[RM2K] INCOMPATIBLE PATCHES
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Hi there. Sorry if something similar has been posted here before.
I'm translating a game from Japanese using an English translation of RM2k 1.51 Value, and have gotten pretty far along, but I'm running into a bit of trouble with the Enter Hero Name fix. See, this game has an item that can only be used using the Shift Key via Key Input Processing, and since I assume the hero name patch was created pre-Value, it overrides it and I'm unable to use the shift key.
Is there a version of the Enter Hero Name patch that's compatible with Value features, or some other workaround to this? The Shift feature isn't crucial to gameplay, but I don't want to have to put it on the chopping block just because of my own incompetence with the maker.
Thanks in advance!
Edit: Shoot, meant to post in Help Request & Resources. Could a mod move this to the right forum? Sorry about that.
I'm translating a game from Japanese using an English translation of RM2k 1.51 Value, and have gotten pretty far along, but I'm running into a bit of trouble with the Enter Hero Name fix. See, this game has an item that can only be used using the Shift Key via Key Input Processing, and since I assume the hero name patch was created pre-Value, it overrides it and I'm unable to use the shift key.
Is there a version of the Enter Hero Name patch that's compatible with Value features, or some other workaround to this? The Shift feature isn't crucial to gameplay, but I don't want to have to put it on the chopping block just because of my own incompetence with the maker.
Thanks in advance!
Edit: Shoot, meant to post in Help Request & Resources. Could a mod move this to the right forum? Sorry about that.
author=brandnewscoobyThis is the right forum.
Could a mod move this to the right forum?
download ExtendedKeyInput
You would need a fresh v1.07 RPG_RT.exe. It's got the EnterName already fixed (thanks to BananenJoe's DestinyV2) and... MS Gothic and MS Mincho instead of whatever font there was before.
get LunarIPS
First step: make a backup of your RPG_RT.exe (just in case)
open Lunar IPS -> apply IPS patch -> select the .ips file (this patch) -> file type: all types -> select the RPG_RT.exe
Now, on to the fun part:
You can assign any key in Var[3340] when using <KeyInput> (<InputPassword>). When the button is pressed, the variable (in which the pressed Key_IDs 1,2,3,4,5,6,7 would have been put) is set to -1 if the button is pressed (0 when not).
The Var_ID can be changed at 0x885E7 in the patched RPG_RT (usage of a HexEditor required).
So, which buttons are what? Go by the hex values in the () brackets and convert them back to decimals.
The shift key is 16 (ctrl is 17 btw.)
P.S. it's got an issue with [x]WaitUntilKeyHit on extended keys.
So how'd you replace each <KeyInput>Shift:
<> Change Variable: [3340] = 16
<> Key Input Processing: Var[xxxx]
<> Comment: output Key_ID = 7 (Shift)
<> Fork Condition: If Variable [xxxx] = -1
<> Change Variable: [xxxx] = 7
<>
: End of fork
P.P.S:
Yes, the v1.07 RPG_RT will work and will be recognized by the rpg maker.
If you are asking yourself "Why would that guy go out of his way to write a patch and set up a working runtime.exe?" ...I had something similar lying around. And don't really want to tinker with the value! RPG_RT.
And as of now, version 1.07 is far superior to
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