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+++ DynRPG - The RM2k3 Plugin SDK +++
I'm trying to do the basic "Hello World" are_you_sure program on the "getting started" section of the page, but I keep hitting a wall. It keeps giving me errors saying the following:
C:\Users\Lizard\AppData\Local\Temp\ccV5pclg.s|16|Error: operand type mismatch for `push'|
C:\Users\Lizard\AppData\Local\Temp\ccV5pclg.s|39|Error: operand type mismatch for `call'|
C:\Users\Lizard\AppData\Local\Temp\ccV5pclg.s|302|Error: operand type mismatch for `pop'|
I've installed the CodeBlocks version and MingGW compiler and followed all the steps. Even tried to compile in Administrator mode and got the same results. What am I doing wrong?
C:\Users\Lizard\AppData\Local\Temp\ccV5pclg.s|16|Error: operand type mismatch for `push'|
C:\Users\Lizard\AppData\Local\Temp\ccV5pclg.s|39|Error: operand type mismatch for `call'|
C:\Users\Lizard\AppData\Local\Temp\ccV5pclg.s|302|Error: operand type mismatch for `pop'|
I've installed the CodeBlocks version and MingGW compiler and followed all the steps. Even tried to compile in Administrator mode and got the same results. What am I doing wrong?
[RM2K3] [DynRPG] Basic compiling help
Hey, I'm trying to do the basic "Hello World" getting started with DynRPG. I've followed the instructions to the letter, but I can't get CodeBlocks to compile my code - it keeps trying to create a file in my C:\Users\...\AppData\Local\Temp director called ccV5pclg.s
I end up with about 50 errors consisting of:
C:\Users\Lizard\AppData\Local\Temp\ccV5pclg.s|16|Error: operand type mismatch for `push'|
C:\Users\Lizard\AppData\Local\Temp\ccV5pclg.s|39|Error: operand type mismatch for `call'|
C:\Users\Lizard\AppData\Local\Temp\ccV5pclg.s|302|Error: operand type mismatch for `pop'|
I installed CodeBlocks on my E drive to avoid administration issues. I also attempted to compile in Administrator mode and had the safe results. I'm using Windoze 7.
Help!
I end up with about 50 errors consisting of:
C:\Users\Lizard\AppData\Local\Temp\ccV5pclg.s|16|Error: operand type mismatch for `push'|
C:\Users\Lizard\AppData\Local\Temp\ccV5pclg.s|39|Error: operand type mismatch for `call'|
C:\Users\Lizard\AppData\Local\Temp\ccV5pclg.s|302|Error: operand type mismatch for `pop'|
I installed CodeBlocks on my E drive to avoid administration issues. I also attempted to compile in Administrator mode and had the safe results. I'm using Windoze 7.
Help!
[RM2K3] Possible to use CGSS with Dynrpg?
To correct myself after some more experimenting - CGSS works fine with DynRPG. It's ForceHarmony that's mucking up the script.
Anyone know how Forceharmony changes the Kernel.entry_point?
Thanks,
Anyone know how Forceharmony changes the Kernel.entry_point?
Thanks,
[RM2K3] [RPG2009 Ultimate] Create a .uimod to read resources online?
Hey, I'm wondering if there is a way to write up a UI mod for Cherry's RPG Maker 2009 Ultimate to allow for reading resources remotely, such as from a web server? Just wondering if it's possible and how I would go about implementing that?
Thanks
Thanks
[RM2K3] Possible to use CGSS with Dynrpg?
Hey, I've back to playing around with plugins and seeing what I can combine with RPGMaker - managed to get DynRPG, Ineluki's Keypatch and Disharmony all working together, but I like to push things to the limit.
Anyway, I remembered Cherry CGSS and it seems to work with RPGMaker 2003 and ForceHarmony. I'm wondering if it can be manipulated into working with the combination I have above to have access to lua scripting (sadly RPGSS just seems to keep finding new problems...)
Right now, CGSS's launcher doesn't recognize the version of RPGMaker if using Dynrpg. In the GameInfo.lua it looks for a Kernel.entry_point and then a hex address.
So my question is, if we could change said entry point to the hex address Dynrpg uses, could the plugin work?
Thanks.
Anyway, I remembered Cherry CGSS and it seems to work with RPGMaker 2003 and ForceHarmony. I'm wondering if it can be manipulated into working with the combination I have above to have access to lua scripting (sadly RPGSS just seems to keep finding new problems...)
Right now, CGSS's launcher doesn't recognize the version of RPGMaker if using Dynrpg. In the GameInfo.lua it looks for a Kernel.entry_point and then a hex address.
So my question is, if we could change said entry point to the hex address Dynrpg uses, could the plugin work?
Thanks.
+++ DynRPG - The RM2k3 Plugin SDK +++
What about a pointer for items and skills? Something like setting the variable, turning a switch on, and then the game behaves as if you just selected the item/skill.
Possible?
Possible?
+++ DynRPG - The RM2k3 Plugin SDK +++
Would there be a way to use Quickpatch to change the order of the graphic layers? So you could, say, put the bottom layer over the top, weather above pictures, etc.?
[DynRPG] RPGSS
I noticed in the demo that you bound the mouse sprite to the mouse "coordinate system" (in esi\spritelib.lua)
What other coordinate systems are there that you can bind sprites to? Events? Battlers? Or just the mouse?
What other coordinate systems are there that you can bind sprites to? Events? Battlers? Or just the mouse?
[DynRPG] RPGSS
@kyuu - actually, if it's not too much trouble could you add an 8-bit screenshot option? For some odd reason my SFX.exe has stopped working and this sounds way easier than routing through two or three external programs. =/
Edit: Well, I figured out how to do it using ImageMagick and some os. functions, and the code you provided. Thanks a bunch for writing this!
Edit: Well, I figured out how to do it using ImageMagick and some os. functions, and the code you provided. Thanks a bunch for writing this!
PepsiOtaku's DynRPG Plugin Emporium!
Oh well, what a pity. :)
What about moving the stats windows around in the battle mode? I managed to alter the traditional battle mode and move stuff around, but I was wondering if I could literally move the whole window to the top of the screen with the alternative. That way, I could have the battle window alternate between the top and bottom of the screen like in Chrono Trigger.
Possible?
What about moving the stats windows around in the battle mode? I managed to alter the traditional battle mode and move stuff around, but I was wondering if I could literally move the whole window to the top of the screen with the alternative. That way, I could have the battle window alternate between the top and bottom of the screen like in Chrono Trigger.
Possible?













