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[RM2K3] Event Layer Priority

Did you use any other patches on the engine?

Because I have a vague idea what might be connected to this, in which case this would be in the official version too...

Can you get me a minimal demo project where this happens?

[RM2K3 PATCH] PicsInBattle/PicPointers (for v1.11)

I wanted to tell you here too that I really appreciate the effort which you are putting into this. Because of that, it slightly hurts me to tell you that this will be obsolete with the next RM2k3 update, which now moved back into "near future" (from "infinite void of the unknown" where it was before) because I'm now again able to continue working on RM2k3 updates.

I started with a big new feature for the next release last year, and now I'm working on it again to complete it and release it as update... It includes PicPointerPatch and PicsInBattle, but in a native, user-friendly way, and with more extra features and goodies... And it will be backwards-compatible to PicPointerPatch! (Not to PicsInBattle, though.)

Stay tuned...

I need your help to test a bugfix for the new official RM2k(3) (keyboard input issues when key is pressed continuously)

Hello guys,

maybe you can assist me with this. (I posted this on RMW too at http://forums.rpgmakerweb.com/index.php?/topic/69280-your-help-needed-test-bugfix-for-key-input-processing-when-key-is-continuously-pressed/ )

RPG Maker 2000 and 2003 always had the problem that when a key was continuously held down and you were polling the key states using "Key Input Processing", you would falsely get zero (no keys held down) every few checks, so it would look as if the user were pressing and releasing the key over and over again. (Those of you who encountered this problem before probably built a workaround by "debouncing" the key input and accepting key release only if it persisted longer than a few frames.)

I now looked into this problem and I think I was able to fix it. However, this changes a few technical details in how the key input is processed and synchronized with the rest of the game. Because of that, I would kindly ask you to assist me here and test the bugfix in a few scenarios.

I implemented the fix for RPG Maker 2000 only at the moment. If it works fine, it will be implemented in RPG Maker 2003 as well and later released.

I have created a special RPG_RT.exe version for RPG Maker 2000 based on Version 1.61 which includes this bugfix. It is meant to be used for testing only and displays a nag window and an overlay to prevent production use. You can download the file here: https://www.dropbox.com/s/336wzchszcx2tst/RPG_RT_keyfix_beta.exe?dl=0 - To test it, copy it into a project's folder and use it instead of the normal RPG_RT.exe.

Please test the following:
- Does the fix work you in general? I.e., are there no more errornous key releases detected using "Key Input Processing" when a key is kept held down for some time?
- Does the key input otherwise still work as usually?
- Can you feel any performance impact compared to the normal version 1.61? (You can test it in some performance-hungry v1.61-based game, for example.)

Thank you for your help!
Cherry

The official English 2k3 version is out!

A lot of stuff was going on over the course of the last 12 months and unfortunately RM had a very low priority during that time. No time for details now, but I'm back working on an update for the new RMs. Just wanted to let you know.

[RM2K3] [Tsukuru] Change the run away animation?

No, they will always just dash off.
You could do your own escape command (using a custom battle command and battle events reacting on that command), but then the problem is that the RM won't do any calculation for you about whether or not it should succeed...

RM2k3 No-Row-Patch

It's not compatible:
This patch for RM2k3 v1.08 removes the "Row" command in battle and in the status screen in menu, respectively.

[RM2K3] Can't Escape From Battle

There are two escape options. The one you just showed in the screenshot will (iirc) only work when all characters have a full ATB bar, for example when you have the initiative.

The other one is a battle command you can add (available from each character's battle command menu) which will succeed with a probability which is calculated using some formula, I believe it includes the party's (and enemies' ?) ATB values and agility values.

And the reason nothing happens is because this command is actually greyed, but you don't see it because it looks like your system graphic has the same color in the 1st (normal) and the 4th (grayed) spot, so you won't see a difference.

And no, currently you can't get rid of this option (unless you switch to an older engine version and apply the NoAutoBattle patch, but this will open another can of worms because you will lose the new features added in RM v1.10+).

[RM2K3] Suddenly...game keeps crashing?

It's caused by a patch. It smells to me like something by bugmenot (it's his typical address area) and I'd guess it's AntiLagSwitch or AntiLagSwitch(Slow) or something like that because the callstack of System::RaiseExcept looks like this:

004AB88D GetEventAbsolute+59
004AC2D9 GetEvent+69
00446DF9 ? (patch)
00446DE1 ? (patch)
004ACB14 ProcChangeSwitch+D4
...and directly before the last location there is a call to UpdateEvents (004AB8B4), but inside UpdateEvents there is a jump to 0046DA5 (inside the patch) patched at address 004AB8BB.

This leads me to believe it has something to do with an AntiLag patch (or maybe another patch which is now in conflict with this one).

Sorry, I can't help you more than that, you would have to contact bugmenot.

(I was unable to find out which event ID was requested because this value is never pushed on the stack as far as I can see, and the registers its in are also overwritten before the exception is thrown.)

EDIT: The error happens during a "Change Switch" call which normally also updates the event page start conditions, on line 2 of event #7 (sorry I don't know the page ID), map #146 (hero standing on tile 026/005).

[RM2K3] Suddenly...game keeps crashing?

It really sounds like there is some event running across a map and accessing an old map's event on the new map.

What you could also do to help me understand the issue is this: http://rpgmaker.net/forums/topics/18789/?post=676047#post676047

[RM2K3] Suddenly...game keeps crashing?

Noted in my bug list, thanks