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+++ DynRPG - The RM2k3 Plugin SDK +++
Well, I just posted code to get the terrain ID (and even tile ID in both layers)... You could try that^^
+++ DynRPG - The RM2k3 Plugin SDK +++
Useful functions (since this functionality is not in the SDK yet):
In your case, you would use:
function getLowerLayerTileId(RPG::Map *map, int x, int y) {
int ret;
asm volatile("call *%%esi" : "=a" (ret), "=d" (RPG::_edx), "=c" (RPG::_ecx) : "S" (0x4A80CC), "a" (map), "d" (x), "c" (y) : "cc", "memory");
return ret;
}
function getUpperLayerTileId(RPG::Map *map, int x, int y) {
int ret;
asm volatile("call *%%esi" : "=a" (ret), "=d" (RPG::_edx), "=c" (RPG::_ecx) : "S" (0x4A80F4), "a" (map), "d" (x), "c" (y) : "cc", "memory");
return ret;
}
function getTerrainId(RPG::Map *map, int tileId) {
int ret;
asm volatile("movl 20(%%eax), %%eax; call *%%esi" : "=a" (ret), "=d" (RPG::_edx) : "S" (0x47D038), "a" (map), "d" (tileId) : "cc", "memory");
return ret;
}In your case, you would use:
int terrainId = getTerrainId(RPG::map, getLowerLayerTileId(RPG::map, x, y));
How do I fix "STREAM WRITE ERROR" RM2K3
How do I fix "STREAM WRITE ERROR" RM2K3
Please try running the RPG Maker as admin. (Rightclick its icon, Properties, Compatibility, tick "Run as administrator" at the bottom).
How to check if a key is being held down?
Yes, this is what I meant. 3 cycles are 0.05 seconds, and I have never seen the bug (RPG Maker reports 0 even though the key is still held down) happen 3 consecutive times (normally 1, I ONCE encountered 2 cycles), so you can be quite sure that after 3 cycles the key has indeed by released.
How do I fix "STREAM WRITE ERROR" RM2K3
Do you have any PC cleaner or tune up software? Disable it.
Next, try running RM2k3 with admin rights (if you don't already do so).
Next, try running RM2k3 with admin rights (if you don't already do so).
+++ DynRPG - The RM2k3 Plugin SDK +++
Yes, onStartup won't work anyway because:
If you want to do anything involving RPG objects on the start of the game, use onInitFinished. But in your case, onInitTitleScreen is better because of the logo skipping.
Do not try to access RPG objects from this function, since the game hasn't been initialized yet.
If you want to do anything involving RPG objects on the start of the game, use onInitFinished. But in your case, onInitTitleScreen is better because of the logo skipping.
+++ DynRPG - The RM2k3 Plugin SDK +++
Ah, wrong memory.
It was RPG::isTestPlay
You better put it in onInitTitleScreen, because then the test play will be active until the title screen is shown and thus it will still skip the Enterbrain logo (to make testing faster)
It was RPG::isTestPlay
You better put it in onInitTitleScreen, because then the test play will be active until the title screen is shown and thus it will still skip the Enterbrain logo (to make testing faster)
How to check if a key is being held down?
I usually recommend a variable counter in this case. It's set to 0 when the key is reported as held and increased by 1 if it's reported as released (checked every frame, i.e. with a wait 0.0). If the counter reaches 3, we consider the key as "really releaseed".
+++ DynRPG - The RM2k3 Plugin SDK +++
Yes, the RPG Maker hotkeys are:
F4 - Windowed <> Fullscreen
F5 - 640x480 <> 320x240
F9 - Variable/switch editor (IN TESTPLAY ONLY!)
F10 - Stop current event (or restart, if it's an autostart event) (IN TESTPLAY ONLY!)
F12 - Go to title screen
SHIFT - Skip message (IN TESTPLAY ONLY!)
CTRL - Walk through walls (IN TESTPLAY ONLY!)
The F10 feature is sometimes quite useful. Example: I am testing a game and accidentially talk to an NPC which triggers a big fight - and I don't want that. What I do: While the message (e.g. "Hoho, let's have a fight, you losers!") is shown, I press F10 to cancel the event.
The debugging features are only enabled in test play. You can prevent the game from entering test play mode in DynRPG using "RPG::isTestPlay = false;" and you can call the F9 menu manually by using "RPG::system->scene = RPG::SCENE_DEBUG;".
F4 - Windowed <> Fullscreen
F5 - 640x480 <> 320x240
F9 - Variable/switch editor (IN TESTPLAY ONLY!)
F10 - Stop current event (or restart, if it's an autostart event) (IN TESTPLAY ONLY!)
F12 - Go to title screen
SHIFT - Skip message (IN TESTPLAY ONLY!)
CTRL - Walk through walls (IN TESTPLAY ONLY!)
The F10 feature is sometimes quite useful. Example: I am testing a game and accidentially talk to an NPC which triggers a big fight - and I don't want that. What I do: While the message (e.g. "Hoho, let's have a fight, you losers!") is shown, I press F10 to cancel the event.
The debugging features are only enabled in test play. You can prevent the game from entering test play mode in DynRPG using "RPG::isTestPlay = false;" and you can call the F9 menu manually by using "RPG::system->scene = RPG::SCENE_DEBUG;".














