RM2K3 REFLECT BUG/CRASH?
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Cherry or LockeZ or someone might know who has had extensive experience with rm2k3. I am currently using the David Goliath Overdrive patch and really can't go back now in terms of switching to something else. Since a lot of my stats and numbers are based off the extended capability that the Goliath patch gives me. But I've noticed that when casting a spell on a enemy or even an item that casts a spell on the reflect enemy, the spell bounces back like it should. But it immediately crashes the program. (spells cast on you with reflect on seem fine, its just when casting against enemies with reflect all skills active) Is there a fix or patch for this? Or can someone utilize the Goliath patch and fix it? Any help would be appreciated.
I just tried this. It seems to work fine. I am using version 1.08.
Is 2k3 and the david patch up to date?
Is 2k3 and the david patch up to date?
It doesn't work fine. I actually brought the issue up to Cherry a couple years ago, who ended up making a patch.
When a hero in the first four slots of the Hero tab within the database casts a spell on an enemy with the reflect condition, the spell reflects back to a hero fine. However, when characters in slots 5+ of the Hero tab try to cast a spell on said enemy, the battle animation plays once on the enemy, and right before it reflects back to the hero, it crashes out with something like:
"Access violation in module RPG_RT.exe in with address 004AB4F7 and offset 00000080 of offset Write occurred."
Here's a test project that showcases this:
http://rpgmaker.net/users/PepsiOtaku/locker/rm2k3ReflectError.rar
Bottom line is that you'll need to patch the RPG_RT.exe file in one of two ways:
Cherry's rm2k3 1.08 patch:
http://rpgmaker.net/users/PepsiOtaku/locker/ReflectFix_108.rar
(requires hyperpatcher2, available HERE)
If you're a weirdo like me and use Power Mode 2oo3 (aka 1.09), Cherry made a patched exe:
http://rpgmaker.net/users/PepsiOtaku/locker/ReflectFix_109PMode2oo3.rar
(which includes some other bugfixes that I addressed with Firesta, the pm2oo3 creator)
When a hero in the first four slots of the Hero tab within the database casts a spell on an enemy with the reflect condition, the spell reflects back to a hero fine. However, when characters in slots 5+ of the Hero tab try to cast a spell on said enemy, the battle animation plays once on the enemy, and right before it reflects back to the hero, it crashes out with something like:
"Access violation in module RPG_RT.exe in with address 004AB4F7 and offset 00000080 of offset Write occurred."
Here's a test project that showcases this:
http://rpgmaker.net/users/PepsiOtaku/locker/rm2k3ReflectError.rar
Bottom line is that you'll need to patch the RPG_RT.exe file in one of two ways:
Cherry's rm2k3 1.08 patch:
http://rpgmaker.net/users/PepsiOtaku/locker/ReflectFix_108.rar
(requires hyperpatcher2, available HERE)
If you're a weirdo like me and use Power Mode 2oo3 (aka 1.09), Cherry made a patched exe:
http://rpgmaker.net/users/PepsiOtaku/locker/ReflectFix_109PMode2oo3.rar
(which includes some other bugfixes that I addressed with Firesta, the pm2oo3 creator)
Thanks PepsiOtaku, my question is about those two patch fixes, will they carry over changes made by the Goliath patch or will I lose all the 4 digit/7 digit goodness of my stats in the database?
First and foremost, make a backup of your current exe. Then, try to use the 1.08 patch. If hyperpatcher2 finds the exe has an incorrect checksum, it won't let you actually apply that patch. If that's the case, you'll have to either use the power mode exe, or the plain goliath exe.
Some of the Goliath patch stuff will work in the standard exe, like negative attack attribute %'s, but I'm not sure about 7 digit stats. I know the picture ID limit will have to be 50. You could try it! The patch isn't going to hurt your database any, and you can still use the Goliath rpg2003.exe. I personally use "David" in combination with power mode.
Some of the Goliath patch stuff will work in the standard exe, like negative attack attribute %'s, but I'm not sure about 7 digit stats. I know the picture ID limit will have to be 50. You could try it! The patch isn't going to hurt your database any, and you can still use the Goliath rpg2003.exe. I personally use "David" in combination with power mode.
I think it should work because these are just arbitary limits set by Enterbrain in the rpg2003.exe (which were raised by the David/Goliath patch). The only change which affects the rpg_rt.exe is the number of pictures (>50), but you can use Hyper Patcher 2 to change the limit to 126 or 9999 any time you want. (Yes, 9999 pics are now possible with RM2k3 too, at least with version 1.08 - 126 with the other versions)
=== SEMI-OFF-TOPIC ===
By the way, the reason why this bug exists is the "quick-and-dirty" attitude of the RM2k3 developers. Obviously, the RM2k3 was made (actually, updated) by different people than the ones who made RM2k (especially Lucifer, the "main character" behind the RM2k engine, seems not to have participated). This is clearly obvious, because things just don't "fit" and the "new" developers didn't really dig into the old codebase as it seems. For example, they didn't bother to try to understand the logic behind the event command IDs (you can see them if you edit the FORMEVCMDxxxxx resources with Resource Hacker), they just used new numbers starting with 1000 for all the new event commands. Or, another example, they stumbled upon the "arrow up" and "arrow down" icons in rpg2003.exe and didn't find any use for them (because they didn't look closely enough, otherwise they would have found out that they are used when you right-click battle animation images, at the bottom of the context menu), thus, they just deleted them and put some other icons (the "find event" icon and the "dungeon generator" icon) at their place, resulting in wrong icons in the context menu I mentioned before. Or, a last example, they obviously got the order to introduce a way to call common events from battle events because users demanded that, so they just threw in a "call common event" command... But they didn't think about the consequences: That we can now crash the game by calling "Enemy encounter" again in battle, or that we still can't use commands like "Change Enemy HP" in Common Events (Lucifer had a reason for not allowing that: Because the list of enemies in the event command window depends on the monster group! And a common event is in no monster group.) I could continue this list for very long, I have found enough of their "let's get that done quickly and call it a day" stuff, very much to my annoyance while developing patches (drop me a line if you want to hear more stories^^).
In the reflect bug case, it seemed to be another "quick" addition... so they ended up confusing heroes from the database and party members! So what happens is, the attack originating from hero XYZ (i.e. the hero with ID XYZ in the database) is reflected to the XYZth party member! They obviously only used the default party members (database IDs 1, 2, 3 and 4), so they never noticed their mistake. This also explains why it crashes with hero #5, because there is never a 5th hero in the party.
I hate those people.
=== SEMI-OFF-TOPIC ===
By the way, the reason why this bug exists is the "quick-and-dirty" attitude of the RM2k3 developers. Obviously, the RM2k3 was made (actually, updated) by different people than the ones who made RM2k (especially Lucifer, the "main character" behind the RM2k engine, seems not to have participated). This is clearly obvious, because things just don't "fit" and the "new" developers didn't really dig into the old codebase as it seems. For example, they didn't bother to try to understand the logic behind the event command IDs (you can see them if you edit the FORMEVCMDxxxxx resources with Resource Hacker), they just used new numbers starting with 1000 for all the new event commands. Or, another example, they stumbled upon the "arrow up" and "arrow down" icons in rpg2003.exe and didn't find any use for them (because they didn't look closely enough, otherwise they would have found out that they are used when you right-click battle animation images, at the bottom of the context menu), thus, they just deleted them and put some other icons (the "find event" icon and the "dungeon generator" icon) at their place, resulting in wrong icons in the context menu I mentioned before. Or, a last example, they obviously got the order to introduce a way to call common events from battle events because users demanded that, so they just threw in a "call common event" command... But they didn't think about the consequences: That we can now crash the game by calling "Enemy encounter" again in battle, or that we still can't use commands like "Change Enemy HP" in Common Events (Lucifer had a reason for not allowing that: Because the list of enemies in the event command window depends on the monster group! And a common event is in no monster group.) I could continue this list for very long, I have found enough of their "let's get that done quickly and call it a day" stuff, very much to my annoyance while developing patches (drop me a line if you want to hear more stories^^).
In the reflect bug case, it seemed to be another "quick" addition... so they ended up confusing heroes from the database and party members! So what happens is, the attack originating from hero XYZ (i.e. the hero with ID XYZ in the database) is reflected to the XYZth party member! They obviously only used the default party members (database IDs 1, 2, 3 and 4), so they never noticed their mistake. This also explains why it crashes with hero #5, because there is never a 5th hero in the party.
I hate those people.
Now I finally learn exactly why Enterbrain made RM2K VALUE! and subsequently pulled the plug on RM2K3.
Okay, so make a backup of my rpg_rt.exe and more and just plug in the current stuff, hopefully my seven digits and other four digit stats for PCs won't be ruined. I'll update this when I have it completed or at least attempted. Thanks.
EDIT: Well I am not doing a damn thing with the hyper patcher until I know what the heck its saying. Its all in German and it seems I can't highlight and copy paste the text to a translator. So I have no idea what I'd be doing to my game using the Hyper Patcher. Can anyone tell me how to use it JUST to fix the problem? And what specifically I should back up before I do so?
EDIT: Well I am not doing a damn thing with the hyper patcher until I know what the heck its saying. Its all in German and it seems I can't highlight and copy paste the text to a translator. So I have no idea what I'd be doing to my game using the Hyper Patcher. Can anyone tell me how to use it JUST to fix the problem? And what specifically I should back up before I do so?
author=Darkflamewolf
Okay, so make a backup of my rpg_rt.exe and more and just plug in the current stuff, hopefully my seven digits and other four digit stats for PCs won't be ruined. I'll update this when I have it completed or at least attempted. Thanks.
EDIT: Well I am not doing a damn thing with the hyper patcher until I know what the heck its saying. Its all in German and it seems I can't highlight and copy paste the text to a translator. So I have no idea what I'd be doing to my game using the Hyper Patcher. Can anyone tell me how to use it JUST to fix the problem? And what specifically I should back up before I do so?
English instructions are on the bottom of this page:
http://cherrytree.at/cms/lang/en/download/?did=10
And it works! And it 'seems' that I was able to keep all my increased stats for both characters and monsters. So this is amazing. Sure, there is a bug where the reflected animation doesn't hit the person who is going to be damaged, but that's minor at this point. The fact is that it works and reflect is amazing! :P Sure there is nothing that'll break through the reflect barrier, so unlike other conditions where they last 40 turns, (with 4 characters attacking and 4 enemies (sometimes) 40 doesn't last very long) the Reflect will last only 10 turns. (so really a turn and a half at most, so it doesn't completely stall the battle.
Sure, there is a bug where the reflected animation doesn't hit the person who is going to be damaged
This bug is only in 1.08 - if you use a 1.09a EXE and patch it, it should work.
Evne if i run it as an admin, the v2 version of hyperpatcher has the "ok" button grayed out when I try to select the folder. i don't thin i have any patches installed but am not certain right now.
The "OK" button in the patcher is grayed out?
*Wonder whether he actually has the problem*
*Wonder whether he actually has the problem*
author=Darkflamewolf
but I never found a Goliath patch for 1.09, so I stuck with 1.08 for that patch.
You don't need to upgrade your RPG Maker, only the RPG_RT.exe. Download it here: http://cherrytree.at/downloads/RPG_RT-Sammlung/RM2003/v1.09a%20Englisch/RPG_RT.exe
You can then apply the patch and don't forget to increase the picture limit again (max. 126 with this version).
author=BurningTyger
Evne if i run it as an admin, the v2 version of hyperpatcher has the "ok" button grayed out when I try to select the folder. i don't thin i have any patches installed but am not certain right now.
Make sure your game's rpg_rt.exe is actually called "rpg_rt.exe"... at the moment I can't think of any other reason why it shouldn't work... Try putting the folder name in the command line.
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