[RMXP] fullscreen like RM2k3 and 8bit depht on screen

I usually use a RM95 or RM2k/3 but I want make one game with RM95 resolution and better working in new OSs.

And since I decided a use a new RMs I decided use a H-Mode 7 engine, in RM95 I must stay in normal 2D, but in RMXP I can use this, so I want, because I like a pseudo 3D.

I awhile tested this on RMVX ACE (even made a 640x480 variant on H-Mode 7 engine) but I had to go to RMXP, because in RMVX ACE this engine has a few bugs which I can't repair...

But I have this same request for both makers so this is no difference - only probably in VX ACE this would be easier to make...

So - first request - better fullscreen.
In RM2k3 we have something like that:

I know that give this for other RMs will be very hard, but I want only 1 fullscreen variant - 1280x960 on black background. I have 1960x1080 resolution and RMXP fullscreen is blured or 640x480 on black. But why, since this can be 1280x960? Of course 0 blurred, o interpolation - only nearer neigbour. This is at all posibble? Even fullscreen++ script for VX ACE is senseless because has stupid blurr - eyes hurt.

So in principle of operation this is simple - script check a user resolution - and depends on this give 640x480, 1280x960, 1920x1440, 2560x1920 and so on game resolution and rest of screen fills black color.

And - second request - this will be strange, but I want max 256 colour on game screen in one moment... like RM95.

Normally this would be simple - I would be reduce all images to 8bit with one pallete and this would be solve. Is a possible use png images in 8bit indexed pallete with alpha channel.

But problem is a H-Mode 7 and transparent window.
I start from transparent window because this is also in RM95, so even without H-Mode 7 I want has this in my game:

This is created somehow by choice a darken colour in pallete for all colour in background so give half-transparrent effect with maintaining max 256 colour in screen. When I in RMXP give normall picture with 128 transparrent I would be create quite new colours - so this is for ass.

And H-Mode 7 problem:

You can see further textures is getting darker - I can off this effect by then screen will be flat - so I want has this. But in then this create more colours so I dont't like.

But old 3D games work in 8bit depht and has various lighting effect and this look super - I want receive these effect.

So I see and want have two solution:
1 - script which take screen from game, reduce this to 8bit and show this instead original.
2 - script which take screen from game, reduce this to my own fixed pallete (this must be to change while game) and show this instead original.

This is at all possible? I want have both scripts, but I know this can be unenforceable. In other hand 640x480 in black screen is still ok in 1960x1080 but 8bit depht is unenforceable in this situation which I have - and this spils all retro effects...

So maybe someone can write these scripts or know other solutions.

[RMMV] Is a sense for buing RMMV only for "RTP"?

In this moment in RMweb store is a promotion for RMs and other stuff.
I have all RPGmakers except RMMV and I use in my game parts of all RTPs from these.

Is a sense for buing RMMV only for "RTP"?
I tested this RM 2 years ago and this seems for me verry shitty and stupid program. I remember RTP - this was hopeless - all characters look how generated in RMMV character generator (not like RMVXACE - in this maker characters are as good that I use their in my game), parralaxes was this same than RMACE with blurred shitty zoom and generally this was bad.

But today this situation seems look better - In RMweb forums is a lot of addition free resources (for example animals, which should match with RMACE characters) and other improvements.

So someone orients with new free packs for RMMV and can say whether worth buing this maker.

Examples what materials I use in my game from others RTP:

Background is from SIM RM95 (two pictures connected for one), leaves in first plan are from RMACE.

In other way - I very like sideview character graphics - only I needed monsters in this same style what characters (In RMMV monsters are strange "fotorealistic" style with "cartoon" style of characters) - whether in character generator can generate something except normal characters? And I need characters from behind, but this surely for sure not have RMMV ganerator - but if be only monsters - I think that with characters can handle...
Other I stay with this battle look:

And I not interested about music in RMMV - RMMV not support midi, so music is not in this format - other formats is not for me.

And maybe someone convince me for same RMMV engine - but this not be easy XD.

I prefer buing and using RTP than other packs from RMweb because RTPs have a lot of diferent graphics which parts of this can usable in other games - packs are generally monothemes - for example in this RMDS packs is only tilesets and characters (and music - but in not midi...) so still lack diferent (random) pictures and panoramas which can be useful in diferent situation in game making.

RMDS normal packs in total are very usefull pack, RMFES pack is this same? Surely I not buy RMFES in this promotion - 20$ is cheap for RMMV, but still quite expensive for normal graphics pack...


I am come from Poland, and my Engrish is very crappy, so I am apologize on this from begin.

I will start this topic, because for several years I am interested in the oldest RM program on the PC and I do my games in it. Over all these years I have discovered many strange and interesting things in this version. I want to write a lot about it here.

First - I know that you think: "You use RM95 because you "can" use pirate version in contrast to newer RM, because this is abandonware". At once I write that I bought all RM version except RMMV (RMACE and RMXP on sream, RMVX on RMweb, RM2k3 on RMweb and oryginall japan box, and RM2k on humble bunde and oryginal japan box), so this is not reason for use by I RM95.

Really I bought a lot of things related with RM95 from Japan. I show foto and short description in spoiler.

That's it in turn:
- RPGツクール95

This is first full version of RM95. It contains RM95, sample games, add-on materials and instruction. RM95 version 1.00 released 28 march 1997.

- RPGツクール95 Value!

This is last edition RM95. It containts this same as first version + a few games done by Japan makers (TORA2, Seraph and Mirrors). RM95 version 1.30 (value) released 21 november 2001.

- RPGツクール95 trial

Yes - RM95 has trial version. This contains less graphics, lack of midi tracks and a few restriction in editor. Max 5 30x40 maps with 20 events on every instead 500 256x256 maps with 500 events, max 30 monsters instead 100 and 10 monsters group instead 250 with max 5 background instead 20. Not include sample games.

- PC RPGツクール95 完全網羅ガイドブック (RM95 guide book)

Book with instructions for RM95. Contains descriptions of how work RM95, how make simple events and how make a materials. Contains things which lack in book enclosed with RM95. ~150 pages in color.

- CD付)出撃!RPGツクール95 (RM95 magazine?)

This is book which describe RM95 and simple event (but not as accurate as guide book an RM95 instruction). CD contains RM95 trial (this same as above) and sample games (this same as in full RM95 version). ~70 pages in color.

- RPGツクール95 ad poster

This is ad poster probably from some japan magazine. This is a little smaller than A3 format.

Uff this is all. Maybe, always I can find something else - how this magazine which I discovered 4 months ago.

I want show you RM95 - a few interesting facts, bugs and my discovered things. A lot of you hear about this version (maybe use this many years ago), but I think that not know all about this RM. I alone probably not know all, but I want write about things which probably nobody has previously described.

First, I recommend check this: japan wiki and deutsch makerpendium (you can translate this for english with google - unfortunatelly I don't know good source of information about this RM in english (eng wiki and rmnet have weak descriptions)), if you didn't hear about RM95.

Well, so I start from interesting facts and my discovered things. In deutsch makerpendium are wrote a few disadvantages RM95, but I don't agree with all:

- Nur 4 ChipSets für das gesamte Spiel - Only 4 MCHIPs for game.
This is true, but is way that get more tilesets for our game. This was discover still under time popular don miguel translation version: LINK, but this makes a few problems with save you game and refresh tiles. I a few years ago discover refresh method without fighting, describe this in polish language and public on polish RM scene. I paste here engrish description of this:
Better refresh tileset in RM95 - without fighting, by Dragon Kamillo

This is add-on for tile swapping tutorial by The Brain. With this you will be make teleport to new tiles map without player must fight.
You must lose one enemy and one battle group. I think that first enemy is the easiest.
Edit this enemy - set all to minimalist value and 0 exp, 0 money and 0% for item. Set black 16x16 graphics.
Set this enemy to group - only this, and set black background.
Save project and close RM.
Open in hex editor file "chara.dat" In first line and sixth column is "01", change for "00" and save. Warning: this step will be must make every time if open this enemy setting in RM.
I think that this the best make before release game.

In the end you give in event:
Fade to black
Fight with this group
Fade to light

Effect - fight open for ~ 1-2 seconds and close without player action. With this method you can full use of tile swapping.

I give also legendary Don Miguel tile swapping demo with implement this method.

Problem with save (this is copy and google translated from my polish tutorial):
Another problem is with the game save. When you load game, a tileset is automatically places itself on the map that contains the start of the game. The only exception is that if you load the game during the game, then the tileset is the same as the last displayed map.

Unfortunately, the best way to get rid of this problem is to unsubscribe from the menu and set save points. The event of this save point should look as follows (I use my refresh tile without fighting method):
1 event (save point)
change the switch to ON
call the game save
change the switch to OFF

2 events (refresh tiles after load) - start on autostart, condition - switch is ON.
fight - our special group
change the switch to OFF

There are other methods that would allow us to preserve non-stop records (eg by items), but there is a problem with their operation on larger maps.

- Only 20 background in battle - You can use more background and even have last map instead background. Again google translate my old polish post.
First method - map instead background:
If the background is less than 640x480px then the place where the background will not display the map! If the background palette will be different from the michip palette, the map colors will be distorted, but if the palette is the same it will not change, so we can make special backgrounds (only one pixel background graphics and we have a whole map) for barely unlimited possibilities ( tila change), but the map itself is displayed without events.
WARNING - RM95 editor give a error if you go to monster editor with this method will be use - I prefer while do a game have background 640x480 and resize on the end before release the game.

Second method - more background:
First of all we need a hex editor (no matter what - I usually tested it on a hex editor and a hex editor for notepad ++).
Now set up the numbers, I will describe for setting with 16 columns of numbers (from 0 to f) - I remember that some programs allowed to change the width - I can be wrong.
Addresses - we look at only 1 column (0). The backgrounds are in addresses ending in 00 or 80 - and these will change - that is, as you look at the address and see at the end which of this pair means that here is the saved background number of the fight. Unfortunately, this is the only chance to easily get into this post - I will add that in this step we do not know which group we change background.
To mark the best do it like this:
- we go to the macros
- we choose a specific background - I recommend one to leave for this purpose
- save (we click OK and we have saved)
- we go to the hex editor
- we will (it will take some) this number

Now how to name files:
As we know, what we have written in hex is saved in hexadecimal. We need to convert it to decimal, and then compulsory to add 1 - and we have the background name that we write as BGxxx.BMP, where xxx we put the calculated number.
The other way is to subtract 1 from the name and convert it to hexadecimal.

Important - do not click on the slider maker to change the background when we have it larger than 20 (decimal system) because we will have to rummage again in XD hexes - and no one wants to because the background turns 20.

The smallest background number is 01 (00), the largest is 256 (ff).

I hope you understand and do it well.

- A few value can set higher value than editor allows - for example you can 255 one items in backpack instead 100 etc. I don't write about this here, but if someone want I can write this in answer or in tutorials for RM95.
- Keine globalen ("Common"-)Events - Lack of commen events.
Last of today my discovered RM95 function - yes I discovered common events in RM95, but this is of course another work than newer RM version. Again google translate...
COMMON EVENTS IN RM95 (no, this is not a joke).
As it turns out there is a simple trick that allows us to use one event file on different maps and several times on one map. The trick is to make a mistake (or hidden option) of the maker, which is the ability to switch between maps when editing an event. As it turns out, the event window does not block access to the map list, so we can switch between them, for example, to make the hero move, etc. So we create an event, populate a command, switch to another map, To switch back, click OK, and surprise, our event has been created on the currently displayed map at the same coordinates. If we were creating a new event, after switching to the map we wanted to have, we would not find it. This discovery led me to think that I had found a faster method to move events from map to map, so I decided to move this event in the same way back. So I put it on the map where I accidentally created, changed the map and clicked OK, good came on the map I wanted. But still it was on this previous map, so I said OK, it's a method for copying events. And if it were not for the case, then it would remain. But using this method as a faster copy of events, I changed one copy of the graphic, to my surprise, the graphics were changed to all "copies", then compared the exact number of the event, turned out to be the same. So it turned out to be the same event to which reference was made on several maps. Of course, this allows us to copy the same event on each map, and if we want to change something, just do it on one map, and the rest will change, that is, we just have a global event.

Then I decided to check if this method works also in value version, and as I expected did not work, but on this occasion I discovered something else. The value events are stored in a file referring to the map, so each map has its own id, as in the next RM. By moving events from this map to the map, they kept their id, and changed the event to that id on the map where we wanted the event to move. So we had the same event in two different places on the map, but what about the fact that in RM95 events only work if we see them on the screen, it gives us the opportunity to make a bigger map, which can still run one and the same event, which we put so to always have one by the player "seen".

Then I found that such functionality would also be useful in ordinary 95, I did not have to find a long way to find it. While copying and pasting the event changes its id, but there is another way to move it around the map. Just mark a part of the map and move where you want, the events will move along with the map. So just take a new map, move to it an interesting event, use the tool to mark a section of the map, move it where we want, and then move it back to our main map. And in this way we can have one and the same event on several maps and several times on each one. And in the event of editing, we open the first one, change what we want and we have it changed throughout the game.

Although the value version does not support the same event on multiple maps, when converting the project itself, it will simply change each copy of our global event to a single one, so there is no reason to worry that we will lose the ability to transfer our game and np. After the limit has been removed, the number of events on the map.

If, for example, you want to break a global event, for example to do something slightly different, because we have the need, then simply cut and paste, then the event will accept other id and will be normal.

To what this method can be useful, in total it simplifies the creation of advanced systems and saves time if we notice some error in the event that we have dozens of times copied.

So far:
1. To deny an event, open it while it is open, change the map, and click OK. We can do it as many times as we want.
2. If you want to change the location of the event, use the selection tool and move the part of the map together with our event. We take the first step. We can also repeat what we want.

This method also allows skip the event limit on the one map - you can more than 500 events in one map.

OK, now I write my thoughts about RM95. I think that for some reason RM95 is unfinished - for example why tilesets is determined fo every maps separately if game use only fixed set without possibility to change - maybe autors want give posibillity change this, but had some problems with this. Or other example - in save file are information about names heros - but in game not change this, why so must save this information - maybe autors planned change name option? And latest reason is battle animation - 42 animation file, only 36 are use in game, 6 never not use (17, 25, 37, 38, 39, 41) - I think this is residue after not implemented option...

RM95 bugs:
- RM95 not correctly work on new Windows - but the worst is in Win 10:

In other Windows you can have problem with bad 8 bit palette, bad menu and text windowskins - but this is to solve in similar way to other old 8 bit (256 color) games. Always you can make virtual machine with windows 98 - this work perfect for example in vmware.

This movie I record on vmware with win98.
- RM95 1.23(xp) - latest normal version of RM95 have bugs with change type in item and magic editor. This is solved in version value 1.31 or hex edit. I have also 1.30 value version so I think this is posibble to repair by compare the code and make this in 1.23...
- RM95 value event error - if you make your game with value version of rpg maker and have a lot of events on one map (~>100) you can lost all events on this map. This bug is strange, for example I save often and copy my event file and always make this same things - and always this bug corrupt my event file in this same moments... I think that this bug is very hard to repair, so version value should use only for compress you game data. Another reason is lack of "common events" in this version.
- bug with verticaly move events without screen - in my opinion main bug for repair. I do movie which show this bug:

Project from movie: LINK

Other bugs I show in this video:

This is all for today, on the end I show my one project made in RM95: Przygnębiająca opowieść bezbronnego pieska porzuconego w ciemnym lesie (this use "common events") and give a few screens from my main project "Nichter" - but this probably will be release only in polish version:

All, I am interested you opinion about RM95. Or maybe we will find person who try repair RM95 bugs...

[RM2K3] Secret RTP?

I want know whence are these chipsets: http://www.rpg-maker.fr/index.php?page=chipsets&type=bonusenterbrain

This is supposedly released by enterbrain how RM2k3 RTP Add On, but I was looking for in official japan RM site in archives but not found this. In this is a few bonus graphics for RM2k/3, 95 and DanteII (PC98), but not this.

I am interesting whence are these chipsets? Maybe someone know this.

RPG_RT 1.51 (value!) item bug fix

In english RPG_RT 1.51 by RPG Hacker is bug with list of item. I show this bug on picture.

How you see ":" turns into on two strange characters.
I used to write from Cherry, but he couldn't repair this.
So I alone tried repair and managed to.
Download: RPG_RT 1.51 item bug fix
All manuals are in archived.

I'm sorry for my English. I come from Poland.
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