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[RM2K3] The unoficial RPG maker 2003 Trailer?

I lol'd

:)

[RM2K3] C++ Data Structures

Either this way (handles also multiple occurences): https://stackoverflow.com/a/3385251/1871033

#include <algorithm>

// ...

conditions.erase(std::remove(conditions.begin(), conditions.end(), conditionId), conditions.end());

No need to call `resize`.

Or this way: https://stackoverflow.com/a/3385249/1871033

#include <algorithm>

// ...

// Note this is an std::vector<int>::iterator and not an int
std::vector<int>::iterator pos = std::find(conditions.begin(), conditions.end(), conditionId);
if (pos != conditions.end()) // == conditions.end() means the element was not found
    conditions.erase(pos);

[RM2K3] DYNRPG is being mean :(

[RM2K3] Row movement when characters join mid-combat

@Prinnyhero: Yes that should be fine.

[RM2K3] Row movement when characters join mid-combat

Ah I see, it's only on manual placement, and it's because Shinji Hamada seems to have done a mistake when copying the code for battler placement from the battle initialization to the party change and later updating it, apparently forgetting the second copy (and that, my dear children, is why you avoid duplicate code in the first place). There is normally an offset of 24 pixels if the character is in the front row, but due to this mistake this was only applied to part of the calculation and didn't affect actual placement, so characters would be positioned as if they all were in the back row.

There you go, I created a patch to fix it: https://cherryshare.at/f/OU31HP/RPG_RT_112a_fixbadactorpositiononpartychange.ips

Apply to RPG_RT.exe using Lunar IPS. Don't forget to make a backup before doing any patching.

[RM2K3] [Windows 10] Problem in loading video on RM2003

RM2k(3) uses DirectShow for the movie playback - a media control is positioned at the same place where the game canvas is, the filter graph manager is asked to load the video and the media control is set to run. Once it receives either a "completed" or an "error" event, it removes the media control and continues game execution.

I had one idea, that maybe some subtle difference in modern Windows versions causes the video canvas to be rendered below the game canvas in some circumstances so it can't be seen, but that doesn't seem to be the case because I tested hiding the window mid-video and then you just see the regular game screen, not a black screen.

So I don't know either what can cause this.

By the way I tested all the videos in the first link and they all worked for me fine, also multiple times. (However Cinemax was laggy and jittery for some reason.) I have the K-Lite Codec Pack installed, and according to my systray icons it seems that the "LAV Video Decoder" gets used to decode these.

[RM2K3] Secondary input keys?

Almost everything can be changed, it's essentially the same thing a regular patch like an IPS file does but instead of using a file (since it's usually not a lot in it) it's just text you can paste there, with the added bonus that you can have part of it easily adjustable by changing a number inside of it like the example with moving the title screen window. So there can't be a list because it's just another way of patching, requiring the same effort of creating the patch in the first place as other patches do.

The part before the = sign is just an arbitrary name, it can be anything. The part after the = sign is what does the job, it's a list of memory locations and values with which to overwrite the data there.

You can google for other DynRPG quickpatches and you'll find a ton.

[RM2K3] Row movement when characters join mid-combat

Can you show a reproducible example? I tried it and the party reorders accordingly and it looks the same as it does when I add the actor before starting the battle.



(Also, which RM2k3 version are you talking about?)

NoAutoBattle-Patch for official version

I got asked about something like the NoAutoBattlePatch (which removes the fight/auto/escape menu entirely) for the official version of RM2k3.

It didn't exist yet, so I ported the patch over. You can download it here: https://cherryshare.at/f/6YOPJm/RPG_RT_112a_noautobattle.ips

Apply to RPG_RT.exe using Lunar IPS. (Select "All files".)

This will also work on unofficial v1.09a by the way.

[RM2K3] Secondary input keys?

Which version of DynRPG are you using? If it's 0.20 or higher (a strong indication is the existence of a "DynPatches" folder in your project in which you can drop IPS patch files), then you have support for quickpatches via DynRPG.ini. In the section "[QuickPatches]" in DynRPG.ini you can add them.

If not, let me know and I'll turn it into an IPS patch for you.