### add the following in "Main", under "Main Process"

# SETS SCREEN SIZE TO 640x360 (16:9 widescreen resolution; half 720p... 360p?)
# the outer edge of tiles will be just off-screen (again, assuming 22x13 maps)
Graphics.resize_screen(640, 360)

### add the following to a new script, under "Materials"

# PREVENTS SCROLLING - ALL MAPS TAKE UP ONE SCREEN
# simply removing this whole "class" block should be enough to restore normal
# scrolling behavior. allowing maps of any size will require additional tweaks,
# however. (see below.)
class Game_Map
def set_display_pos(x, y)
@display_x = 1 # the left-most column of every map is hidden
@display_y = 1 - 0.125 # the top-most row of every map is hidden, except for a few pixels (due to the 640x360 resolution)
@parallax_x = 1
@parallax_y = 1 - 0.125
end

# override built-in scroll methods, making them empty (prevents scrolling)
def scroll_down(distance)
end

def scroll_left(distance)
end

def scroll_right(distance)
end

def scroll_up(distance)
end
end

# AUTOMATICALLY CAUSE MOVEMENT WHEN THE PLAYER MOVES TO THE EDGE OF A MAP
# assumes all maps are 22x13 tiles; if you want to change this, you'll need to edit
# the following code...
class Game_Player < Game_Character
def check_event_trigger_here(triggers)
# do original logic; leave this alone
start_map_event(@x, @y, triggers, false)

# do EXTRA logic
if(x == 0 && $game_map.west.to_i != 0)
$game_temp.fade_type = 2
$game_player.reserve_transfer($game_map.west.to_i, 20, y, 0) # 20 = map width - 2
elsif(x == 21 && $game_map.east.to_i != 0) # 21 = map width - 1 (0 is the 1st column, so 21 is the 22nd column)
$game_temp.fade_type = 2
$game_player.reserve_transfer($game_map.east.to_i, 1, y, 0) # 1 = 1
elsif(y == 0 && $game_map.north.to_i != 0)
$game_temp.fade_type = 2
$game_player.reserve_transfer($game_map.north.to_i, x, 11, 0) # 11 = map height - 2
elsif(y == 12 && $game_map.south.to_i != 0) # 12 = map width - 1 (0 is the 1st row, so 12 is the 13th row)
$game_temp.fade_type = 2
$game_player.reserve_transfer($game_map.south.to_i, x, 1, 0) # 1 = 1
end
end
end

# GET MAP IDS FROM NOTE TAG (there's probably no reason to change this)
class Game_Map
def north
load_notetag_coordinates
return @north
end

def east
load_notetag_coordinates
return @east
end

def south
load_notetag_coordinates
return @south
end

def west
load_notetag_coordinates
return @west
end

def load_notetag_coordinates
regex = /<dir:\s*(+)\s*(+)\s*(+)\s*(+)\s*>/i
result = @map.note.match(regex)

if result
@north = result
@east = result
@south = result
@west = result
else
@north = 0
@east = 0
@south = 0
@west = 0
end
end
end