MASON_WHEELER'S PROFILE
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[RM2K3] RTP Converter
It's great that Enterbrain recently released an official version of RPG Maker 2003. But over the course of 12 years, a lot of games have been made with the unofficial English translation, and Enterbrain's version changed the names of a lot of files in the RTP. This means that anyone who wants to use the new version, whose project uses RTP resources, has to go through and update everything, or their project will break. Obviously, for a large project, this can be a prohibitively difficult task. File references can be hidden in all sorts of places, including inside event scripts!
So I created a tool to help with that transition. It reads the project file formats, examines file references throughout the project, and when it finds matches to the unofficial translation's RTP filenames, it automatically updates them and saves your file.
Check it out here, and be sure to read the warning, just in case.
So I created a tool to help with that transition. It reads the project file formats, examines file references throughout the project, and when it finds matches to the unofficial translation's RTP filenames, it automatically updates them and saves your file.
Check it out here, and be sure to read the warning, just in case.
The official English 2k3 version is out!
OK, the RTP conversion tool is ready. I've submitted it here, still waiting for approval. In the meantime, it can be downloaded at https://github.com/masonwheeler/RM2k3-RTP-Converter
Make sure to read the readme at the bottom, particularly the warning section, and then go to "release" at the top for the download link.
Note to fellow programmers: the file format stuff is contained in the file TURBU.RM2K.Import.dll. I haven't published the source to this yet, because there's an error in the compiler I'm using that causes it to build incorrectly. I've patched the compiler on my end and submitted a bug report, but if anyone else tried to build it, it would crash or write corrupt values when trying to save any file containing negative numbers anywhere in its data.
Make sure to read the readme at the bottom, particularly the warning section, and then go to "release" at the top for the download link.
Note to fellow programmers: the file format stuff is contained in the file TURBU.RM2K.Import.dll. I haven't published the source to this yet, because there's an error in the compiler I'm using that causes it to build incorrectly. I've patched the compiler on my end and submitted a bug report, but if anyone else tried to build it, it would crash or write corrupt values when trying to save any file containing negative numbers anywhere in its data.
The official English 2k3 version is out!
I just noticed that, while working on the project converter, most RTP resources are exactly the same as the RTP translated by RPG Advocate, but the Ship tileset is subtly different. All the tiles are basically equivalent, but there are differences in their look and feel.
The official English 2k3 version is out!
author=Cherry
@Mason_Wheeler: See http://steamcommunity.com/app/362870/discussions/0/618460171314206209/
That fixes it. Thanks!
The official English 2k3 version is out!
Is anyone else having trouble getting this to run?
I purchased it on Steam, but when I run the program, nothing happens. It sits there in Task Manager consuming 0 CPU for approximately 12 seconds, and then closes. No splash screen, no nothing.
Any idea what might be going on here? The RPG Advocate version of RM2003 works just fine on the same computer.
I purchased it on Steam, but when I run the program, nothing happens. It sits there in Task Manager consuming 0 CPU for approximately 12 seconds, and then closes. No splash screen, no nothing.
Any idea what might be going on here? The RPG Advocate version of RM2003 works just fine on the same computer.
The official English 2k3 version is out!
author=kentona
@mason and cherry: applying the standard multiplier of quadrupling programming time I expect your new stuff no sooner than 4 weeks from now.
I've actually got all of the file format reading and writing code already written. Now I just need to write the search-and-replace code, and figure out which filenames match up with which.
The official English 2k3 version is out!
BTW for those worried about project imports and the different RTP names, I'm in the middle of writing up a converter that will automatically scan your project for RTP files and convert them to the equivalent new names. It'll probably be done tomorrow or early next week...
The official English 2k3 version is out!
author=Cherry
Unfortunately the source code was lost over time. Therefore, it was a bit difficult to implement the real "killer features".
Then how was it possible to rewrite the rendering code (removing DirectDraw) and several of the other changes listed in the changelog? A lot of those things look like they're beyond the scope of what can realistically be done by binary-level patching.
March Lord
There appears to be an invisible zombie encounter wandering around along the back wall of the mines.
When you enter the first village (where the mayor lives who turns you down) from the world map, immediately in front of you is an invisible unpassable obstacle. Another one is to the right side of the entrance point on the village you're rebuilding. After retrieving the shiny bauble in the forest, the square it was on turns into an invisible unpassable obstacle.
Second the comment about getting wood. Even if the broken wood strewn around is too rotted away to be useful, there are nice, strong fences all over the place, and houses that are still (mostly) standing. If I had an axe and I needed to fix up one house in a hurry, first thing I'd do is cannibalize one of the less useful existing houses and get enough wood to patch up all the rest of them.
But even before that, I would make sure to bury the dead!
Healing potions are made of... copper ore? Seriously?
If you head west from the start of the forest, you find small trees that can be cut down for wood. If you head north, you find small trees of the exact same kind... that can't be cut down for wood.
After repairing the first house, the butler leads you off a little ways to show you the first field. After this, he becomes a passable tile (you can walk over him) that can't be talked to.
After repairing the first house, the butler reports you now have room for two people to live. You can talk to the guy by the tent and offer him a place to live, but if you talk to the girl in the clothing shop, who wishes she had a less crowded place to live, she doesn't get the same offer.
When you talk to the butler and tell him you want to sleep, and you have food available, when you wake in the morning he's gone. This doesn't happen if you sleep and there's no food.
The rope ladder item name is "Roper ladder" for some strange reason.
If your worker requests your copper shovel, and you say to give it to him, Conrad equips the shovel instead of handing it over.
After repairing the second building, if you walk into it, it's all trashed inside. Walking out of it again takes you back to the original village map, where nothing was repaired.
After repairing the second building, the butler says that for the next project you need "materials you can't find in Rinde," but he doesn't say what they are, so you have no idea what to do next.
After repairing the second building, if you leave the village, you can't get back in; you walk right over the village on the world map like any other passable tile.
All of these bugs were found within the first hour of gameplay. As I'm currently unable to continue, due to being unable to re-enter the village, that's all I can find for now...
When you enter the first village (where the mayor lives who turns you down) from the world map, immediately in front of you is an invisible unpassable obstacle. Another one is to the right side of the entrance point on the village you're rebuilding. After retrieving the shiny bauble in the forest, the square it was on turns into an invisible unpassable obstacle.
Second the comment about getting wood. Even if the broken wood strewn around is too rotted away to be useful, there are nice, strong fences all over the place, and houses that are still (mostly) standing. If I had an axe and I needed to fix up one house in a hurry, first thing I'd do is cannibalize one of the less useful existing houses and get enough wood to patch up all the rest of them.
But even before that, I would make sure to bury the dead!
Healing potions are made of... copper ore? Seriously?
If you head west from the start of the forest, you find small trees that can be cut down for wood. If you head north, you find small trees of the exact same kind... that can't be cut down for wood.
After repairing the first house, the butler leads you off a little ways to show you the first field. After this, he becomes a passable tile (you can walk over him) that can't be talked to.
After repairing the first house, the butler reports you now have room for two people to live. You can talk to the guy by the tent and offer him a place to live, but if you talk to the girl in the clothing shop, who wishes she had a less crowded place to live, she doesn't get the same offer.
When you talk to the butler and tell him you want to sleep, and you have food available, when you wake in the morning he's gone. This doesn't happen if you sleep and there's no food.
The rope ladder item name is "Roper ladder" for some strange reason.
If your worker requests your copper shovel, and you say to give it to him, Conrad equips the shovel instead of handing it over.
After repairing the second building, if you walk into it, it's all trashed inside. Walking out of it again takes you back to the original village map, where nothing was repaired.
After repairing the second building, the butler says that for the next project you need "materials you can't find in Rinde," but he doesn't say what they are, so you have no idea what to do next.
After repairing the second building, if you leave the village, you can't get back in; you walk right over the village on the world map like any other passable tile.
All of these bugs were found within the first hour of gameplay. As I'm currently unable to continue, due to being unable to re-enter the village, that's all I can find for now...
[RMXP] Project scanner
Boo. It's a CLR language that feels a lot like Python at first glance, but with static types and strong metaprogramming support. (Macros, AOP, etc. as built-in language features.)













