03-28-2012, 04:35 PM 
	
	
	
		I found a compatibility issue in the class Spriteset_Map, so paste this patch below the two scripts :
  			
		
I hope it will be sufficient.
	
	
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  			Code:
#============================================================================
# ** Spriteset_Map
#============================================================================
class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Initialize Object
  #   Rewritten to call a map with neoM7
  #--------------------------------------------------------------------------
  def initialize
    if !$game_system.neoM7
      initialize_neoM7_spriteset_map
      return
    end
    @viewport1 = Viewport.new(0, 0, 640, 480)
    @viewport2 = Viewport.new(0, 0, 640, 480)
    @viewport3 = Viewport.new(0, 0, 640, 480)
    @viewport2.z = 200
    @viewport3.z = 5000
    # neoM7 map
    @tilemap = Tilemap_neoM7.new(@viewport1, self)
    @panorama = Plane.new(@viewport1)
    # sprites drawn at the horizon's level have a negative z, and with a z value
    # of -100000 the panorama is still below
    @panorama.z = ($game_system.neoM7 ? -100000 : -1000)
    @fog = Plane.new(@viewport1)
    @fog.z = 3000
    # Make character sprites
    init_characters
    # Make hero sprite
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
    @weather = RPG::Weather.new(@viewport1)
    @picture_sprites = []
    for i in 1..50
      @picture_sprites.push(Sprite_Picture.new(@viewport2,
        $game_screen.pictures[i]))
    end
    @timer_sprite = Sprite_Timer.new
    update
    update if $game_system.neoM7_filter
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    if @tilemap.tileset != nil
      @tilemap.tileset.dispose
      for i in 0..6
        @tilemap.autotiles[i].dispose
      end
    end
    @tilemap.dispose
    @panorama.dispose
    @fog.dispose
    # Dispose of character sprites
    for sprite in @character_event_sprites
      sprite.dispose unless sprite.disposed?
    end
    @weather.dispose
    for sprite in @picture_sprites
      sprite.dispose
    end
    @timer_sprite.dispose
    @viewport1.dispose
    @viewport2.dispose
    @viewport3.dispose
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    if !$game_system.neoM7
      update_neoM7_spriteset_map
      return
    end
    if @panorama_name != $game_map.panorama_name or
       @panorama_hue != $game_map.panorama_hue
      @panorama_name = $game_map.panorama_name
      @panorama_hue = $game_map.panorama_hue
      if @panorama.bitmap != nil
        @panorama.bitmap.dispose
        @panorama.bitmap = nil
      end
      if @panorama_name != ""
        @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
      end
      Graphics.frame_reset
    end
    if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
      @fog_name = $game_map.fog_name
      @fog_hue = $game_map.fog_hue
      if @fog.bitmap != nil
        @fog.bitmap.dispose
        @fog.bitmap = nil
      end
      if @fog_name != ""
        @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
      end
      Graphics.frame_reset
    end
    # update animated tiles each 20 frames
    if Graphics.frame_count % 20 == 0 and $game_system.neoM7_animated
      @tilemap.update_animated
    end
    @tilemap.update
    # to have a fluent panorama scrolling
    @panorama.ox = 6 * ((tilemap.theta * 4.0 / 3).to_i)
    @panorama.oy = - $game_temp.neoM7_height_limit
    @fog.zoom_x = $game_map.fog_zoom / 100.0
    @fog.zoom_y = $game_map.fog_zoom / 100.0
    @fog.opacity = $game_map.fog_opacity
    @fog.blend_type = $game_map.fog_blend_type
    @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
    @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
    @fog.tone = $game_map.fog_tone
    # Update character sprites
    update_character_sprites
    @weather.type = $game_screen.weather_type
    @weather.max = $game_screen.weather_max
    @weather.ox = $game_map.display_x / 4
    @weather.oy = $game_map.display_y / 4
    @weather.update
    for sprite in @picture_sprites
      sprite.update
    end
    @timer_sprite.update
    @viewport1.tone = $game_screen.tone
    @viewport1.ox = $game_screen.shake
    @viewport3.color = $game_screen.flash_color
    @viewport1.update
    @viewport3.update
  end
endI hope it will be sufficient.
 Some scripts :
  			
[XP] H-Mode7
[XP] ASBC for ATCBS
[XP] Neo Mode 7 / Neo Mode 7 + / [VX] Import NeoM7 maps
[XP] FPLE / [VX] Import FPLE maps
[Old][XP] Moving Platforms
[Old][XP] New Mode 7
[Old][XP] 2D ISO
		[XP] ASBC for ATCBS
[XP] Neo Mode 7 / Neo Mode 7 + / [VX] Import NeoM7 maps
[XP] FPLE / [VX] Import FPLE maps
[Old][XP] Moving Platforms
[Old][XP] New Mode 7
[Old][XP] 2D ISO
 Working on :
  			
- H-Mode7 Engine v.1.4
- FPLE 2
- MGC_ISO Engine
- VP Engine
- MKBS
		- FPLE 2
- MGC_ISO Engine
- VP Engine
- MKBS

 
 
 Neo Mode 7 Script by MGCaladtogel
 Neo Mode 7 Script by MGCaladtogel
 

