KOTATSUAKIRA'S PROFILE

- Full-time princess who does daily livestreams
- Nationally NON-certified professor cat for independent german video game text checking

One of several co-admins at MakerpendiumDE, where you can get information on Maker series, companies + key people, communities, developers + games, tools + patches, technical details and all the cool and not-so-cool cultic stuff.

Founder and maintainer of MPde's side-project MakerDev Library, which is meant to evolve into a new hub for old&new docs, technical stuff and RM-gamedevs' everyday-needs.

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[RGSS3] Tilemap Guts

Trying to use a smaller tile-size in a program that isn't made for different sizes but only for one will always cause a horrible big series of further problems that you mostly can't solve without full access to the program's and engine's source.

Ace is a totally not useful choice for what you want to do. RPGMZ on the other hand recently finally got an editor- and engine-update that now supports four different tile-sizes. This is a good base to build and improve on, just with a few little quirks left that can be fixed.

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

GameWindowSuperScale (2000-1.62 only)
https://archive.org/details/RPGMakerPatch_GameWindowSuperScale

When this patch is applied, the game will always launch windowed with scale-level 2 (640×480), or 1 (320×240) if you still manage to have an incredibly tiny display-device (at least I hope). Also, access to fullscreen (F4 / Alt+Enter) is completely disabled.

F5 and F6 now decrease and increase the scale-level of the window, ranging from 1 (320×240) to what your primary display-device can handle (e.g. on a 16:9 1920×1080 display, max window-scale is 4, equal to 1280×960), but the defined absolute maximum it will never go beyond is 8 (2560×1920).

If the max-scale possible on your device is 4, it will work like this:
F5: ... ➤ 320×240 ➤ 1280×960 ➤ 960×720 ➤ 640×480 ➤ 320×240 ➤ ...
F6: ... ➤ 320×240 ➤ 640×480 ➤ 960×720 ➤ 1280×960 ➤ 320×240 ➤ ...

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

AccordVorbisPlayer (2000-1.62 only)
https://archive.org/details/RPGMakerPatch_AccordVorbis

This hell-big beast of an IPS-file removes all MP3-related features from the engine and puts the OGG-support from Maniac Patch (2003-1.12) for both BGM and SEs inplace. To make it work after applying, accord.dll has to be in the game's folder.

There is currently no comfortable known way to select OGG-files in the editor since its file-lists are filtered, so files have to be renamed to WAV while editing and back to OGG before starting the game. Also, listening to OGGs in the editor is NOT included, only ingame.

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

ModernEndScreen & RemoveQuitQuestion-MES now also for 2000-1.62
https://archive.org/details/RPGMakerPatch_ModernEndScreen

And RemoveQuitQuestion-Classic now has files for:
★ 2000-1.07, 2000-1.10, 2000-1.50, 2000-1.51/1.52, 2000-1.60, 2000-1.61, 2000-1.62
★ 2003-1.00, 2003-1.03, 2003-1.05

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

VarTimerPos rebuilt for 2003-1.12
https://archive.org/details/RPGMakerPatch_VarTimerPos

The original VarTimerPos for 2000-1.62 is a big mess, but working as intended. The recreation to fit 2003-1.08 and 2003-1.09 was a crazy thing for itself. But doing a version that can be used with 2003-1.12 (not tested with 1.10~1.11) was a rollercoaster of an experience. It comes in a total of FIVE different IPS-files. If you just have 2003-1.12, pick the normal file for it.

In case of use in combination with Maniac Patch mp210414 (and only THIS EXACT version is compatible, it was the last one before engine-rewrite) it's absolutely important to pick an IPS based on installed patch-language (EN/JP) and event-check-type (IM/PF).

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

Two ports of MapInMenu
https://archive.org/details/RPGMakerPatch_MapInMenu

Originally made by Cherry and bugmenot in 2014 for 2000-1.07 and 2003-1.08, now ported to 2000-1.62 and 2003-1.09~1.12 (Maniac Patch supported up to mp210414 only as always). It displays the map below almost every default menuscreen (file-select is not affected) and removes the black screen-transitions between them. Things on screen that depend on the framecount like watertiles will not stop to animate while player is in a menu.

Example-screenshots of the endscreen and RPG2003's party-reorder are available on the item-page.

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

Added some more patch-files to existing item-pages.

ColorShopper (added 2000-1.10, 2000-1.60, 2003-1.03 and 2003-1.05)
https://archive.org/details/RPGMakerPatch_ColorShopper

DirectItemMenu (added 2000-1.10 and 2003-1.05)
https://archive.org/details/RPGMakerPatch_DirectItemMenu

ModernEndScreen & RemoveQuitQuestion (added 2003-1.08)
https://archive.org/details/RPGMakerPatch_ModernEndScreen

VarTimerPos (added 2003-1.08 and 2003-1.09)
https://archive.org/details/RPGMakerPatch_VarTimerPos

Caution!: Very unusual, but VarTimerPos for 2003-1.09 is not compatible with 2003-1.10 and above! See next-but-one post.

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

FaceZeromizer
https://archive.org/details/RPGMakerPatch_FaceZeromizer

A patch that does a little change to how faces are displayed ingame. The color at index #0 normally used for transparent areas now gets drawn aswell, so you'll have less amount of stress creating a palette and all 256 colors can be utilized.

But as this applies to every single face in the game, it's only possible to use if you plan to have face-graphics without transparent areas only. Also in default file-menu there will be black rectangles on empty party-actors, even in empty save-slots.

Available for:
★ 2000-1.07, 2000-1.10, 2000-1.50, 2000-1.51/1.52, 2000-1.60, 2000-1.61, 2000-1.62
★ 2003-1.05, 2003-1.08, 2003-1.09~1.12 (Maniac Patch only up to mp210414)


Game Over Teleport Patch (FT Edition)
https://archive.org/details/RPGMakerPatch_GameOverTeleport

A heavily modified version of GOTP originally made by Cherry in 2011 for 2000-1.07 that replaces the gameover-screen with a teleport. In the original, the target-location was baked into RPG_RT when patching, while this one now looks up variables #3356 (Map), #3357 (X), #3358 (Y). If any value is invalid, the game will crash. Player visibility after teleport depends on the file you pick.

Available for:
★ 2000-1.07, 2000-1.62

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

SwitchOnMenuCall RE Critical Update!
https://archive.org/details/RPGMakerPatch_SwitchOnMenuCall (still same item-page)

I remade SOMC at end of April and for weeks I forgot to release it, also added files for some more old builds of RPG_RT.

To everyone who uses SOMC, I highly recommend to either replace the patch in your game OR if you want to still use the old one, to at least put a switch-operation-command right after the point where your game starts to set a switch with SOMC's ID or higher so that enough switches-data is initialized.

This prevents that some data in memory may corrupt when trying to call the menu. With the new patch, this is not needed anymore as it contains a fix to this mistake I did back in 2016.

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

Party Knockout Alert
https://archive.org/details/RPGMakerPatch_PartyKOAlert

This patch, like KillSwitch, utilizes switch #999, but this time it is automatically set to ON when a party-knockout-check is resulting positive and the gameover-screen will never be called by it on the map-screen. The switch can be used as condition to build an event-based gameover-handler while still being able to use the engine's normal actor-HP and knockout-state.

The behaviour inside battle still depends on 2003-battle-settings or other patches like GOTeleport (which Cherry has made for 2000-1.07).

Available for:
★ 2000-1.07, 2000-1.50, 2000-1.51/1.52, 2000-1.62
★ 2003-1.08, 2003-1.09~1.12 (Maniac Patch only up to mp210414)

Using this in combination with KillSwitch will break the EXE.

~炬燵あ