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[RM2K3] [RM2K] HELP WITH MORE SAVE FILES IN RM2K AND RM2K3

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This may seem kinda like a redundant question now, even possibly useless, but I guess I should ask away for the sake of game making, editing, and whatnot. Even with newer RPG Makers, what I'm asking is actually really easy.

All I'm trying to figure out, is a simple way of adding more save files in RPG Maker 2000/Value, and RPG Maker 2003. I'm aware of PepsiOtaku's "Save dynplugin script" but it seems kinda complicated. Why in the bloody hell did ASCII and Enterbrain even implement these things in the earlier RPG Makers? It makes absolutely no sense, it's not even like a simple variable that can be changed in the game's variables. In RPG Maker VX and VX ace it's actually incredibly easy, it's right under the Data Manager under line 121 through 126:

#--------------------------------------------------------------------------
# * Maximum Number of Save Files
#--------------------------------------------------------------------------
def self.savefile_max
return 168
end

So why can't RPG Maker 2000 or 2003 do it? This really bugs me. I was searching on Google but not much luck there. It's so stupid.
2k3 support a bunch of save files.
Maybe you can get more with maniacs patch, there's new options.
But you can't use dynrpg + maniacs.
So I guess, "tough, you're outta luck?" "Upgrade to new maker?" Wha-ha-ha!
I guess another related question is - how would you be able to look at an .exe file so you could 'theoretically' or 'technically' change something in the exe file without making the .exe screw up? Like a hex editor or something similar? Because life is just grand really. I was looking at PepsiOtaku's save script and he was using a hex editor I found. More so, why is it so damn hard to change one stupid little thing?
Marrend
Guardian of the Description Thread
21806
I've some experience with using hex editors, and manipulating data through them, but only in relation to save files, themselves. Not so much executibles. Even so, I would not expect to be able to open a hex editor, and be able to use it to search an EXE for the max number of save files. Even if I do a search for that number, whatever it is, there's no guarantee that any of the values found this way will actually manipulate that variable. Even if that number is stored as-is inside the EXE's data, the fact that the value in question is likely a constant, and likely only takes up one byte of data (ie: goes no higher than 255), are definitely factors that make the search harder. The number of results could easily be over 100,000 with those kinds of search parameters.

I suppose you could try to find that variable by hooking it through Cheat Engine? However, even if one can manage to find the right variable, I'm not sure how to translate the address Cheat Engine would report into an address in the EXE to manipulate via a hex editor.
Then how is RPG Maker making the save files? Is it binary? I don't really know how the .lsd files really work or how RPEG makes the save file, and then only goes to 15 save files. I'll look into this Cheat Engine thing though. Never heard of it. Otherwise this seems to mean that I'm still using something that is incredibly outdated.

My computer completely rejects Cheat Engine. That's just lovely. >_<
Marrend
Guardian of the Description Thread
21806
I'm not 100% certain how RPG Maker creates the save files, but, I seem to recall being able to UGE hack inventory, to some degree, with a save-file of Final Fantasy - Endless Nova some number of years back? I haven't really tried hacking saved games made with later engines. For what it is worth, I have looked at, and made small modifications to, the DataManager class-functions that both load and save games in Ace. I've looked at MZ's as well, but, I try to keep my hands out of that, and attach any data that I want to save to an object that is already being saved.
author=Darken
Why not just use this https://rpgmaker.net/forums/topics/9751/ ?

I was trying that but it seems kind of complicated, you think there would be an easier way to do this too. And most people would tell me to use a newer version of RPG Maker, as I sit here wallowing in the past of RPG Maker 2000 and 2003, whilst I do have VX Ace. :/ Sigh-duck...
There's also a bunch of (probably similar) features available via the maniac's patch, which can be used with the steam version of 2k3. You'd essentially have to use those to make your own menu out of what it gives you, from what I can tell.

Reinventing the wheel to go up certain kinds of hills tends to be an ongoing theme with using 2k(3) in ways that the programs didn't accommodate for.
author=lavendersiren
There's also a bunch of (probably similar) features available via the maniac's patch, which can be used with the steam version of 2k3. You'd essentially have to use those to make your own menu out of what it gives you, from what I can tell.

Reinventing the wheel to go up certain kinds of hills tends to be an ongoing theme with using 2k(3) in ways that the programs didn't accommodate for.


Right, because the program is pretty limited and actual game makers, developers, or people just into games want at least more control or features that make games really stand out more.
As far as I know RPG2000/2003 initializes a set of exactly 15 windows to show data and navigate through in the file-scene's data-structure. Changing that inside RPG_RT.exe on assembler-level is not impossible but might be a stressful task.

DestinyScript for RPG2000-1.07 (Bananen-Joe cancelled it in 2012 after release of 2.0.1.8, every once in a while I continue to extend and make it compatible with other versions), CustomSaveLoad or DynRPG-plugins for RPG2003-1.08 and Maniac Patch for RPG2003-1.12 should offer enough features to build a custom file-menu. If everyone of them is too complicated, this topic is dead-end now.

Doing a compare with RPGVX or Ace doesn't sound so fair to me. If they wouldn't allow you to edit a ton of human-readable code of the engine's RPG-stuff (like every iteration before RPGXP), the problem still would be most likely the same.

~炬燵あ
Argh!!! :< That is my reaction to this. But I'll have to look for DestinyScript or these other plugins. Seems interesting.

What about for RPG Maker 2k Value. Whenever I apply patches and whatnot to RPG Maker 2k Value games they get screwed up somehow. Even fonts. For whatever reason if I replace a font the text boxes in item and skills menu in battle, the game crashes reporting a "Stock Overflow" or something like that. :/ Posh.
By "2000 VALUE!" you mean 1.62 of the EN release I think. This term (originally referred to product re-releases in 2001/2003/2009/2012) applies to RPG_RT.exe of 1.50, 1.51/1.52, 1.60, 1.61 and 1.62, that's why I'm asking. And yes, they are all different files.

That's why patchers or IPS-patches are most the time only compatible with one specific version, the only exception from it being ~most~ stuff made for somewhere from RPG2003-1.09 to 1.12 ~may~ be useable with anything between (and since mp210519 the Maniac Patch makes everything else incompatible).

If there's some IPS you need to be ported over to RPG2000-1.62 or another target, somebody may can adjust the patch to fit. Complexity of such process depends on how many addresses are referenced inside the changes and if the functions called by changed code are identical or not.

~炬燵あ
More so, why is it so damn hard to change one stupid little thing?


Because it wasn't designed to be changed.

(The ways we developed to change things "anyway" through patches require a lot of effort and deep knowledge to come up, because there are no "blueprints" for the machine to know what screw to adjust!)
And RPGMAKER95 allows player NAME at savefile(s) *.sav...
Strange at newer NOT...
This is an RM2k and RM2k3 thread though. -_-
Ain't that something else then! Just great. Just. Great.
Well, what/which patches work anyway?

It's probably that one yes the RPG2000-1.62.
You still haven't answered if you were meaning RPG2000-1.62, but if so, here you go, a little list of existing patches I can confirm to work with exactly that one as long as you apply the correct file:

  • SwitchOnMenuCall replaces the default call of the menu the player does by cancel-button (e.g. ESC or X) with turning ON a switch, this is for advanced users who wanna create stable custom-menus way easier.
  • Last year I did a port of CommonThisEventPatch originally made by Cherry that searches for the stack-topmost mapevent if you use a "This Event" reference inside a called commonevent.
  • Screen32 improves quality of the game-screen to feature 16777216 instead of 65536 colors (based on a patch by Bananen-Joe).

<EDIT 2022-04-21>
  • EXtraFONT increases the number of special glyphs available from 52 to 96 (you need to replace the EXFONT-bitmap-resource inside the file after or before patching), but removes the ability to use $a~$z for them (technical reasons).
  • VarTimerPos repositions the default timer-display based on values of some variables.
  • MenuReversed changes the look of default menu's mainscreen, putting the commands and gold to the right instead of left.

<EDIT 2022-04-25>
  • DirectItemMenu directly opens the inventory when default-menu is called. WARNING: No other menu-screens can be accessed with this!
  • ColorShopper prevents party-actors from being grayed-out in default shop-screen when they can't use/equip an item.
  • FlexibleWalker EX+α is a re-revised version of my patch that allows other character-sizes than 24×32, dynamically based on file's width and height. Also look out for addon "BushPointer" available at same link.

~炬燵あ
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