PEPSIOTAKU'S PROFILE

Search

Filter

[RM2K3] Steam version or Tsukuru?

You can patch legal 2k3, but the issue is that nobody is making patches for it yet. :-/

Try VX Ace (or even MV) as others have said, although the clunky map editor is a huge deal-breaker for me, personally.

[POLL] Would you be interested in a RMN meet?

Heck yeah! I love this idea! I live in Portland, OR-- so the Portland/Seattle would be my preference... :|

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

Yeah, looking at the source, I have no clue how that plugin works, haha. Looks like bugmenot's voodoo. You'd have to test each one out and see which works best for you. I'm not going to go out of my way to make them compatible.

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

What is the ResistControl plugin? I've never seen that.

It's specifically for these things in the Hero tab within the database:
Flags:

Two Weapons
Lock Equipment
AI Control
Mighty Guard
Condition Resistance
Attribute Resistance


You do have to set them back manually, but my plugin makes it pretty easy. You can either reset all resistances for a character at once, or each resistance manually, although I forgot to add a way to change a single resistance to its database default. you'll have to track that yourself for now. Basically, my rule of thumb is if you change one, make sure you have a way to change it back if need be. The original resistance values get saved off if they've been changed (and saved to the SaveXX.dyn files, so they never go away forever), and then upon restoring them, they easily get brought back.

Also, I realized I forgot to add examples in the readme, so I updated that.

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

Hey there peeps. New source update today (changelog includes various things I've added via GitHub in recent months):
GitHub
Changelog

Most of it is functions that do some weird/useful stuff. A couple of them I needed for this pixel movement plugin I've been working on in (mostly) secret... but it's not done yet because its complexity is breaking my brain a little. -_-

I also have a new plugin that does some cool stuff. Specifically, it lets you change the 4 hero "options" via comment command (Two Weapons, Lock Equipment, AI Control & Mighty Guard), along with Attribute/Condition Resistance, which is kind of huge. I need some testers for this thing because it has to use save files in order to save the Resistance changes (2k3 doesn't make copies of these to RPG::Actor because they weren't designed to be changed in-game). Because of this, I included a "ShowDebug" option in the DynRPG.ini that will load a debug window to tell you when those stats are changed. So basically, check out the plugin, and read the details in the readme, and contact me if you run into any serious issues of loading different save files, seeing those stats do unexpected things or just plain getting crashes somewhere.

It can be pretty handy in combination with this plugin, which turns on a switch/calls a common event when the menu has been opened.

RMN: Make My Score~<3

So does this game have boning in it. Cause I'm looking for stuff like Marvel Brothel. *creepy face*

borland_mountains.png

author=psy_wombats
The majestic Borland Mountains, home to the wild C++ compilers


...and the lazy ass developers. :/

author=hedge1
Frankly, I'm just excited to see work is still being done on this project.


I'm excited that you're excited! I take a lot of hiatuses, but at this point, quitting isn't an option for me!

borland_mountains.png

Lol yeah it's not that well hidden. It's one of the first areas, so the treasure's not that spectacular anyway.

What size IS full screen - Debate

Oooh, I love this stuff.
Technical crap for those that want to understand this topic at a granular level:


(Taken from the 2nd image, the nicer of the two)

Bickering aside, as one can see, the the scaled pixels alternate between 5x5, 5x6, 6x6 and 6x5 when that image is scaled up to 1320x880. It looks okay to the untrained eye, and it's kind of annoying to the folks who notice it, but what they're noticing is pixel scaling. With that said, there's not a whole lot you can control about it. Period. That's kind of how you have to look at it, because it depends completely the display resolution of the physical monitor itself and what it's capabilities are. It's an unknown variable.

With portable consoles, pixel scaling is always 1:1 because the screens are still relatively small enough that they don't require scaling. What you absolutely can control is the aspect ratio, which is what Jude was talking about. If you are developing from the ground up, you can take aspect ratio into account to figure out your desired scaling preference. JS is right in that by picking the right resolution that works for your game, you can minimize undesirable pixel scaling while still maximizing common screen ratios.

For instance, GBA games are 240x160, which is a 3:2 ratio, nonstandard for PCs... so scaling that up to 1920 width (800%) would require a height of 1280 (higher than 16:10's 1200px, and 16:9's 1080px). Let's say you had a 16:10 monitor. In order to see the whole picture in the correct aspect ratio, you have to scale it to the height of 1200, making the width 1800 (750%). 1800x1200 isn't a standard windows resolution, so, it has to use 1920x1200, but pads it with black bars on the left & right (pillarboxing) to retain that aspect ratio. If you absolutely had to have 1:1 pixel scaling, the closest you could get in that case would be 1680x1120 (700%), where you'd end up with both pillarboxing and letterboxing (top/bottom) in a 1920x1200 display resolution.

SNES emulation has the same problem. The console itself was 256x224, which does not scale up cleanly to a resolution such as 1920x1200 or 1920x1080, so you end up with black bars all around the image. If you were to scale it to the height of that 16:10 screen, you'd only have pillarboxing, but the pixels would be scaled by something like 535% and get that alternating pattern effect of distorted pixels. This looked gnarly back in the day when people had screens that were 800x600, but it's not so bad these days with much higher resolutions.

RM Specific:
This ties a little into what JS was saying about choosing "640 x 352 which is the closest to 640x360 (16:9) that still supports whole tiles." This is actually a great topic in and of itself, because choosing the resolution in tile-based games impacts whether you can display the character in the direct center of the screen (VX Ace) vs. off to the side (2k/3/XP) In 2k3, the screen of course was 320x240, and always showed 20x15 tiles when the character wasn't moving (offset by x pixels when moving). If the character (while still) was centered on the screen, you'd see half of one tile on the far right and half of another tile on the far left, so to combat this, the character was displayed off-center (in 1 of the 4 center tiles). VX chose the 544x416 resolution so that the player could be dead center on the screen and not cut off tiles along the edges. It still displayed at 640x480 resolution, resulting in pillarboxing and letterboxing because Enterbrain didn't want to scale up the image and end up with uneven pixel scaling.

640x352 could work in that it would have 4 pixels of letterboxing on the top and bottom (scaled up to whatever 16x9 display you have).

TL;DR:
The maximum resolution of the display is "full screen" as far as 2D games are concerned, but there are numerous considerations as to how you want your game to display, as outlined above. When you take out the output resolution as a factor, pixel scaling is no longer a concern, because it's not something you have control over.

[RM2K]Help with opening protected rm2k games

I mean, the point of encrypting games is to not be able to poke around at the resources... but it's inevitable that somebody out there has the knowledge/skill to do it (Cherry) and I totally understand the curiosity behind wanting to.

Personally, I only have a loose understanding of how they work. Each file's data is probably stacked together into one file, probably including the headers, which get parsed out into memory somehow so that the core RPG_RT.exe won't trigger data reading errors, so in theory if you could find the headers of each resource file, you could parse them out yourself. With actual encryption brought into that mix, it's a different story because there's not much you can do without the encryption key, however, even that would have to be stored by Molebox somehow.

I had some conversation with Cherry ages ago and he seemed to think Molebox's encryption wasn't a big deal, and that you could still get around it. I have no idea if that's the case with Enigma Virtual Box (my previous post), or not. From a compatibility standpoint, Enigma does the best packing job, so it might be more advanced... or not. I'm speculating, so who knows!