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MZ Need to Fit Menus and Other UI Within Lower Resolution

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: MZ Need to Fit Menus and Other UI Within Lower Resolution
  • Original author: ImpSassy
  • Original date: February 22, 2026
  • Source thread: https://forums.rpgmakerweb.com/threads/need-to-fit-menus-and-other-ui-within-lower-resolution.182568/
  • Source forum path: Game Development Engines > RPG Maker MZ Support

Summary

Please have mercy on me. I do not understand forums. I never have. I'm trying my best to put this where I feel it most belongs, so if I'm wrong I ask you assist me in migrating the post rather than just deleting it. With that being said, hello! I'm currently working on a project that aims to recapture the vibes of the CGB-001, a.k.a. the Nintendo GameBoy Colour. I was primarily inspired by Lufia: The Legend Returns, which despite being a rather mundane release with questionable localisation, is hands...

Archived First Post

Please have mercy on me. I do not understand forums. I never have. I'm trying my best to put this where I feel it most belongs, so if I'm wrong I ask you assist me in migrating the post rather than just deleting it.

With that being said, hello! I'm currently working on a project that aims to recapture the vibes of the CGB-001, a.k.a. the Nintendo GameBoy Colour. I was primarily inspired by Lufia: The Legend Returns, which despite being a rather mundane release with questionable localisation, is hands down one of the most vibrant and detailed games on the platform, at least that was released within its proper lifespan. Disclosed is what the current version looks like. GB Studio was used to ensure the palettes chosen were as accurate as possible to the GBC's limited 15-Bit colour gamut. It's running at native 160x144 resolution, upscaled by 4x. Plugins were used to sharpen the image and remove the Touch Menu button.

Protected download

Overall I am supremely happy with how it's turning out visually, but I'm running into a major hiccup with the UI. Pardon the silly title screen placeholder image.

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Protected download

As you can see, the in-game UI is completely broken from the lower resolution. I did attempt to scale down the UI manually to match the game's base resolution, but the results are even more busted, I imagine due to the fact the engine has no built-in scaling system for the UI. Also keep in mind I also simplified the UI when I scaled it down, but rest assured using the standard, full-colour version scaled down results in the same errors, including the blackened text.
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Protected download

So I am looking for any guidance here. Whether it's "use MV instead" or "use such-and-such plugin" or what have you. The only thing I don't want to hear is "Oh, why not just fully commit to GB Studio instead of trying to brute force the project into MZ?" because I simply feel I have much more freedom with RPG Maker's framework than I would with GB Studio.

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Referenced Images / Attachments

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Creator Claims / Removal

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