GHABRY'S PROFILE

Search

Filter

Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic

I'm currently downloading all these mediafire links to ensure that they are mirrored.

Is ca. 15 GB worth of games.

Though somehow jDownloader also found torrents and some ISOs somehow. Guess some kind of deep search on mediafire discovered them... Need to do some more filtering before this is useful.

Edit: Figured it out. The main source of garbage is this post with DMCA takedowns: https://rpgmaker.net/forums/topics/22883/?post=833153#post833153

Discord - Come Voice Chat with Us!

@Liberty

Doesn't work, same error :/

Discord - Come Voice Chat with Us!

Sorry for the bumping but I have problems with joining the Discord.

When I use my account (Ghabry#6582) it only says "The instant invite is invalid" but when I use a different web browser without my account it works.

Am I banned? I just don't know why because I was never a member of that Discord o.O

[RM2K3] Running RPG_RT.exe on Linux (Wine)

Hey. Shame that EasyRPG Player has too many bugs to be usable for you but we can maybe still help with your Wine problems.

One of our devs wrote a guide in our blog about configuring Wine for RPG_RT. Maybe it helps you.

[RMVX ACE] [SCRIPTING] What causes an event script to abort when its event changes pages?

No idea if you already solved this question 6 months later but here a public answer:

Correct, only parallel processes are aborted when the page changes.

Assuming you have a PP with


Page 1, no condition, PP:

Switch 1 ON
Switch 2 ON
Wait
Switch 3 ON

Page 2, Switch 1 ON condition.

!!! Version difference !!!
Result for XP/VX Ace: Switch 1 and 2 are on, 3 is off.
Result for 2000/2003: Switch 1 is on. 2 and 3 are off.

Reason: When a Switch or Variable (and some other stuff) are modified they set a "map needs refresh" flag. When that flag is checked depends on the version.

When the map refresh refreshes all events and this reevaluates the runnable page and when the page of an event changes the parallel interpreter is destroyed which halts the execution as you observed.

The main interpreter (not a PP) is immune to this because there are checks that prevent the replacement until the script finished executing.

VERSION DIFFERENCE: RPG XP & VX (Ace)
(no idea about MV)

To reach the refresh the interpreter must yield. In RPG XP a yield was indicated via returning false from a command, in VX it's through a fiber yield. Everything that interrupts the event execution (wait, transfer, Show message, etc.) does a yield.

The refresh check happens at the beginning of the frame, when 2 PP events have a 2nd page that depends on Switch 1 ON and the 1st event that runs toggles that switch the 2nd will execute code until it reaches a yield, too:


EVENT 1
Page 1, no condition, PP:

Switch 1 ON
Switch 2 ON
Wait
Switch 3 ON

Page 2, Switch 1 ON condition.

EVENT 2
Page 1, no condition, PP:

Switch 4 ON
Wait
Switch 5 ON

Page 2, Switch 1 ON condition.

Result: Switch 1, 2 and 4 are ON, 3 and 5 are OFF because the other ON code is before a yield (the wait command).

CORNER CASE

When the yield cause is a message box no other interpreter will run anymore this frame because a waiting message yields any interpreter:


EVENT 1
Page 1, no condition, PP:

Switch 1 ON
Switch 2 ON
ShowMessage
Switch 3 ON

Page 2, Switch 1 ON condition.

EVENT 2
Page 1, no condition, PP:

Switch 4 ON
Wait
Switch 5 ON

Page 2, Switch 1 ON condition.

Result: Only Switch 1 and 2 are ON, the messagebox interrupts anything.

VERSION DIFFERENCE: 2000 / 2003

When a map refresh is pending it is directly executed after the command. (Problem: This makes Switch/Var operations slow because after each line you refresh the whole map & common events :/).


EVENT 1
Page 1, no condition, PP:

Switch 1 ON
Switch 2 ON
Wait
Switch 3 ON

Page 2, Switch 1 ON condition.

EVENT 2
Page 1, no condition, PP:

Switch 4 ON
Wait
Switch 5 ON

Page 2, Switch 1 ON condition.

Result: Switch 1 is ON, all others OFF.

No idea how the current running parallel interpreter is notified about this, I guess it's event list is simply cleared.

Feel free to discuss which implementation makes more sense to you :)

[RM2K3] [RM2K] When does the text box portrait get cleared?

This is all quite chaotic, don't guarantee that my summary is complete.

The face gets reset in the following cases:

For events that run on the main interpreter (Autostart, Touch, Action... everything not Parallel):
  • On Start, only when the event is not a child (Invoked by "Call (Common)Event")
  • On End, only when the event is not a child (Invoked by "Call (Common)Event")

This means Parallel Processes (PP) never clear the face on their own.

Another shared case where the face is cleared is: The message box closes. A message box closes when no text is pending (added through ShowMessage, ShowInput & co.) to be rendered anymore and you press ENTER when the v-arrow appears.

More detailed explanation of the timing:

Terminology for the remaining part: I differ between "No text pending" as in "The last text was rendered and you press ENTER when the v-arrow appears" and "Message box is closed" as in "You don't see the box anymore"

Main events block the execution of the next event line when any text is pending.

Parallel events block the execution when that one specific PP used ShowMessage & co. OR when a message is already visible and they want to call ShowMessage & co. This is a important difference: Normal events continue when all text is rendered (and you pressed ENTER when the v-arrow appears), PPs wait until the window is closed!

ChangeFaceGraphic blocks when the owner (the event that opened the messagebox) is different to the caller of the face graphic change.

You see the difference between "pending" and "visible" when you have 2 Parallel events the message box will close between the two messages. For Autorun events that won't happen, the message stays open.

Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic

For more japanese games there is http://archive.viprpg.org. Hosts at least 10.000 games :D. (though most are short and trash)

Seraphic Blue (English)

Saves written by EasyRPG are not working in RPG_RT.
This is a bug (RPG_RT doesn't like something in the LSD file :/), the other direction works.

EasyRPG Player 0.4.0 RELEASED!

@zeello
Yeah you must somehow get the game on the device. What is the solution you expected?

The Player for Android also supports a "standalone mode" which allows embedding a game into the APK. So you can basicly upload a RPG2k game in the store. Though the implementation is not very clever currently and must be improved.

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

Thanks @PepsiOtaku, patching the call instruction at 0x4C51A4 works for me.

It logs nonsense for "Movement Type -> Custom pattern" but I don't need this, so is perfect for my purposes.

Code

I never wrote gcc asm before, I guess the way I set up the register calling convention (to invoke the hooked function) can be simplified.


Edit:
Also returns garbage when the move route contains a "non-move" command like Switch On/Off or "Disable collision"... well, still better then nothing ;)
Pages: first prev 123 next last