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Contact Me

Comments go to my E-Mail address, I won't really answer them here

E-Mail: wolfcoder (at) dreamincode.net
Dream.in.code: http://www.dreamincode.net/
AIM: wolfcoder
Yahoo: umbracoder
MSN: wolfcoder (at) dreamincode.net
20XX Irc: irc.esper.net #20xx

Installation: Delete RPG_RT.exe and paste this program where it used to be. There you go.

Introduction

To address the old-age and technology of RPG Maker 2003's RPG Runtime engine, a replacement will be written that implements more modern features. This is intended to work both as a 1-1 replacement for the RPG_RT.exe executable and as an extender to allow features which would be cumbersome to implement conventionally as event scripts.

There are also a long string of bugs and feature requests that will be addressed with this engine, especially the more commonly known battle bugs and speed/agility problems.

This is not a patch, it is a ground-up open-source engine that plays RPG Maker 2k/3 games. There are others out there, but usually for systems like the GP32X, PSP, and DS so that you could play RPG Maker 2003 games on those systems.

This technology enables you to create something new with something old, comfortable, and most importantly, fun. The G.E.C.K. for example, still sports that Win95 look but uses the next-gen engine you actually play. After all, it's this engine that your users will actually see and not your tools.

Participants

Thanks to the following people who submitted games for me to test against:

Kentona (Hero's Realm)
Drakonais (Tiamat Sacrament)
J-Man (Phantasia 5)
Ocean (Paradise Blue)

These participants will decide the engine's current level of compatibility with the original system.

Features

Features that 20XX will extend onto your project:
- Fixes the hit list of bugs and annoyances with the original engine
- Many more supported image and sound/music formats
- 32 bit color with alpha images
- Bitmapped fonts let you draw your own font pixel-to-pixel (also 32-bit alpha possible)

Tell me what you want and I'll implement them depending on how annoying/frequent you are at asking for them.

Specs and Stats

License: LGPL
System: SDL / Win32
Video: DirectX 9 3D
Audio: FMOD Ex
Libraries Used:
- SDL (system)
- DirectX (graphics)
- FMOD Ex (sound)
- SDL_image (loading many different image formats)

Latest Blog

Cancelled

Cancelled

I have lots of scientific study and work to do, so my time is pretty limited. I've been thinking this engine was a bad idea three months in, but I wanted to finish it anyway. Almost a couple years later, it's become apparent that this project is dragging itself out. I'm not sure I'll even be finishing normal games either, this is the end of posting in-progress projects. Any further announcements of projects I'm working on will be after it has already been completed.

Bad Idea?

The idea of using any of the RPG-Maker series of engines, in retrospect, is a bad idea. They already exist as a suite to satisfy your curiosity and boredom. For the more ambitious game authors, I recommend you just pick up GameMaker, Acknex, or any of the other higher quality toolkits out there for lower prices or free. People claiming to be from the Terraria staff are planning an independent RPG Maker, you should be supporting those projects. Regardless of what you use, it always takes great effort to make a fun game- there are many better engines (in all use cases) than this one to make your game with. Hence, I've been trying to finish something I feel was a mistake for about a year now.

Hell, if I didn't already have a job, I'd ask the "Producer of Terraria" if they could use me in making an independent RPG Maker- something like that I feel is the true solution. Do it right from the ground up and discard the nonsensical Enterbrain designs altogether.

What Now?

RPG Maker 20XX is missing the cookie cutter battle system. It can be used to make games, but the optimal use will happen when the source code is modified to fit whatever game is being made. Yes, this is identical to editing the ruby scripts of XP/VX to match your game. This requires a few coders to make different flavors of 20XX and the rest of the consumers to make various games. It's not pretty, but I have to point out that I left behind some pretty usable materials.

I will leave Feld here to manage any newcomers to produce the different flavors of 20XX, and I will add anyone working with the code to the project staff. I will continue to respond to questions and comments via E-Mail, if you use anything other than E-Mail, your message will go unanswered. I recommend you e-mail me especially if you want to work with the code since the code is heavily commented but also very messy.

Conclusion

20XX was just a curiosity of mine, and I thought I might be able to help the community. There's only so much I can do, and I am sure I will no longer be capable of providing adequate support for 20XX by myself, and therefore it will not be enough to serve you well. I may release games in the future, but you will only see them here when they are finished. That means they're probably not going to be RPGs (I have finished games a long time ago, but they weren't RPGs).

Other programmers are welcome to take the source code (everything available from the SVN) and branch off in an attempt to adapt or modify the engine.

Posts

Ah, so you've finally decided to do it. :) Cool, I look forward to the results!
Currently Implemented
- 32-bit alpha images
- Music can be played in a loop from formats that FMOD supports

Doesn't XP and VX do that?
post=edumazieri
Currently Implemented
- 32-bit alpha images
- Music can be played in a loop from formats that FMOD supports

Doesn't XP and VX do that?


They do accept 32 bit alpha images, but I'm not sure about the music... Yet, 2k3 is far more awesome, for it has a resolution of 320x240, half of that of XP (wich means 1/4 of the work, wich speeds up the creative process), far simpler coding... 2k/2k3 are more artistical. So don't come with that "forget 2k3, cavemen. Go to VX." e________e
I wonder... If that's what I think it is... Could you allow filters, like hqx2, etc? For it'd be awesome. But prob. it's too hard.
I'd love for the ability to show pictures of higher definition. You know, regular pictures as opposed to the 256 color scheme we are forced to use.

EDIT: Also, this is awesome.
please please please fix the broken AGI system

as far as I can tell the way it is now it does something stupid like having a really fast character means that characters bar fills at a normal rate and it slows everyone else's down to a crawl

fixing algorithms in general is a big thing for me, having to modify everything with conditions or attributes to get damage where you want sucks

also tint screen in battle only works if you're using battle character sets. Battle animation battlers get shown "above" the tint, and it's a huge pain to try to work around this.

I don't know if these are the kind of things you're even trying to "fix" but they've bugged the piss out of me forever
You could make separate stats for Magic and Mdef too, you know. It'd be awesome. 8'D
I think a method of simply modifying formulas would be the best way to go.. you know, like in VX/P :P
"Doesn't XP and VX do that?"

And now 2003 will too.

"Could you allow filters, like hqx2, etc?"

I'll add shaders so you can do anything. See WeaponBirth? I could adapt that HLSL program.

"I'd love for the ability to show pictures of higher definition. You know, regular pictures as opposed to the 256 color scheme we are forced to use."

The editor will complain, but my engine won't. In fact I had to write some code that converts 8-bit images to 32-bit alpha textures.

"please please please fix the broken AGI system"

You and me both. The broken damage, AGI and speed problems are encouraging me to do this.

"also tint screen in battle only works if you're using battle character sets. Battle animation battlers get shown "above" the tint, and it's a huge pain to try to work around this."

Tint screen is going to be a problem for me to implement in this new video system, ironically. I'm thinking if it's possible to lock the framebuffer, tint, and release before I draw dialog boxes and HUD

"You could make separate stats for Magic and Mdef too, you know. It'd be awesome. 8'D"

I could do that but the editor will still have edit boxes for only 4 stats plus HP/MP. I was thinking of having a six-attribute mode that makes HP and MP derived stats along with others (to implement a WeaponBirth stat system with six attributes). Seeing as how you can mod strings in the editor it'll all match up.

"I think a method of simply modifying formulas would be the best way to go.. you know, like in VX/P :P"

Anything VX can do I can do better, I can do anything better than VX. But you know, this is all for you. I don't need this piece of software but it's apparent that everyone loves the fun of editing in 2k3 (myself included) and hates the antique software and bad decisions from Emptybrain.

The only reason this engine will be great is because the author is here for you to complain to and actually DO something about it. It's going to be buggy and wonky at first, but at least I'm not shipping it out as product and putting a 60 dollar price tag on it like that I want to do this the right way.
I'm especially looking forward to the 32-bit alpha images, as I use lots of gradients in my games. ^^
GL
Yeah, support for 32-bit stuff is already in by default. The problem is that the editor won't let you and you'll have to talk to Cherry about that. Cherry is working on the editor itself and I'm only writing the engine part of it all.

A possible work-around is to automatically use the copy of a file which has .32 before the extension (chipset.32.png for example) and .2 for double size (chipset.2.png or chipset.2.32.png or chipset.32.2.png). Not sure exactly what I'll do for that thought and it would be nice if the editor would just let you use a 32-bit image.
thought of a couple more things that have always been limiting factors for me and I'm guessing others as well that you might want to consider if possible

pictures in battle is a pretty big one, as is the size limitation of battle and battle 2 animation files. As it stands, you can only have 25 cells in each file, I think Cherry said that he managed to increase that limitation to 125 cells per file by changing the size of the picture that the program used, any chance this could be included?

Removal of the horrible autobattle function that no one uses and only ends up screwing up custom battle events. The option to at least change out the "Row" command. Fixing Reflect tennis, and the bug that Nightblade posted about in Help and Resources how selecting and then cancelling certain commands will cause those commands to execute anyways.

Finally, are you planning on having compatibility with existing patches, like Cherry's stuff? I think he's actually already done fixes for most of the above, but it'd be cool to have it hardcoded into the program too.

Sorry if it sounds like I'm being really demanding, but I have a huge list of gripes with the program, most of them battle related, and I'm pretty psyched that you're going to be rewriting a lot of this stuff, thanks for doing this. I'll probably think of even more things here later on.

"I think Cherry said that he managed to increase that limitation to 125 cells per file by changing the size of the picture that the program used, any chance this could be included?"

I've been talking to Cherry as I want to integrate my engine with theirs. Cherry has been helpful in providing me datasheets for the .L files, but they haven't told me very much about how I can detect RPG Maker 2009. To fix many capping problems, I'm only going to cap against edge cases (death occurs at HP=0, etc.) and let all the other values go wherever the data takes them.

"Removal of the horrible autobattle function that no one uses and only ends up screwing up custom battle events."

Autobattle, random dungeons, and movie playback are on my list of things I'm going to cut from 20XX. No one uses these and they just cause problems trying to get them to work anyway.

"Fixing Reflect tennis, and the bug that Nightblade posted about in Help and Resources how selecting and then cancelling certain commands will cause those commands to execute anyways."

I'm surprised these bugs made it through Emptybrain's testing stage.. If they had one. If there's any bugs in my engine, I'll be here to hear about, reproduce, and fix them.

"Finally, are you planning on having compatibility with existing patches, like Cherry's stuff? I think he's actually already done fixes for most of the above, but it'd be cool to have it hardcoded into the program too."

I knew about this, I'm going to emulate patches since some games rely on them.

"Sorry if it sounds like I'm being really demanding, but I have a huge list of gripes with the program, most of them battle related, and I'm pretty psyched that you're going to be rewriting a lot of this stuff, thanks for doing this. I'll probably think of even more things here later on."

If you think you're being demanding, you're doing the right thing~ Hahaaa! I've had the same gripes, it all encourages me to write this program. I hope to have a working version done by this Christmas with 75% emulation level. Emulation level is the amount of games playable out of tested, and features supported in those games.
alterego
RMN's wet blanket
1628
This is looking really sweet! Finally after so many years someone is doing what we all have always wanted, thanks WolfCoder! ...now I can't really remember many things that I would like to be fixed besides the one already mentioned, but something that would be cool as well is being able to 'detect' specific status on both the enemy and the player with simple fork conditions in the default battle system.

Aaand, I'll try to think up some more, but in the mean time I wish you the best of luck with this.
"but something that would be cool as well is being able to 'detect' specific status on both the enemy and the player with simple fork conditions in the default battle system."

I wasn't sure about that, but one simpler thing I always hated was that only one status effect could be active at one time. I'll have a mode where multiple status effects can be active on someone at one time and the priority determines which effects get applied first.
GreatRedSpirit
"Campaign promises are—by long democratic tradition—the least binding form of human commitment...."
5278
Please have an option for vsync. 2k(3) tears worse than wet toilet paper. And remappable controls, the default gamepad layout is weird (and I usually don't use the right side of the controller for two button games anyways). It's like the devs forgot the platform they were working on.
"Please have an option for vsync. 2k(3) tears worse than wet toilet paper."

I've never had 2k3 tear on me, but OK. Can't hurt.

"And remappable controls, the default gamepad layout is weird (and I usually don't use the right side of the controller for two button games anyways)."

As per the new Vista environment, I'll store new game saves in your user folder, and some settings you set will be global to my engine so that everyone's games use one pair of settings. For example, if I had an option for text speed override to display all at once until button press for next page, it will apply to ALL games. This goes for controller since I bet you don't want to set the controls every time you download a new game (especially if you're a reviewer).

"It's like the devs forgot the platform they were working on."

The Japanese actually do this to hell on PC games where it plays like a console game since console games are more popular there. Also explains why it didn't come with mouse control either..
Im gunna start working on "Finscéal" when this is done. Now rm2k3 WILL ACTAULLY BE FUN TO USE.