RM2K3 DOUBLE BATTLE SPEED HACK (RELEASE)

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WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
I am wondering on the logic of just doing a raw number increase for battles. So here are a few questions:

1) Is this just doubling the hero Speed stat for the purpose of ATB charging?
2) Does this do anything to fix the issues with the ATB charging slowing down with larger party members? I'd say that is a larger issue than overall slowness.
Ocean
Resident foodmonster
11991
I tried the alternative one. There was no Unblock things available in properties when I right clicked the files, but I did set it to run as administrator. I am on Windows 7 also.

So I try it and it gives me a "Error! Injector: Call to LoadLibraryW in remote process failed" and the other button doesn't work either.

And I'm curious about what Feld said too. If we were to give the game as a download, what would be required of the player?
Well shit. This is what happened when I tried the alternate download/method



I'm also curious to what WIP is asking as well; does this actually make Speed a viable thing to mess around with in developing your game (instead of just trying to stabilize it) or does it just make it go faster?

Also, I'm using the David/Goliath patch. I'm interested in a patch that requires less 'injection' from my end, as you said you're already developing, but will such a patch interfere with any existing patches I already have?

Far be it from me to advise you or anyone else how to code, but I figure changing the algorithm of the speed stat/ATB itself, is the root of the problem. But don't mind me!
I am 99% sure this speeds up every single aspect of battles, meaning animations and whatever else that's going on. I could be wrong since I'm not GOG, but this is a speed hack. And going by speed hacks in emulators, everything increases in speed. I doubt any algorithms or whatever else is changed.

Which sucks. But I'd like some confirmation. I like the effort, though!
You know what would be nice? A key press feature that speeds up everything in RPG maker. That would save me a crap ton of playtesting time.
post=145760 Feld
I'm confused, so when others play my game, do they have to do the same thing (or similar) that I did? And also, do I have to do this every time I load up the game?
You would have to do this every time, which is why I'm working on patching an RPG_RT.exe so that you can include it in your own games and would be able to just start the game normally. Also, the patch would interfere with your patches, but once I'm done if you send me a copy of your current RPG_RT.exe I can make a custom patch for you.

post=145761 WIP
I am wondering on the logic of just doing a raw number increase for battles. So here are a few questions:

1) Is this just doubling the hero Speed stat for the purpose of ATB charging?
2) Does this do anything to fix the issues with the ATB charging slowing down with larger party members? I'd say that is a larger issue than overall slowness.
Originally, I had actually tracked down the dynamic pointers for the Hero's ATB bar and was planning on tracing through the assembly code to find the algorithms used for adding to it, and planned on changing them, but that ending up being to much effort (having not worked in assembly forever hurts your ability to tell what does what!). So instead, I wrote a DLL that reads the process memory to find the dynamically allocated pointer to the address that stores which monster group is currently being fought, since that value is reset to zero whenever a battle ends. It then uses the Detours library to reroute the GetTickCount, timeGetTime, QueryPerformanceCounter to custom functions that basically simulate time passing twice as fast while the monster group address is greater than zero. I might be able to tweak it actually though to where it reads how many heroes/monsters there are and sets to speed increase factor appropriately.

post=145765 Neophyte
I am 99% sure this speeds up every single aspect of battles, meaning animations and whatever else that's going on. I could be wrong since I'm not GOG, but this is a speed hack. And going by speed hacks in emulators, everything increases in speed. I doubt any algorithms or whatever else is changed.

Which sucks. But I'd like some confirmation. I like the effort, though!
Yep, doubles the speed of everything, except for the music. Twice the speed of animations and sound effects don't look that bad to me though for some games!

post=145766 Nightblade
You know what would be nice? A key press feature that speeds up everything in RPG maker. That would save me a crap ton of playtesting time.
Already had that in the last release. People didn't like it because you had to push buttons when you wanted to change the speed. :P


Anyway though, I'm going to try to come up with a solution that actually patches the RPG_RT.exe to load the DLL, so injection won't be necessary at all (which as far as I can tell is turning out to be difficult for most of you!). Problem being that I've never edited assembly code with the purpose of loading another dll before, so it might be a while before I figure it out.
YOU SKIPPED ME HOMIE YOU BETTER ADDRESS MY QUESTIONS OR I'LL BOP YOU IN THE FACE
post=145769 Feld
YOU SKIPPED ME HOMIE YOU BETTER ADDRESS MY QUESTIONS OR I'LL BOP YOU IN THE FACE
You were the first person answered. You might want to look closer.
I asked some more questions on this page, third post down. Thanks for the first answer, however!
Whoops, as for your patches, the patch would interfere with your patches, but once I'm done if you send me a copy of your current RPG_RT.exe I'd be happy to make a custom patch for you.
Update: I've managed to patch a copy of RPG_RT.exe to add loading the speed hack dll into it's header. I'm going to work on injecting code somewhere to make it call the setup function from the dll tomorrow.

If all goes well soon there will just be a standalone replacement for RPG_RT.exe
GOG? More like God over Games! Increasing the time factor is much better than just patching the ATB for me since when I tried this myself I wanted the battles to progress at insane speed.

GOG, please add an option to increase the speed even further using some variable (1000 would be 1x, 2000 would be 2x, 3500 would be 3.5x etc. and 0 would be default 2x) because I originally wanted to increase the speed to around 3 to 4 times faster than normal. Even better if you can also get the current number of enemies in the monster group and make the time clock proportionally faster to counteract the number problem. I'm guessing you're not a magician so it might just be all dandy if you just handed me a 3x version since you said you wouldn't mind making custom RTs for people.

Combined with the 5000x 9000x mods from earlier you could make it EXTREME! and I smell a Hero's Realm: Turbo here.

It's a good thing RPG Maker 2003 lets you set the tempo of music so you can compensate for the overclocking.
I'd like a turn-based patch that removes the ATB altogether, but I realize that's impossible.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Dratio
Turn based

Evented battle system, XP, VX, or from scratch.
post=145844
I smell a Hero's Realm: Turbo here.
oh god
I'd like a patch that makes games good and not use insane tactics to get around a persons boring battle system.
Yeah, while I appluad the hard work that went into this, I'm not sure about making everything in the battle system go hyperfast. I eagerly await any sort of progress that balances the problem itself, such as being able to make it completely turn based, fixing the ATB bar entirely, or at least changing the algorithim on how Speed works. However, I think this is a step in the right direction, and hell, I may be speaking too soon in general, but this might be a great solution for some.

Keep in mind what Neophyte is saying, worst comes to worst, the flaws in RM2K3's battle system can be masked pretty well if the overall battle system is fun. It can be done, don't tell yourself otherwise.
Keep in mind what Neophyte is saying, worst comes to worst, the flaws in RM2K3's battle system can be masked pretty well if the overall battle system is fun. It can be done, don't tell yourself otherwise.

Except for the speed. You can't get the speed to where I feel it's great no matter what you do unless you severely diminish said battle setups. There's encouragement and then there's just desperation. But then there's no need for either if this patch is made ^^ I personally really like the feel of a battle system if it feels really furious and insane. This is just that little thing to turn the action up to 11. In retrospect, 3x is probably a bit much though. I'd have to try both a 2x and a 3x patch to be sure, you can't count the chickens before they hatch.

I kind of want to get back into making RPG Maker 2003 just like years ago, but with the speed so slow it kills the purpose of having an ATB. Why have an ATB if it doesn't keep you on your feet? This will at least fix the problem albeit Benny Hill style. You can always update the patch with a more sensible one that just replaces the ATB increments altogether later when/if one is developed.

I've also been messing with making my own set of enemies and dungeons for Oblivion. It's not that hard, but the map editor feels like I'm putting together LEGO blocks with boxing gloves on.

Of course, no amount of BLAST PROCESSING will help you if your battle setup was poorly balanced or lacked variety to begin with. Only Street Fighter can barely get away with using TURBO as an advertisement point. Hero's Realm with Turbo is going to be fun because Hero's Realm was a good game to begin with.

Although I'm going to have to say speeding through someone's half-assed battle setup is much better than not speeding through someone's half-assed battle setup. But then you would grind to a halt when you reach the half-assed text speed.
Hmm, yeah, but the speed never bothered me THAT MUCH. Sure, enough to be mindful of it, and to definitely appreciate developments like this, but never enough to deter me from a good game or a good battle system.
TFT
WHOA wow wow. two tails? that is a sexy idea...
445
wow dude, this is super cool. i will probably use this to have frakin crazy fast battles. thanks bro.