[RM2K3] UNDESIRABLE B&W CHARSET IN SHOP WINDOW

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Hello,

My game project currently uses (and strictly uses) a palette of 4 colors. I've just noticed today, which is incredible since I've been working on that project using 2k3 for 2 years now, that when a character cannot wear an item in a shop it's charset turns to black and white on the shopping window.

It's very flagrant, those shades of gray are really putting me down. As of today, I've patched the game with the NoFlashPatch ( that flash was white, not a color I use), and I've learned to accept the color black in between room transition (also not a color I use).

Is there by any chance a patch for that? Or is it a quick fix... changing a couple of numbers in the .exe?

Worse case scenario, I'll eventually release the game with those ''buggy'' looking gray charsets.. -.-'

Thanks a million! PS: my avatar shows the color I use.
Could those colors be part of the system2 file?



It's just a wild guess.
No, sadly... I wish though! It'd be nice to also choose the color of weather effects so that I don't have to animate a custom one frame by frame ^^'
I guess this can be modified in EasyRPG Player in this conditional block:

https://github.com/EasyRPG/Player/blob/master/src/window_shopparty.cpp#L133

Note how blitters update color channels.

In RPG_RT.exe I have no idea, it's closed source.
Mhm, interesting... Oh yeah, I think I see RGB color values and transparency. But, i'm unfamiliar with easyrpg, is it an addon or a totally different engine? I've been on 2k3 for a while, there's no turning back now lol...
To quote the site, it's a "Free and open source role playing game interpreter and editor compatible with RPG Maker 2000 and 2003" that aims to allow importing RM2K/3 projects at some point while functioning much like 2K3, but legally free. I don't really have any experience with it, so I couldn't tell you how well it works.

As for your problem, you might be able to fix it via Cherry's DynRPG, which allows one to write plugins in C++ and use them in RM2K3. In theory it could solve your problem, but I'm not quite sure if that's in the realm of what DynRPG plugins can mess with.
If I knew C++.. I feel pretty useless to not know it on a game developer forum ...lol... Thanks for the info though!

Mmm, I wonder how Cherry made that noflashpatch to remove that flash before a combat starts.. it's kind of similar, I think. I'm still surprised to not have noticed that before.
author=Smokingspoon
... changing a couple of numbers in the .exe?
Not even a couple:
download ColorShopper

Compatible with version 1.08 only.

Either... get Lunar IPS from:
http://fusoya.eludevisibility.org/lips/
open Lunar IPS -> apply IPS patch -> select the .ips file -> file type: all types -> select the RPG_RT.exe

... or you can use DynRPG (changes the RPG_RT to v1.08) and put the patch into the folder named "DynPatches"

... or regardless of whatever version you may have:
get a HexEditor -> open RPG_RT.exe -> Ctrl+F -> copy&paste: BF 01 00 00 00 A1 74 DD 4C 00 8B 00 E8 -> after 4 numbers there's: C6 40 18 >>01<<
change the 01 into 00 -> save
bugmenot... I could kiss you! Works like a charm! I've used an hex editor though, since I'm using the elusive v1.09

Do you think there can unforeseen consequences to changing that number, by the way?

(That thing was such a bummer, you have no idea. Thanks for your help everyone!)

Consequences? None that I have witnessed... yet. (It's a flag for discoloration, so there shouldn't be other functions it is affiliated with.)

Things about weather:
First: make a backup of your RPG_RT (in case you accidentally write at the wrong position and forget what's been there before).
Second: you'd have to tinker with the RGB values yourself to find the right colors.
Third: jump to the addresses after those '0x' and rewrite.

RPG_RT2k3 v1.09
Rain:
0xC2D7A: <E8 BD F8 FF FF> set <B8 xx 00 00 00> //red (0..255)
0xC2D72: <E8 D5 F8 FF FF> set <B8 xx 00 00 00> //green
0xC2D4C: <E8 0B F9 FF FF> set <B8 xx 00 00 00> //blue
0xC2D54: <E8 14 F9 FF FF> set <B8 xx 00 00 00> //saturation
0xC2DEF: <05> set <xx> //opacity (0..127)
0xC2E06: <18> set <xx> //particle size (0..24)

Snow:
0xC2EE2: <E8 55 F7 FF FF> set <B8 xx 00 00 00> //red
0xC2EDA: <E8 6D F7 FF FF> set <B8 xx 00 00 00> //green
0xC2EB4: <E8 A3 F7 FF FF> set <B8 xx 00 00 00> //blue
0xC2EBC: <E8 AB F7 FF FF> set <B8 xx 00 00 00> //saturation
0xC2F57: <07> set <xx> //opacity

Fog:
0xC304D: <E8 EA F5 FF FF> set <B8 xx 00 00 00> //red
0xC3045: <E8 02 F6 FF FF> set <B8 xx 00 00 00> //green
0xC301F: <E8 38 F6 FF FF> set <B8 xx 00 00 00> //blue
0xC3027: <E8 40 F6 FF FF> set <B8 xx 00 00 00> //saturation

Sandstorm:
0xC320E: <E8 29 F4 FF FF> set <B8 xx 00 00 00> //red
0xC3206: <E8 41 F4 FF FF> set <B8 xx 00 00 00> //green
0xC31E0: <E8 77 F4 FF FF> set <B8 xx 00 00 00> //blue
0xC31E8: <E8 7F F4 FF FF> set <B8 xx 00 00 00> //saturation


...although, self-made effects may look better.
O_O ... Oh my glob, dude, this is incredible! I'll be sure to check this out and experiment later, thanks!

Yeah, they're not all that great ^^' ... it's pretty much the ''rain'' effect that might be very interesting with changed color and transparency, I'll need to check this out. Weather effect made out of pictures is very time consuming... And there's so much to do already.

I've found another ''duck tape'' solution for this one, but while we're at it (and you're strealing Cherry's trophies :P ) , would you happen to know if there is magic numbers to remove that white flash
(in battle mode) when a monster transforms into another monster in it's ''monster behavior''?

How do you figure that out anyway? Some sort of console while running an rm2k3 game?
no flash when transforming in 2k(3):
HexEditor -> RPG_RT.exe -> Ctrl+F -> copy&paste: 6A 1F 6A 1F 6A 14 B9 1F 00 00 00 BA 1F 00 00 00 8B C3 -> followed by E8 xx xx xx xx
(at 0xA7684 in RPG_RT2k3 v1.09)

replace the E8 xx xx xx xx with the following: 58 58 58 90 90


'magic numbers' ...heh, sounds about right.
Again, I cannot thank you enough, but, thank you <3! I'll have time to test all that this week, hopefully.

There was that last white flash that I forgot about, if you wish to overkill, even more, my topic.

It's a white screen flash in battle mode when a character performs a critical hit. Any chance we can adjust the RGB value and transparency of that like the weather? Just removing will be fine too, if not, well most people won't notice that or care about it anyway...

And with that one, I think there is no other flashes or colors out of reach for 2k3 users. Surely others will be grateful for this .
HexEditor -> RPG_RT.exe -> Ctrl+F -> copy&paste: 74 1E 6A 1C 6A 14 6A 08 6A 00

There will be two results: at 0x99854 and 0x99C30 for RPG_RT v1.09 or at 0x9A658 and 0x9AA34 for RPG_RT v1.08
The first one is used for player attacks, the second one for enemy attacks.

The sequence of interest is this whole thing here:
74 1E 6A 1C 6A 14 6A 08 6A 00 (A1 A8 DD 4C 00 8B 00) B9 1C 00 00 00 BA 1C 00 00 00

Let's split the information up a bit:
74 1E -> EB 1E (to skip the crit-flashing altogether)
6A 1C -> 6A XX (blue color)
6A 14 -> 6A XX (flash strength, bugs out above 36(in decimal))
6A 08 -> 6A XX (?)
6A 00 -> 6A XX (?)
B9 1C -> B9 XX (green color)
BA 1C -> BA XX (red color)

Color values range from 0 to 31 (just like within the <flash screen> event command). And I think there's no option for durations.
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