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+++ DynRPG - The RM2k3 Plugin SDK +++

DynRPG v0.20 can read IPS files dumped into the DynPatches (not DynPlugins) folder.

[RM2K3] DynRPG/RPG Maker 2k9 Battle Animations problem

Yes, I guess it is looping over the sprites to rotate them and the loop goes only until 25 (because there are only 25 sprites supposed to be there).

+++ DynRPG - The RM2k3 Plugin SDK +++

@PepsiOtaku:

Right, since RM uses eax, edx and ecx (additionally to cc and memory), those always have to be in either output or scratch.

There is one more annoying thing, though:

If a register is used only in input, but not in output, I can't put it in the scratch list (gives a compilation error). However, C++ won't consider the register modified. Therefore, for these situations, I used the undocumented unused variables RPG::_eax, RPG::_edx, RPG::_ecx.

Example:

asm volatile("call *%%esi" : "=a" (something) : "S" (address), "a" (something), "d" (something) : "ecx", "cc", "memory");
...This will cause problems because the compiler thinks EDX won't be modified.

asm volatile("call *%%esi" : "=a" (something) : "S" (address), "a" (something), "d" (something) : "edx", "ecx", "cc", "memory");
...This will cause a compilation error.

asm volatile("call *%%esi" : "=a" (something), "=d" (RPG::_edx) : "S" (address), "a" (something), "d" (something) : "ecx", "cc", "memory");
...This is how I solved the problem.


By the way, the "push $0" and the "call *%%esi" in your example can go into one statement, like "push %0; call *%%esi".

[RM2K3] Weird colour in damage popups

Ah I remember, I think this was a 2k3 bug which failed to reload the palette for this specific popup when the system set was changed...

[RM2K3] DynRPG/RPG Maker 2k9 Battle Animations problem

Yeah that's a known problem. Unfortunately this behavior is in the engine itself, so we would need to patch it there (not only in the editor). I haven't found yet though where a patch would be needed, maybe bugmenot can help you out there.

+++ DynRPG - The RM2k3 Plugin SDK +++

It looks to me like the problem is that you forgot to add "edx", "ecx" next to "cc", "memory" since you are using edx and ecx neither as input nor as output so C++ doesn't know that they will be modified by the RM function you call.

The official English 2k3 version is out!

@Mirak: Right, sorry, I missed that.

The official English 2k3 version is out!

Eh... did I misunderstand something here?

As I understood it, the problem was that the "Include RTP" option would overwrite custom files. So my suggestion was not using the option, but instead preparing the project as needed (i.e. with those additional required RTP files included, or just by copying the whole RTP into the project but telling Windows not to overwrite files), then setting the flag I just mentioned, and then wrapping everything up using WinRAR.

The official English 2k3 version is out!

author=Mirak
You still need to make the rtp installer once if you don't want the game nagging at you for not including the rtp. Making a rar installer doesn't solve the fact that you're not including the RTP with the game.


Did you take a look at the link I just posted? It describes how to stop the game from requesting the RTP.

[DynRPG] Plugin error out of nowhere

Accoring to Microsoft's "System Error Codes" pages, 1114 means ERROR_DLL_INIT_FAILED: "A dynamic link library (DLL) initialization routine failed."

Please do these things:
1) Check your Windows event log for any entries in the timeframe in which the error occured.
2) Download SimpleProgramDebugger and run the game in it, then save the result which appeared in the window and send it to me.