RPG Maker MV version 1.5.0 Update

1.5.0

The RPG Maker MV 1.5.0 update is out.

Seems like a lot of new functions have been added and some of the old ones are now obsolete. I’ll run some various tests with my plugins to see if they’re still compatible. So until then, hold on tight before updating to 1.5.0.

UPDATE: Based off what I can see for now, the update is stable for the most part. However, the new image reservation system will allow maps, battles, and such to load before all the images are ready. The new image reservation system, based off what I can see, also loads images a lot slower than the old system, though I image the reservation system has mostly been updated for the sake of mobile devices. I’ll have to see what I can do to remedy this.

Other than that, moving to MV 1.5.0 should be safe! Green light lit. 😀

The following below will be code changes made to the RPG Maker MV source for anyone who is interested: 


rpg_core.js


  • Utils.isSupportPassiveEvent new function added
  • ImageCache added and respective functions
  • iOS memory function updates for reusing images
  • Bitmap.prototype.initialize split into new functions for iOS memory function update
  • Bitmap.load split into new functions for iOS memory function update
  • Bitmap.prototype.isReady and Bitmap.prototype.isError now has extra checks
  • Bitmap properties updated for Pixi4.4
  • Bitmap.prototype.addLoadListener updated as per updated ready functions
  • Bitmap.prototype.addLoadListener updated as per updated listener functions
  • Bitmap.request new function added
  • Graphics.initialize updated with new variables added
  • Graphics._setupCssFontLoading new function added
  • Graphics.render updated
  • Graphics.printLoadingError new function added
  • Graphics.isFontLoaded updated
  • Graphics.playVideo updated
  • Graphics._createVideo updated
  • Graphics._createRenderer updated
  • Graphics._onVideoLoad updated
  • Graphics._onVideoError updated
  • Graphics._setupEventHandlers updated with new listener functions
  • Input._onKeyDown updated
  • TouchInput._setupEventHandlers updated
  • Sprite.prototype.setFrame updated
  • Sprite.prototype._onBitmapLoad updated
  • Sprite.prototype._renderCanvas updated
  • Sprite.prototype._renderWebGL updated
  • ShaderTilemap.prototype._hackRenderer updated
  • WindowLayer.prototype.renderWebGL updated
  • WindowLayer.prototype._maskWindow updated
  • WebAudio._standAlone new function added
  • WebAudio._createMasterGainNode updated
  • WebAudio._fadeIn updated
  • WebAudio._fadeOut updated
  • WebAudio.prototype.fadeOut updated
  • WebAudio.prototype._load updated
  • WebAudio.prototype._createNodes updated
  • JsonEx.stringify updated
  • JsonEx.parse updated
  • JsonEx._encode updated
  • JsonEx._decode updated
  • Decrypter.decryptImg updated
  • ResourceHandler new class

rpg_managers.js


  • DataManager.loadDataFile updated
  • DataManager.loadMapData updated
  • DataManager.loadSavefileImage updated with function rename
  • ImageManager._imageCache, ImageManager._requestQueue, ImageManager._systemReservationId, ImageManager._generateCacheKey newly added
  • ImageManager.loadEmptyBitmap updated with function rename
  • ImageManager.loadNormalBitmap updated with function rename
  • ImageManager.clear updated with new ImageCache
  • ImageManager.isReady updated with new ImageCache
  • New functions (renamed):
    ImageManager.reserveAnimation
    ImageManager.reserveBattleback1
    ImageManager.reserveBattleback2
    ImageManager.reserveEnemy
    ImageManager.reserveCharacter
    ImageManager.reserveFace
    ImageManager.reserveParallax
    ImageManager.reservePicture
    ImageManager.reserveSvActor
    ImageManager.reserveSvEnemy
    ImageManager.reserveSystem
    ImageManager.reserveTileset
    ImageManager.reserveTitle1
    ImageManager.reserveTitle2
    ImageManager.reserveBitmap
    ImageManager.reserveNormalBitmap
    ImageManager.releaseReservation
    ImageManager.setDefaultReservationId
    ImageManager.requestAnimation
    ImageManager.requestBattleback1
    ImageManager.requestBattleback2
    ImageManager.requestEnemy
    ImageManager.requestCharacter
    ImageManager.requestFace
    ImageManager.requestParallax
    ImageManager.requestPicture
    ImageManager.requestSvActor
    ImageManager.requestSvEnemy
    ImageManager.requestSystem
    ImageManager.requestTileset
    ImageManager.requestTitle1
    ImageManager.requestTitle2
    ImageManager.requestBitmap
  • ImageManager.requestNormalBitmap new function
  • ImageManager.update new function
  • ImageManager.clearRequest new function
  • AudioManager._masterVolume added
  • SceneManager._getTimeInMs renamed to SceneManager._getTimeInMsWithoutMobileSafari
  • SceneManager.preferableRendererType updated per new graphics updates
  • SceneManager.update added new updatemanagers
  • SceneManager.updateMain updated for the new SceneManager._getTimeInMsWithoutMobileSafari
  • SceneManager.updateManagers updated to utilize ImageManager.update() function
  • SceneManager.changeScene updated with new reservation system
  • SceneManager.resume new function added

rpg_objects.js


 

  • Game_System.prototype.saveWalkingBgm2 new function added
  • Game_Message.prototype.allText updated
  • Game_Map.prototype.autoplay updated for vehicle bgm to take into consideration the new Game_System.prototype.saveWalkingBgm2 function
  • Game_Character.prototype.findDirectionTo updated
  • Game_Interpreter.prototype.setup updated to now request images at the start
  • Game_Interpreter.prototype.command282 (change tileset) updated per the new image reservation system
  • Game_Interpreter.requestImages new function added to preload images that will be used by the event

rpg_scenes.js


 

  • Scene_Base.prototype.initialize updated with new reservation system
  • Scene_Base.prototype.attachReservation new function added
  • Scene_Base.prototype.detachReservation new function added
  • Scene_Base.prototype.update no longer checks audio errors
  • Scene_Boot.prototype.loadSystemWindowImage updated now to reserve images instead of loading them
  • Scene_Boot.loadSystemImages updated now to reserve images instead of loading them
  • Scene_Boot.prototype.isGameFontLoaded updated now with CSS and elapsed loading time increased from 20 seconds to 60 seconds
  • Scene_Map.prototype.terminate updated now to clear requests
  • Scene_Menu.prototype.createStatusWindow updated now to reserve face images
  • Scene_Skill.prototype.start new function added
  • Scene_Skill.prototype.createStatusWindow updated now to reserve face images
  • Scene_Status.prototype.create updated now to reserve face images
  • Scene_Status.prototype.start new function added
  • Scene_Battle.prototype.terminate now clears images used

rpg_sprites.js


  • Sprite_Animation.prototype.isReady uses new image ready system
  • Sprite_Animation.prototype.updateCellSprite updated

rpg_windows.js


  • Window_Base.prototype.reserveFaceImages new function added
  • Window_MenuStatus.prototype.initialize no longer loads images
  • Window_MenuStatus.prototype.loadImages now uses reserve image functions
  • Window_Status.prototype.initialize updated to have an initial null actor
  • Window_NameEdit.prototype.initialize now uses reserve image functions
  • Window_Message.prototype.initMembers updated with Utils.generateRuntimeId() function added
  • Window_Message.prototype.updateLoading now uses image ready system
  • Window_Message.prototype.loadMessageFace now uses reserve image functions
  • Window_Message.prototype.drawMessageFace updated with reserve image functions

And that’s all, folks!