[RM2K3] RPG MAKER MANIACS PATCH (FOR OFFICIAL VERSION)

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The author BingShan made a patch that take the official program/game project
and creates an enhanced 1.12a version.
Because the japanese language, it's difficult make all the process,
I saw this thing first in easyrpg github, there's a link to twitter and
download links.

You can see the changes there, like mouse controls and pictures with blending.
https://github.com/EasyRPG/Player/issues/1424

My blending samples.



Instructions:
You need the rpg maker 2003 from Steam, atleast I used that with the last version and CRC.

The Utility.exe has to be selected as 英語 to generate an english RPG Maker 2003.

From Utility options below 英語 (English):
Directory Normal Rpg maker 2003
Directory New version Rpg maker 2003
Click just below the button and finish

Try the sample game.

There's more options below that isn't neccesary to be used, you can copy the next files from the sample project to your game.
RPG_RT.exe
ultimate_rt_eb.dll
accord.dll


The "stantard" project actually have some issues, with this ips patches
you can fix the RPG_RT issues using Lunarips.
Event processing that needs more time to execute

Picture wave doesn't work fix

I test it a couple of days ago, a good improvement.
I hope the creator will continue to support it by adding new features
@gadesx Bingshan has released a new version, with lots of new features

https://ux.getuploader.com/xingqier/download/127
Hi Kaine,

Would you be able to tell us what the changes are? The patch notes are all in Japanese. There seem to be some interesting changes to the way some event commands work.
I don't know japanese, but Google translate is a good solution.
@> Picture display:
@> Show Picture:
    Added blend mode (multiplication, addition, overlay) as a special effect.
    Added horizontal / vertical flipping function.
    
    
    
@> Picture movement:
@> Move Picture:
    Added blend mode (multiplication, addition, overlay) as a special effect.
    Added horizontal / vertical flipping function.
    When moving time is specified as a negative value, absolute value is handled in frame unit.
    (Normally specified value * 6 frames)
  
  
  
@> Conditional branch:
@> Conditional Branch:
    Added a judgment on whether it is right after loading.
    
    
    
@> Key input processing:
@> Key Input Processing:
    It corresponds to the input of the mouse (left / right middle click, wheel up / down scroll).
    Since the wheel scroll has no pressed state, it is effective only under the condition of "Wait until pressed".

    Added a method of specifying by variable reference to the switch.
    Added a method of specifying the lvalue of the variable with the variable of the variable number.
    Added a method of specifying variable side variable with variable number variable.
    
    
    
@> Manipulate variables:
@> Control Variables:
    Added range specification with variable values ​​to the operation target.
    When a <b in a batch operation it is treated as b ~ a.
    Logical sum (or), logical product (and), exclusive OR (xor), logical left and right shift (shl, shr) are added to the operation contents.
    ID and ATB gauge items were added to the main character and enemy character of the operand respectively.
    Items of current date, time and progress frame are added to the other operands.
    A switch was added to the operand. ON is treated as 1, OFF is treated as 0.
    We added a variable designation method to each of the operand item, the main character, the event, and the enemy character.
    A party member was added to the operand. It is the same as the main character except specifying it within the party index.
    A mathematical function function was added to the operand.
        In the following explanation, argument 1 is a, argument 2 is b, and multiplier is c.
        
        Add, Sub, Mul, Div, Mod, Or, And, Xor, Shl, Shr:
                a (Operator) Perform the same operation as "Operation content" with b.
        
        Pow: Calculate the power of a to the power of b.
        Sqrt: Calculate the square root * c of a. Decimals are truncated.
        Sin: Calculate the sine * c of a degree. Decimals are truncated.
        Cos: Calculate the cosine * c of degree a. Decimals are truncated.
        Atan 2: Calculates the arc tangent * c of a (Y coordinate) and b (X coordinate). Decimals are truncated.
        Min: Returns the smaller of a and b.
        Max: Returns the larger of a and b.
        Abs: Returns the absolute value of a.
        Random: Returns a random number in the range of a to b. It is the same as the "random number" of the operand.
        
    
    
@> Invoke event:
@> Call Event:
    Added method to specify to common event as variable.
    Added method to specify common event with variable number variable.
    
    
    
@> Iteration:
@> Loop:
    The condition can be specified. The switch is treated as a numerical value of 1 for ON and 0 for OFF.
    When entering the inside of the loop by label jump, the repeat count and index are not set correctly.
    
    ∞:
    Infinity:
        It is a conventional infinite loop.
        
    Number designation:
    X Times:
        Repeat as many times as specified. You can optionally output an index starting at 0 to a variable.
        
    count up:
    Count Up:
        Repeat incrementing the index one by one in the range from a to b.
        In the case of 2 to 5 as an example, it becomes 4 loops of 2, 3, 4 and 5.
        You can optionally output the current index to a variable.
        
    Countdown:
    Count Down:
        Repeat decrementing the index one by one in the range from a to b.
        In the case of 3 to 1 as an example, it becomes 3 times loop of 3, 2, 1.
        You can optionally output the current index to a variable.
    
    While:
    While:
        I will repeat the condition while it is true. It is judged before each loop is executed.
        The comparison can be specified in the same way as conditional branching by variable.
        You can optionally output an index starting at 0 to a variable.
        
    Do While:
    Do While:
        I will repeat the condition while it is true. It is judged after every loop execution.
        The comparison can be specified in the same way as conditional branching by variable.
        You can optionally output an index starting at 0 to a variable.

        
    
@> Interruption of repetition processing:
@> Break Loop:
    The same processing was added as the "iteration processing" command was changed.
    Fixed the behavior when executed inside multiple loop.
Hi Kaine,

Thank you for the translation. I was not able to translate the Japanese because it was shown as scrambled text in a text editor for me.

It seems like there are many helpful additions. Even trigonometry! And the Break Loop bug was fixed!
author=Zachary_Braun
Hi Kaine,

Thank you for the translation. I was not able to translate the Japanese because it was shown as scrambled text in a text editor for me.

It seems like there are many helpful additions. Even trigonometry! And the Break Loop bug was fixed!

Strange I have the same problem with the txt files in the older one, but in this version i see the japanese symbols/characters without problems.
The picture features I think that came with the first version.

First time I though that the flip was
like put in map settings, panorama scroll.
Do a scroll of clouds but with pictures without make calcs of various pictures that return to a position again and again, that's can be a good new feature.

There's another features that can be good like show time played on menu like
the dynrpg plugin, or in saved games, not sure about this. But it's something very common in rpg games and rpg maker 2003 lacks it.
New version!
Very interesting the new string picture feature.
It's like the kazesui's text plugin, but with more options, different fonts per picture,font dimensions and so on

link download:
https://ux.getuploader.com/xingqier/download/136
Modified Commands:
@> Picture display:
@> Show Picture:
Added blend mode (multiplication, addition, overlay) as a special effect.
Added horizontal / vertical flipping function.



@> Picture movement:
@> Move Picture:
Added blend mode (multiplication, addition, overlay) as a special effect.
Added horizontal / vertical flipping function.
When moving time is specified as a negative value, its absolute value is handled in frame unit.
(Normally specified value * 6 frames)



@> Conditional branch:
@> Conditional Branch:
Added a judgment on whether it is right after loading.



@> Key input processing:
@> Key Input Processing:
Corresponds to input of mouse (left / right center click, wheel up / down scroll).
Since the wheel scroll does not have a depression state, it is effective only under the condition of "wait until pressed".

Added a method of specifying by variable reference to the switch.
Added a method of specifying the lvalue of the variable with the variable of the variable number.
Added a method of specifying variable side variable with variable number variable.



@> Manipulate variables:
@> Control Variables:
Added range specifications with variable values to the operation target.
When a> b in a batch operation it is treated as b ~ a.
Logical sum (or), logical product (and), exclusive OR (xor), logical left and right shift (shl, shr) are added to the operation contents.
ID and ATB gauge items were added to the main character and enemy character of the operand respectively.
Items of the current date, time and progress frame were added to the other operands.
A switch was added to the operand. ON is treated as 1, OFF is treated as 0.
Added specification method with variable to each item of operand, main character, event, enemy character.
A party member was added to the operand. It is the same as the main character except specifying it within the party index.
A mathematical function function was added to the operand.
In the following explanation, argument 1 is a, argument 2 is b, and multiplier is c.

Add, Sub, Mul, Div, Mod, Or, And, Xor, Shl, Shr:
a (operator) Perform the same operation as "operation content" with b.

Pow: Calculate the power of a to the power of b.
Sqrt: Calculate the square root * c of a. Decimals are truncated.
Sin: Calculate the sine * c of degree a. Decimals are truncated.
Cos: Calculate the cosine * c of degree a. Decimals are truncated.
Atan 2: Calculate the arc tangent * c of a (Y coordinate) and b (X coordinate). Decimals are truncated.
Min: Returns the smaller of a and b.
Max: Returns the larger of a and b.
Abs: Returns the absolute value of a.
Random: Returns a random number in the range of a to b. It is the same as the "random number" of the operand.



@> Invoke event:
@> Call Event:
Added method of specifying by variable as common event.
Added a method to specify common event as variable number of variable number.



@> Iteration:
@> Loop:
We made it possible to specify conditions. The switch is treated as a numerical value with ON being 1 and OFF being 0.
When entering the inside of the loop by label jump, the repeat count and index are not set correctly.

∞:
Infinity:
It is a conventional infinite loop.

Number designation:
X Times:
Repeat for the specified number of times. You can optionally output an index starting at 0 to a variable.

count up:
Count Up:
Repeat incrementing the index one by one in the range from a to b.
In the case of 2 to 5 as an example, it becomes 4 loops of 2, 3, 4 and 5.
You can optionally output the current index to a variable.

Countdown:
Count Down:
Repeat decreasing the index one by one in the range from a to b.
In the case of 3 to 1 as an example, it becomes 3 times loop of 3, 2, 1.
You can optionally output the current index to a variable.

While:
While:
I will repeat the condition while it is true. It is judged before each loop is executed.
The comparison can be specified in the same way as conditional branching by variable.
You can optionally output an index starting at 0 to a variable.

Do While:
Do While:
I will repeat the condition while it is true. It is judged after every loop execution.
The comparison can be specified in the same way as conditional branching by variable.
You can optionally output an index starting at 0 to a variable.



@> Interruption of iterative process:
@> Break Loop:
The same processing was added as the "iteration processing" command was changed.
Fixed the behavior when executed inside multiple loops.

New Commands:
@> Get Save Info:
@> Get save information:
This command gets the same information as the content displayed on the default load screen.
Store date, time, level, HP as a variable, and face graphics in a picture.
Currently we do not correspond to the name of the character.

If saved data does not exist, 0 is stored in the variable for the date.

Face graphics are treated as 4 * 4 sprite sheets.
Therefore, if you have files with more than 16 patterns arranged, the display will be misaligned.
Conversely if it can be divided into 4, there is no problem even if it is out of the standard.

Pictures are exactly the original settings except files and sprite sheet related items.
Please use the target picture number before going out of the screen in advance or make it transparent.

Even in the English version, the order of year, month, day (YYMMDD) is the same.

Code: 3001
String Arguments: None
Numeric argument:
00: How to specify save number (0: constant 1: variable)
01: save number
02: Variable to receive Save Year Month Date (YYMMDD)
03: Variable to receive save time (HHMMSS)
04: Variable that receives the level of the first character
05: Variable to receive the HP of the first character
06: Reserved item (fixed to 0)
07: Picture number specification method (0: constant 1: variable)
08: Picture number to receive face graphic of member 1 (first character)
09: Picture number to receive member 2 face graphics
10: Picture number to receive member 3 face graphics
11: Picture number to receive member 4 face graphics


@> Save:
@> Execute Save:
It is the same as the default save function.
Save number 0 or less can not be used.

Optionally you can store the execution result in a variable.
The value is 1 for success, 0 for failure.
Be careful as assignment to variables is done after saving is done.


Code: 3002
String Arguments: None
Numeric argument:
00: How to specify save number (0: constant 1: variable)
01: save number
02: Whether or not to accept success or failure of saving (0: not received 1: received)
03: Variable to receive success / failure



@> Load:
@> Execute load:
This command performs the same processing as the default load function.
You can not use save number 0 or less (operation is ignored).

There is a function to check the file before executing as an option and interrupt the load if the result is incorrect.
Check processing is equivalent to "Get save information" command.
If there is a correct file, you can disable it, but we do not recommend it.


Code: 3003
String Arguments: None
Numeric argument:
00: How to specify save number (0: constant 1: variable)
01: save number
02: Presence / absence of pre-execution check (0: valid 1: invalid)



@> End Load Process:
@> End of loading process:
This is a command to release the dark state after loading.
It is invalid in the new game. In addition, it will be released naturally after 1 frame has elapsed.

※ 18/12/07 additional note This command has no effect at present


Code: 3004
String Arguments: None
Numeric argument: none

@> Get Mouse Position:
@> Get mouse coordinates:
Command to get the relative position of the mouse in the window.
Based on 320 * 240 resolution.

* Values can not be handled correctly when DirectDraw is specified in the full screen state and rendering method.
(There is probably no problem as there are currently few machines on which this setting is valid.)


Code: 3005
String Arguments: None
Numeric argument:
00: Variable to receive X coordinate
01: Variable to receive Y coordinate

@> Set Mouse Position:
@> Setting mouse coordinates:
This command sets the relative position of the mouse in the window.
Based on 320 * 240 resolution.
To avoid incorrect click triggering, the X coordinate is rounded to 0 to 319, and the Y coordinate is rounded to 0 to 239.

* Values can not be handled correctly when DirectDraw is specified in the full screen state and rendering method.
(There is probably no problem as there are currently few machines on which this setting is valid.)


Code: 3006
String Arguments: None
Numeric argument:
00: Coordinate specification method (0: constant 1: variable)
01: X coordinate
02: Y coordinate



@> Show String Picture:
@> Display character string picture:
Generates a picture from the specified character string.
After generation, it can be handled in the same way as ordinary picture.
Invalidating the background, frame, gradation, shadow will reduce the cost of generating.


· Control characters:
Several control characters are available in strings.
Variable reference with \ V is valid for the values in .

$ a - zA - Z: Draw special characters.
Draw \ \: \ \ standalone.
\ C : Changes the text color to nth number.
\ D : Aligns the variable value with at least n digits (0 fill).
\ N : Draw the n-th main character name.
\ T : Not implemented at the moment.
\ V : Draws variable number n.


- Display position -> Coordinate:
Specify the meaning of the position value.
(The conventional picture is fixed at the center coordinates)


- Picture size:
Specify the size of the picture to be generated.
Set the value type to "Automatic", or set the value to 0 to adjust to the appropriate size.


· Font name:
Specify the font to use for drawing.
If left blank, it refers to the system configuration of the database.


·font size:
Specify the size of the font used for drawing.
Valid values are from 1 to 255, default is 12.


· Character spacing:
Specify an empty space for each character.
Valid values are 0 to 255, default is 0.


· Line spacing:
Specify an empty space for each line.
Valid values are from 0 to 255, default is 4.


· Make it bold:
Apply bold to the font.


· System graphic:
Specify the graphic to use for drawing.
If you select <System Settings> (<System Settings>), you will see the system configuration of the database.


·wallpaper:
Specify the background type of the window.


· Draw frame:
Specify the presence or absence of a window frame.
If either vertical or horizontal size is less than 8px, it will not be drawn regardless of the setting.


· Enable outer margin:
Specify whether to consider the area of the frame in calculating the picture size and drawing position of the character.
When it is effective, 8px each on the left and right, 10px above and below.


· Enable text gradation:
Specify whether to enable gradation of letters like those used for other functions such as text display.
Invalid When drawing in 16 * 16 px, the color is drawn from the upper left (0, 0) of each color.


· Enable shadow of character:
Specify whether to enable the shadow of characters such as text display and used for other functions.


· Restriction on preview:
Display position: Fixed at upper left coordinates (0, 0).
Size: Calculated automatically except for constant specification.
Magnification ratio: It is fixed at 100% (double display function is provided in the preview itself).
Transparency: 0% fixed.
Effect: All are ineffective.
Font size: 12 for non-constant specification.

Code: 3007
String Argument:
* 1 String to be displayed * 1 File name * 1 Font name
* 1 ... a byte type prefix representing the type of value that follows. Currently only 0x01 is valid

Numeric argument:
00: Type of value
00 to 03: Picture ID specification method (constant = 0, variable, variable number variable)
04 to 07: Display position specification method (constant = 0, variable, variable number variable)
08 to 11: Specification method of enlargement ratio (constant = 0, variable, variable number variable)
12 to 15: Transparency specification method (constant = 0, variable, variable number variable)
16 to 19: How to specify the picture size (constant = 0, variable, variable number variable)
20 to 23: How to specify the font size (constant = 0, variable, variable number variable)
24 to 27: How to specify the coordinate type (center = 0, upper left, lower left, upper right, lower right, upper, lower, left, right)

01: Picture ID
02: Position X
03: Position Y
04: Magnification ratio
05: Transparency
06: Red color tone
07: Green color tone
08: Blue color
09: Saturation
10: Types of special effects
11: Level of special effects
12: Additional effect
00 to 04: Blend mode (none = 0, multiplication, addition, overlay)
05: Horizontal inversion
06: Vertical reversal

13: Option 1
00 to 07: Linked to map scroll
08 to 11: background type (none = 0, enlargement, tile)
12: Do not draw frame
13: Invalid gradation
14: Shadow invalid
15: Make it bold
16: Margin invalid

14: Option 2
00 to 07: Enable transparent color
08 to 15: Character spacing
16 to 23: Line spacing

15: Layers on the map
16: Layer in battle
17: Erase condition / screen effect to be applied
18: Width of the picture
19: Height of picture
20: Font size
Does this count as a .exe hack?

I only ask because I started another topic asking about selling RM2k3 games with hacks (which I understand is not allowed). So, would using this also bar a game from commercial sale?
author=Mitsuhide_The_Vagrant
Does this count as a .exe hack?

I only ask because I started another topic asking about selling RM2k3 games with hacks (which I understand is not allowed). So, would using this also bar a game from commercial sale?


Hmm... I have the feeling that some years ago I read that with the new offical rpg maker 2003 every modding is allowed?
https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-2003-patch-eula.42021/

author=Enterbrain
RPG MAKER 2003 - PATCH
End User License Agreement

THIS END USER LICENSE AGREEMENT (THE "AGREEMENT") IS A LEGALLY BINDING CONTRACT BETWEEN YOU, THE END-USER (THE "LICENSEE") AND ENTERBRAIN,INC. ("ENTERBRAIN" OR "LICENSOR"). BY INSTALLING OR MODIFYING "RPG MAKER 2003" (THE "SOFTWARE") AND ANY OF ITS PATCHES, YOU, THE LICENSEE, ARE AGREEING TO BE BOUND BY THE TERMS AND CONDITIONS OF THIS AGREEMENT. READ THE TERMS AND CONDITIONS OF THIS AGREEMENT CAREFULLY BEFORE INSTALLING OR USING THE SOFTWARE. IF YOU DO NOT AGREE TO THE TERMS, CONDITIONS AND LIMITATIONS OF THIS AGREEMENT, PROMPTLY DELETE THE SOFTWARE FROM YOUR COMPUTER.

RPG MAKER 2003 PATCH (or “patch”) refers to a piece of code, software or application that is used to modify or enhance RPG MAKER 2003, software owned by ENTERBRAIN, INC. Patches can range in size, scope and utility. If you feel that your patch would greatly benefit RPG MAKER 2003 users, but is in conflict with any terms in this license, please contact us for special permission: support@rpgmakerweb.com.

PART 1: PATCH USE

ENTERBRAIN hereby grants the Licensee formal permission to use RPG MAKER 2003 patches as long as they agree to the following:

1.User owns and is using a legal and valid official copy of RPG MAKER 2003, which is registered with ENTERBRAIN via registration procedures outlined in RPG MAKER 2003 License Agreement.
2.User is applying a patch that conforms to creation guidelines outlined in Part 2.
2.1 If patch was created prior to RPG MAKER 2003 official release on April 24th, 2015, user is encouraged to contact the patch creator and obtain their permission to use patch under the terms of use outlined in this license.
3.By applying a patch, user's technical and service support is considered void.
3.1 ENTERBRAIN, INC, DEGICA Co. LTD or any RPG MAKER 2003 distributors will not be required to offer official support and trouble-shooting for RPG MAKER 2003 applications where a patch has been applied.
3.2 Support offered via official forums (http://forums.rpgmakerweb.com/) will be at forum staff discretion, and may or may not be offered to users with patch.
4.ENTERBRAIN is not responsible for any damage incurred by the use of patches.

PART 2: PATCH CREATION

ENTERBRAIN hereby grants the Licensee formal permission to create patches for RPG MAKER 2003, as long as following conditions are met:
1.Licensee patch creator owns and is using a legal and valid official copy of RPG MAKER 2003, which is registered with ENTERBRAIN via registration procedures outlined in RPG MAKER 2003 License Agreement.
1.1 If patch was created prior to RPG MAKER 2003 official release on April 24th, 2015, patch creator may continue to distribute patch only if they agree to the terms and conditions noted in this license.
2.ENTERBRAIN acknowledges that reverse engineering may be required for patch creation, and hereby gives LIMITED permission to use reverse engineering of RPG MAKER 2003 as long as following is true:
2.1 Information learned through this process is kept private and away from public eye – Please note that recognize that some information-sharing is necessary to continue to create and support patches. If you are sharing information, we ask you to be discrete and respect ENTERBRAIN's intellectual property in doing so.
2.2 Information learned through this process is not used to create any other software, or to modify existing or future software that is not property of ENTERBRAIN.
2.3 Information learned through this process is not used to perform unlawful actions.
3.Licensee accepts that patches will not be officially supported by ENTERBRAIN, DEGICA, or any other distributing partners
3.1. Licensee is encouraged to provide support to users as necessary, including continued patch updates.
4.Licensee agrees to create patches as long as following conditions are met:
4.1 Patch is not used to overwrite Digital Rights Management (DRM) or other measures that are protecting RPG MAKER 2003 from unlawful distribution.
4.2 Patch is not used to remove proprietary information or erase and modify credit information distributed with RPG MAKER 2003.
4.3 Patch is not used to bypass or invalidate any other terms RPG MAKER 2003 is distributed under.
4.4 Patch is not used to collect personal or technical information from the user.
4.5 Patch is not used to advertise or promote products, services or materials – whether they relate to RPG MAKER 2003 or not.

5.Patches are considered ENTERBRAIN's property, and as such may not be sold or distributed for profit, be it in terms of direct sale, service sale, donation, crowd-sourcing or royalty/revenue share.
5.1 Licensee may request users to include their name in credits, as long as copyright and ownership is attributed to ENTERBRAIN, INC.
6.Patches are available for commercial use, with no fee or royalty/revenue share expected from patch users by Licensee or ENTERBRAIN.
7.Patches may be brought to ENTERBRAIN's attention via e-mail registration: support@rpgmakerweb.com.


So patching the exe looks fine to me?
I think that it's ok
The patch add features,
no add-ons of publicity, copyright violation changing info-authors.

The latest rpg maker version on steam doesn't have DRM. Don't open steam.
That's the reason of the posibility
of patches from users.

On Easyrpg Discord channel, cherry.knows about this patch and
speaking about commercial games and easyrpg.
Cesarrp made Desolate city now on Steam
with Easyrpg player as launcher.
Without the rpg_rt use.
Player support custom intro and other patches to run more games.
There's a new version.
Threre's a lot of changes since the last post.

More Battle control atb
Save & Load with more methods
A lot of Picture variable control with high-calc methods
Pictures for titles like Town names,
with preview, font type, size configuration
The last thing that I have to try, 32bit png! Appear black inside maker
author=gadesx
There's a new version.
Threre's a lot of changes since the last post.

More Battle control atb
Save & Load with more methods
A lot of Picture variable control with high-calc methods
Pictures for titles like Town names,
with preview, font type, size configuration
The last thing that I have to try, 32bit png! Appear black inside maker
I don't understand how the 32bit png work!
I try to import a file but it gives me the usual error of the normal version. :/
The new funcions for save and load are amazing.
If I understand correctly how they work, they can also influence subsequent games. This way it is possible to create new game+ or play a new game that take into account what you did in the previous run.
Hey! So I tried downloading this, and Mozilla Firefox said that the ZIP file had a virus or malware in it... Might wanna do something about that
author=Soulrain
Hey! So I tried downloading this, and Mozilla Firefox said that the ZIP file had a virus or malware in it... Might wanna do something about that
it's a false positive.

@For All:
Here you can find all the release versions of the patch:
https://ux.getuploader.com/xingqier/index/date/desc/1

And here the link to the latest patch:
https://ux.getuploader.com/xingqier/download/164
Could you apply this to the non-Steam RPG Maker 2003?
kory_toombs
I had to stop bragging about winning the 2019 RMN Stanley Cup Playoff Pool.
12821

I don't understand this thread? Is this a game or an engine???
I never heard of RPG MAKER MANIACS.
It's a patch for the official version of RPGmaker 2003 that gives it additional features.
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