[RM2K3] BIG LIST OF PLUGINS/IPS (STICKY THIS PLEASE)

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you do realize that long, long before Dynrpg there still existed a sea of rm2k3 patches, right?
author=JosephSeraph
you do realize that long, long before Dynrpg there still existed a sea of rm2k3 patches, right?
yes but you write plugins and only dynrpg uses plugins!
Edit your post with patches.
Edit:
I notice now you did it XD
Nevermind! you know Bingshan? he made a new patch for the official version, take a look here https://rpgmaker.net/forums/topics/24260/
It's alright~ glad it got cleared up. I follow them on twitter! That's a cool patch. I'm mainly hyped about direct menu access and blend modes. Specially blend modes. I think that's one of the biggest drawbacks of rm2k3, visually...

I'm not very sure how to apply that patch though! And except for the blend mode function, I'm not sure i have an immediate use for most of these functions. So I kind of am passing for now. Still hoping for an updated version of the no auto battles patch though, since with pics in battle and extended picture function it becomes SO powerful.


edit: a very simple, but already powerful example: overlapping an icon based state display on top of the regular status display on mode 2 (or forcing it on top of the facesets on mode 3) via pictures, so you can display multiple states at once.
If code about auto battle segment no change between 1.08 and 1.12 you always open patched version and unpatched version of 1.08 rpg_rt in hex editor, compare this and if a little of bajts is change you maybe move this to 1.12 rpg_rt. I used to in this method move some patch "only RM2k" to RM2k3...
Yep! I figured this out! Generated a patch with Lunar_IPS, but 2k3 does crash on this method, which indicates maybe the code was changed indeed, however small...


It'd be awesome if you listed the patches you made work that way, however! :D

I tried with both the auto-battle patch and the direct menu patch, neither seemed to work. The latter didn't crash, however
This is bad way, no Lunar IPS, you must really open two different version (patched and undpatched) in hexeditor, find changed bytes (by for example "compare" function) and find (and pray that this was this same) this same bytes in new version. If this is the same like the oldest version you can manualy change every bytes and write bytes from patched version of rpg_rt...

Lunar IPS not work because bytes adress is always different between the various version.
HPA patches are probably fine. Font Patches are fine. Splashscreen stuff is fine as long as you leave the Kadokawa one. DynRpg is mainly unworkable just because something in the code is different value from 1.08 and so it's kind of a mismatch. And I would recommend making a backup before you start patching and save it elsewhere.

...Nvm, didn't see the page 2.

Kaine's Collection 1 (Most of these are common plugins, but it looks like Kain is hosting some of Corti's plugins. And mine. And some I've never seen)

Kaine's Collection 2 (This includes many of bugmenots patches from the german site, and some obscure ones)


Does anyone still have these or know where they came from? Because the MediaFire links are dead.
I didn't know, apparently links to mediafire folders expire after a while
These should work:
http://www.mediafire.com/folder/ys5bjktdihkh0/dynrpg
http://www.mediafire.com/folder/gob64c7hchz4x/patch_ips

Someone notify Bulma, to edit the first post

Edit:

Maybe they don't expire, more simply mediafire has changed the way it handles them, I noticed that they are identical, the only difference is that in the final part they added
/dynrpg
/patch_ips
Thank you!

I reuploaded it because not everyone has MediaFire Premium: http://share.cherrytree.at/showfile-33707/kaine87.7z
Some Patch I did back in 2016: SwitchOnMenuCall
http://share.cherrytree.at/showfile-24890/som.7z

Replaces the menu calling process when you press the {Cancel} button (ESC, X, etc.) with setting Switch #1017 to ON, which you can then set as condition for a (Common)Event that contains a custom menu or whatever you want.

This may be the most secure method to call such stuff, because the switch only gets activated in case the game would have allowed the player to call the default menu, which makes it way harder to break the game by (accidentally or willingly) skipping cutscenes on touch trigger events and whoknowswhatelses.

Includes IPS files for RPG_RT.exe 2000-{1.07&1.61} (1.62 wasn't out) and 2003-{1.08&1.11} (not sure if 1.12 is compatible with 1.11 file).

In case you want to change the SwitchID by hex editing, here's the addresses table:
RPG2000: {1.07: 0x8CA4A} {1.61: 0x86BDA}
RPG2003: {1.08: 0xA8EAE} {1.11: 0xBD796}




Another one from 2017: EXtraFONT
http://share.cherrytree.at/showfile-27666/extrafont.ips (2000-1.07 only)

Extends the ExFont to contain 64 instead of 52 characters in case you need some more custom symbols. To use this properly, after patching you have to replace the "EXFONT" Bitmap resource inside RPG_RT.exe (e.g. with ResourceHacker or whatever you like to use) with an image that has a width of 192px and includes symbols before "A" and after "z".


Before UpperCase "$A"$;$<$=$>$?$@$A...
0x3B0x3C0x3D0x3E0x3F0x400x41...
After LowerCase "$z"...$z${$|$}$~$$€
...0x7A0x7B0x7C0x7D0x7E0x7F0x80


※: "$" is not a simple whitespace. I know, that's really ugly.
※: Couldn't include this table in the HIDE/SHOW above, it broke everything.



And now what I created over last few days: FlexibleWalker
https://rpgmaker.net/engines/rm2k3/utilities/309/

A patch for RPG_RT.exe 2003-1.12 (checked to be compatible with Maniac Patch ver 200128, but it's not needed) I submitted to the tools database. The moment I'm typing this post it's still in pending state (so link may show Error404), everything about what it is will be written on its page.

Meanwhile longstoryshort: Makes the engine calculate Actor/Event/Vehicle/Player CharSet graphics width and height automatically from file. Still 4×2=8 characters per file. For example, if your file is 480×448, it calculates 120×224 for a character and 40×56 for single step graphics. Though being not related to, it comes with the same display bugs and flaws that CharExpand has, too. Sorry.
author=KotatsuAkira
Another one from 2017: EXtraFONT
http://share.cherrytree.at/showfile-27666/extrafont.ips (2000-1.07 only)

Extends the ExFont to contain 64 instead of 52 characters in case you need some more custom symbols. To use this properly, after patching you have to replace the "EXFONT" Bitmap resource inside RPG_RT.exe (e.g. with ResourceHacker or whatever you like to use) with an image that has a width of 192px and includes symbols before "A" and after "z".


Before UpperCase "$A"$;$<$=$>$?$@$A...
0x3B0x3C0x3D0x3E0x3F0x400x41...
After LowerCase "$z"...$z${$|$}$~$$€
...0x7A0x7B0x7C0x7D0x7E0x7F0x80


※: "$" is not a simple whitespace. I know, that's really ugly.
※: Couldn't include this table in the HIDE/SHOW above, it broke everything.




Interestingly, I've always wondered why no one has done something similar with dynrpg
I did a thing again. And hope the IPS files are working as intended.

Screen32
https://archive.org/details/RPGMakerPatch_Screen32

Changes screen display to 32bit, made for RPG_RT.exe 2000-1.61 (back in 2017) and 2000-1.62.

These are ports of the 32bit screen feature from DestinyPatcherV2 originally created by Bananen-Joe for 2000-1.07. The original feature received a patch fixing some issues and then got ported to 2003-1.08, named "32bit-2003", both done by bugmenot).

Graphic files still need indexed colors, but they are displayed correctly instead of receiving a 16bit-screen-typical quality loss ingame.
Somebody somewhere asked for a version of CommonThisEventPatch for 2000-1.62, so I ported the 2000-1.07 over to it. I hope it's working.

All assembler code that this IPS injects was made by Cherry, I "just" swapped the addresses of jump-/call-instructions and where to put it.

If that sounds easy to you, nope it's a very annoying type of research.

CTEP for 2000-1.62
https://archive.org/details/RPGMakerPatch_CTEP

What it does:
If you reference "THIS EVENT" inside a called CommonEvent, it will lookup the interpreter's callstack, searching for a MapEvent to return a valid target ID. If there are multiple MapEvents in the stack, the topmost first valid ID possible is catched.
Port of DirectItemMenu for 2003-1.12
https://archive.org/details/RPGMakerPatch_DirectItemMenu

Tw0Face asked for a function to directly open the inventory screen without main menu in said version in a game where only the inventory and nothing else is needed. Easiest way was to directly port Cherry's DirectItemMenu from 2012 (I know there also is bugmenot's Direct Menu Patch, but that'd be way more complex and too much for that case). Didn't check if it's compatible with 1.09/1.10/1.11.



A litte update on SwitchOnMenuCall
https://archive.org/details/RPGMakerPatch_SwitchOnMenuCall

Details:
  • Added support for 2000-1.50, 2000-1.51/1.52 and 2000-1.62.
  • Files for versions already supported before haven't changed.
  • The file for 2003-1.11 was renamed to fit 2003-1.09, it works up to 2003-1.12.
  • The file for 2003-1.09 should be useable with ManiacPatch (up to mp210414, not above).




~炬燵あ
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