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[RM2K3] Suddenly...game keeps crashing?

As far as I remember, all hero-accessing events just call the "Check Game Over" function at the end, "to be sure" probably. I do understand it for status, party and HP modifications, though.

[RM2K3] Suddenly...game keeps crashing?

Hm, as far as I know, there are several places in the code where the RM checks for a game over condition such as "all dead". This can be triggered by various things. Make sure you first revive at least 1 character before you start doing anything else such as adding/removing skills or whatever.

RPG Maker 2003 not working on Windows 7

"Just crashes" - the error message is probably in the event logs then. Use the "Event Viewer" (search in start menu) to find it.

[RM2K] "Map tree data break." error with SMPC7

You can also take a look at platformer tutorials for RM2k. A relatively old one, for example, can be found here, but I know there are better ones (just didn't find them at the moment).

It's normally hard to understand event systems made by somebody else in RM2k(3) if they didn't intend the script to be used as a tutorial, due to the "dirty" nature if eventing in RM2k(3), if you know what I mean.

[RM2K] "Map tree data break." error with SMPC7

You add it by entering it, overwriting the BGUP... nonsense which is already there.

Sorry, but I said "if you know how to use a hex editor". I you don't, better leave it alone. Why do you want to open the project in RM anyway? It's not yours, and it was protected against people (without a certain hacking skill level) looking at or tampering with it.

But whatever. I hope your will is strong enough for you to edit all the 92 map files.

[RM2K] "Map tree data break." error with SMPC7

No, that's the only solution. (Apart from modifying your RPG Maker itself, which I would advise against.)

Any hex editor is suitable.

[RM2K] "Map tree data break." error with SMPC7

It looks like the project has been "protected" by tampering with internal names of the files. In a nutshell, both the data files (LMT, LDB, LMU) and the engine EXE itself have been modified to use different internal names. This means the editor won't recognize the data files anymore.

If you know how to use a hex editor, you could try fixing it (or write a script to do it because there are tons of files): Each of the filetypes (LMT, LDB, LMU) have to start with a specific byte sequence in order to be recognized. If they currently start with something else, you would have to modify them to have the original byte sequence.
- LMT: Must start with an 0A byte plus the text "LcfMapTree"
- LDB: Must start with an 0B byte plus the text "LcfDataBase"
- LMU: Must start with an 0A byte plus the text "LcfMapUnit"

After these changes, it should be possible to open the project in the editor. However, the original game engine EXE now won't be able to read it!

The official English 2k3 version is out!

It's just like auto-selecting "New Game" on the title screen, exactly like BetterAEP works.

So "End Game" in the menu, "Game Over", "Go To Title" and F12 will all just start a new game.

[RMsK3] I am at my wits end

@Infinite: That's a bad idea because "Show Picture" will then load the picture again from the harddisk tens of times a second which will cause a lag very easily.

@Pyramid_Head: I guess this is a parallel process, and I guess that you suffer from the fact that after your code, before it starts again from the top, there is an implicit 1-frame-long wait (0.0167s).

It should be perfectly fine like this (only 1 picture):
@> Show Picture: 1, 'IntroSkyLine', (320,120), 100%, 0%
@> Loop
@> Move Picture: 1, (0,120), 100%, 0%, @15.0s, Wait
@> Move Picture: 1, (320,120), 100%, 0%, @0.0s
@>
: Repeat Above

What it does: First it loads the picture from hard disk once, then in a loop it just scrolls it to the left and then puts it back into the original position (without a delay).


(btw you can just select code in the editor and copy it and paste it in here, instead of screenshotting)

The official English 2k3 version is out!

What do you have in mind, given that:
- Full Kadokawa logo must be on it, occupying around 180x180 pixels
- The other 2 logos must be on it, in a recognizable fashion
- A fullscreen hint must be on it