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Bind Pictures To Map conflicting with Yscale

BMM Archive · July 15, 2026

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Original Source

  • Original title: Bind Pictures To Map conflicting with Yscale
  • Original author: CheerfulGoth
  • Original date: September 5, 2017
  • Source thread: https://forums.rpgmakerweb.com/threads/bind-pictures-to-map-conflicting-with-yscale.83653/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

Fighting against a maddening small bug. I use bind pictures to map together with YScale, and every time the camera moves in a large map, the binded pictures slightly wobble. Have a bad gif, look at the tree behind the character: {

Archived First Post

Fighting against a maddening small bug.
I use bind pictures to map together with YScale, and every time the camera moves in a large map, the binded pictures slightly wobble.
Have a bad gif, look at the tree behind the character:
zNqvNju.gif


I believe I know why this is happening, but I can't seem fix it! It's because of this bit in bind pics to map:
Code:
    //=============================================================================
    // Game_Picture
    //=============================================================================
    /**
    * Fix to displayX's returned decimal value to hinder JS rounding errors
    */
    Game_Map.prototype.displayX = function() {
        return Math.ceil10(this._displayX, -8);
    };
    /**
    * Fix to displayY's returned decimal value to hinder JS rounding errors
    */
    Game_Map.prototype.displayY = function() {
        return Math.ceil10(this._displayY, -8);
    };
//=============================================================================
    // Math additions
    //=============================================================================
    /**
    * Decimal adjustment of a number.
    *
    * @param {String}  type  The type of adjustment.
    * @param {Number}  value The number.
    * @param {Integer} exp   The exponent (the 10 logarithm of the adjustment base).
    * @returns {Number} The adjusted value.
    */
    function decimalAdjust(type, value, exp) {
        // If the exp is undefined or zero...
        if (typeof exp === 'undefined' || +exp === 0) {
            return Math[type](value);
        }
        value = +value;
        exp = +exp;
        // If the value is not a number or the exp is not an integer...
        if (isNaN(value) || !(typeof exp === 'number' && exp % 1 === 0)) {
            return NaN;
        }
        // Shift
        value = value.toString().split('e');
        value = Math[type](+(value[0] + 'e' + (value[1] ? (+value[1] - exp) : -exp)));
        // Shift back
        value = value.toString().split('e');
        return +(value[0] + 'e' + (value[1] ? (+value[1] + exp) : exp));
    }

    // Decimal ceil
    if (!Math.ceil10) {
        Math.ceil10 = function(value, exp) {
            return decimalAdjust('ceil', value, exp);
        };
    }

Since Yscale aliases Game_Map, the two functions get ignored - and thus the pictures get slightly missplacen every few steps due to rounding errors.

I'm pretty sure this is the issue, but Ihaven't managed to fix it on my own ;__; I tried pasting this code into Yscale and calling the function from there, but with no avail.
Will send cat pictures for help.

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