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How to Beat the Map Tree Break (the Easy Way)!

Yes, that's the protection. It makes the project unreadable by the editor so people cannot change or view the game data.

How to Beat the Map Tree Break (the Easy Way)!

Are you sure it's broken and not protected?

rm2k3 ATB meter

You can change the speed and manually set it using DynRPG. "You can" means "one can", actually, because I don't know if you know C++. For changing the speed (even for monsters and heroes differently) there have already been made plugins, though.

RPG2K3 Question on Link to Event Command

The memory is never static, the size you see is the current working set which depends on lots of factors.

I don't know what causes your casting issue, though. You could send me your project for investigations, if you want...

RPG2K3 Question on Link to Event Command

@MakoInfused: Yes. By the way, it also allows you to apply IPS patches "on-the-fly": Just copy IPS files into a folder named "DynPatches". This makes "unpatching" as easy as deleting the corresponding IPS file (or changing its extension to OLD or something the like).

Quickpatches have the form "ArbitraryName=Address,Data,Address,Data,..." The system also supports more complicated quickpatches for easy customization, e.g. changing the size/position of the message box in battle:

BattleMessageBoxPos=4C72A9,BA,4C72AA,#0,4C72AE,B9,4C72AF,#0
BattleMessageBoxSize=4C72A1,#320,4C72A6,%80

You need to change the bold numbers. Their meaning is (in this order): X pos, Y pos, width, height.

Hexdecimal numbers without prefix instruct DynRPG to overwrite memory with the given new values (can also be more than one byte, e.g. 4ABCDE,112233445566), % instructs it to overwrite one byte, treating the number as decimal (minus also allowed, as in %-100), # instructs it to overwrite 4 bytes, treating the number as decimal (minus also allowed). A quickpatch can include as many "Address,Data" sequences as you want.

The idea is that expert person A can create a quickpatch which uses # (DWord, 32 Bit) or % (Byte, 8 Bit) and person B can use it and customize it by changing the numbers which go after the # or % signs, without having to know anything about addresses, hexadecimal values, byte order or editing binary files.

In the above examples, with the default values the following bytes will be changed in memory:
4C72A9 => BA
4C72AA => 00 00 00 00
4C72AE => B9
4C72AF => 00 00 00 00

4C72A1 => 40 01 00 00
4C72A6 => 50

RPG2K3 Question on Link to Event Command

I am actively working in the next version (which includes lots of bugfixes, also including the transparency bug), I think it will be ready in the next few weeks.

EDIT: As a quickfix you can replace your dynloader.dll with this new version: http://share.cherrytree.at/showfile-10117/dynloader.dll which enables the new "quickpatch" feature. Then open your DynRPG.ini, and add this at the bottom:

[QuickPatches]
LinkToEventBugfix=4BF29F,04

(For interested people: LinkToEventBugfix is an arbitrary name, the code after the equals sign instructs the loader to change the byte at 4BF29F in memory to 04.)

RPG2K3 Question on Link to Event Command

Are you using DynRPG? This might be a bug in DynRPG (the same bug which causes a punching sound to be played when a sleeping/paralyzed monster would normally make its turn) which is going to be fixed in the next version.

[Plug-in] [rm2k3] Animated Monsters Plugin

author=dragonheartman
Great workaround. :) I did something similar in another canceled project of mine.

I implemented attack poses a while back. Unfortunately I'm not using DynRPG or supporting my plugins anymore.


What? Why is that? You did great things with it. What's going to happen to Starless Umbra?

Transparent Textbox

RPG::transparentWindowsEverywhere = true;


will make the "transparent" setting for windows applied to all scenes except save/load (due to the special window scrolling there). The window background is then still there, but half-transparent, like the messagebox.

[DynRPG] CMS Tools: DynRPG IPS Patch Compilation

Replace the file "rpg_rt.exe.dat" in your "RPG2003" folder with the new file... This file is used as "template" for "rpg_rt.exe" when creating a new project.