`.
* `load_data` is slow. In fact, it's too slow to handle `pbResolveBitmap` firing a million times a second, so Graphics files can only be loaded from outside of the game's archive. You could remove that code if you want, but you'll lag if not using loose files. Very hard.
* `FileSystem::openRead` is not compatible with absolute paths in Windows (this affects `Bitmap.new` or `Audio.bgm_play`, for instance).
* Movie playback
* wma audio files
* Creating Bitmaps with sizes greater than the OpenGL texture size limit (around 8192 on modern cards)^
^ There is an exception to this, called *mega surface*. When a Bitmap bigger than the texture limit is created from a file, it is not stored in VRAM, but regular RAM. Its sole purpose is to be used as a tileset bitmap. Any other operation to it (besides blitting to a regular Bitmap) will result in an error.
## Nonstandard RGSS extensions
To smooth over cross-platform compatibility, functionality that you won't find in the RGSS spec has been added. Currently this amounts to the following:
@ -219,6 +196,33 @@ activity = Discord::Activity.new
activity.send
```
## Platform-specific scripts
By including `|p|` or `|!p|` at the very beginning of a script's title, you can specify what platform the script should or shouldn't run on. `p` should match the first letter of your platform, and is case-insensitive. As an example, a script named `|!W| Socket` would not run on Windows, while a script named `|W| Socket` would *only* run on Windows.
## Midi music
mkxp doesn't come with a soundfont by default, so you will have to supply it yourself (set its path in the config). Playback has been tested and should work reasonably well with all RTP assets.
You can use this public domain soundfont: [GMGSx.sf2](https://www.dropbox.com/s/qxdvoxxcexsvn43/GMGSx.sf2?dl=0)
## Fonts
In the RMXP version of RGSS, fonts are loaded directly from system specific search paths (meaning they must be installed to be available to games). Because this whole thing is a giant platform-dependent headache, Ancurio decided to implement the behavior Enterbrain thankfully added in VX Ace: loading fonts will automatically search a folder called "Fonts", which obeys the default searchpath behavior (ie. it can be located directly in the game folder, or an RTP).
If a requested font is not found, no error is generated. Instead, a built-in font is used. By default, this font is Liberation Sans. WenQuanYi MicroHei is used as the built-in font if the `cjk_fallback_font` option is used.
## What doesn't work (yet)
* The current implementation of `load_data` is case-sensitive. If you try to load `Data/MapXXX`, you will not find `Data/mapXXX`.
* `load_data` is slow. In fact, it's too slow to handle `pbResolveBitmap` firing a million times a second, so Graphics files can only be loaded from outside of the game's archive. You could remove that code if you want, but you'll lag if not using loose files. Very hard.
* `FileSystem::openRead` is not compatible with absolute paths in Windows (this affects `Bitmap.new` or `Audio.bgm_play`, for instance).
* Movie playback
* wma audio files
* Creating Bitmaps with sizes greater than the OpenGL texture size limit (around 8192 on modern cards)^
^ There is an exception to this, called *mega surface*. When a Bitmap bigger than the texture limit is created from a file, it is not stored in VRAM, but regular RAM. Its sole purpose is to be used as a tileset bitmap. Any other operation to it (besides blitting to a regular Bitmap) will result in an error.
-------------------------
## Building on Windows (MSYS+MinGW)