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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

"Now rm2k3 WILL ACTAULLY BE FUN TO USE."

Once I can figure out how the hell they draw ocean I'll be going fast again. The way Emptybrain wrote the system, it's like putting together a broken effen Rubix Cube with boxing gloves on. It's the worst way to do autotiles ever.
This program works well with RMN Midsummer Dream and Dragon Kingdoms V (up until it reaches an RTP map at Map #330), but doesn't play nice with Befuddle Quest 5 (RTP?) and Alter A.I.L.A. Genesis (because it can't open XYZ files). In other words, it isn't working with RTP maps.
Oh yeah I forgot to mention it doesn't read the installed RTP folder, all your games must have resources you've manually added to your game. I always rename the RTP folder when I install 2003 so only my own files showed when editing the game.

I will not be supporting RTP either, you're going to have to copy them into your project so it could run on a machine with no other RPG Maker stuff installed (Hero's Realm does this). You don't need HARMONY.DLL though.

If you want, re-run the above with the RTP files copied into the games (except for .XYZ games). I will not be supporting .XYZ either until possibly in the far future- there's no reason to actually use the format and all it does is make things annoying.
post=NicoB
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.


I Strongly Disagree.
It's A Lot More Awesome Than That. :P
Until Cherry makes it so the editor can load and display 32-bit pictures, you could have a picture for the editor, and a second file beside it with -2x at the end. (main.png and main-2x.bmp for example). It'll have the result you see in the image I uploaded.
can you make rpg 2003 work on windows 7
Emirpoen
"Reality has come in sight. What did you see? What did you hear? What did you think? What did you seek? What did you do?"
1777
RPG Maker 2003 already works on windows 7.
No it doesn't right away, you have to do some weird tricks to get it to work. Anyway, I'm developing 20XX on a windows 7 netbook so at least my engine itself will run in Windows 7. It'll even support the folder model from Vista and above for saves and global settings.
Great job on this! It's nice to see someone both sane and fluently English give a shot recoding the engine from scratch. (Since my lack of ability to understand French kind of undermines searching for whether that KingKadelf guy ever got near finishing his engine.)
That's funny because if it were not for my ability to read Japanese, I couldn't be anywhere near as complete as I am now. There's some really amazingly complete documentation on this sort of thing but it's in Japanese. I can't even seem to get the URL copy paste to work here because it's in that ugly web safe % code

でも日本語があまり上手じゃないね~

What's even funnier is I found an error in their tile decoding article, they had one pattern repeated twice. It's a wiki so I fixed it for em'
Emirpoen
"Reality has come in sight. What did you see? What did you hear? What did you think? What did you seek? What did you do?"
1777
author=WolfCoder
No it doesn't right away, you have to do some weird tricks to get it to work. Anyway, I'm developing 20XX on a windows 7 netbook so at least my engine itself will run in Windows 7. It'll even support the folder model from Vista and above for saves and global settings.


Oh? Please do tell about these "tricks", especially since I was able to install RM2k3 on my win 7 laptop and get it working just fine with NO TWEEKING what so ever. :/
It pops up with some dialog saying something vague about it being the wrong operating system version. Or it can't run or something. I have to run it with Admin in Windows XP SP3 mode for it to work.

What's even stranger is that I only sometimes have to do this, sometimes it actually does just work- it's so random.

I'm not worried, the part I actually give to people has the engine and when my engine is finished it can ship out on Windows 7 just fine.
the one that you have up for download does not work on windows 7 ether when i try to start a new project it says that it is unable to do it
thought of a couple more things if you guys feel like it would fit in

under the "animations 2" tab, we can only have 32 different poses for in battle, which is actually kind of limiting for me, since I'm trying to do different severities for different status effects, or a unique casting animation for each element. If that number could be increased a good bit it would give people a lot more freedom.

Speaking of which, how about some sort of option to tell what statuses your party members and enemies are currently afflicted with? Is this doable?

Lastly, is changeable resolution for battles so we can have zoom modes impossible? I've had some ideas for really big monsters that I haven't been able to implement because they won't fit on the screen.
"the one that you have up for download does not work on windows 7 ether when i try to start a new project it says that it is unable to do it"

That's probably because my program is not an editor, only the engine.. Well that is my assumption since you're being very vague.

"under the "animations 2" tab, we can only have 32 different poses for in battle, which is actually kind of limiting for me, since I'm trying to do different severities for different status effects, or a unique casting animation for each element. If that number could be increased a good bit it would give people a lot more freedom."

Talk to Cherry for editor changes, my engine is only the executor. My engine doesn't care how long your animation files are.

"Speaking of which, how about some sort of option to tell what statuses your party members and enemies are currently afflicted with? Is this doable?"

For multiple status effect feature enabled, I'll actually have an extra optional resource that maps icons to skills. If this file is found, the icons inside will be displayed over battlers' heads. I'm not yet sure what convention I'll use to define what icon is what effect. It might be even something as crude as in-order where the third icon is the third effect.

"Lastly, is changeable resolution for battles so we can have zoom modes impossible?"

For any file, if it has another file with -2x at the end of the name, that file will be the actual one loaded in my engine. For example, a double resolution chipset for main.png would be main-2x.png. This is enabled for all resources, including things that aren't images (and it seems to work fine so far).

If your entire game is full of double resolution resources, you can add VideoSize=2 to the RPG_RT.ini file in order to force a minimum video scaling on the resolution. I'll be releasing these as a binary sometime later.
when you put up your next download could you inclod the editor
I do not have legal rights to distribute the RPG Maker 2003 editor. I also can't help you find a copy of RPG Maker 2003 because it's against the terms of service of this website. This is only a replacement for RPG_RT.exe, the engine that comes with RPG Maker 2003. You will need the original software for everything else.

It's not that hard to find and some members here can even help you purchase a legal copy (you'd then have to apply the RPG Advocates Patch though if you did since it's in Japanese)
Watching this project with great curiosity. Interested to see how it all turns out.
So... will this super rm2k3 also have a breaking damage limit thing? :D And have Attack power exceed 999? :D
author=J-Man
So... will this super rm2k3 also have a breaking damage limit thing? :D And have all stats exceed 9999/999? :D


Fixed. Though, since that's an editor based issue, I doubt it.

Also, don't we already break damage limit with custom damage handling anyway?