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The official English 2k3 version is out!

Love the updates! Awesome work as always, Cherry.

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

All:

Updated the main page with a less confusing download. I added the current source, the updated dynloader.dll, and a couple readme files to the main rar download. If you already have 0.20, the updated dynloader.dll, and the updated source code from github from a couple days ago, then you don't need to do anything.

http://www.rewking.com/dynrpg/

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

Oh! I see what you mean now. I'll fix that.

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

You shouldn't have to repatch anything. Create a "DynPatches" folder within your game folder and place all of your ips patches in there.

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

0.30 is only a source code update (seriously regretting changing the version now...), so the patcher and everything else is the same as 0.20. I'll try to update the main page to at least make it less confusing I guess. Any time I release source code updates, it's solely for the purpose of writing plugins. In any event, nothing was done with test mode, so I don't know how you broke it.

Patch a fresh RPG_RT.exe with this (0.20):
http://share.cherrytree.at/showfile-12494/dynrpg.rar

Then try this alternate dynloader.dll that Cherry posted at some point. I think it fixes something with quickpatches.
http://rpgmaker.net/media/content/users/40/locker/dynloader.dll


Edit: Why are you trying to provoke using a self skill? That doesn't make any sense.

Provoke
1. stimulate or give rise to (a reaction or emotion, typically a strong or unwelcome one) in someone.

Aka, you are provoking an enemy to attack you. Remove the skill that's set to self from the "SkillId=" value in DynRPG.ini

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

author=Xenomic
EDIT - Last thing to ask, is there an easier way to see what all has been made in this topic/overall for DynRPG in terms of plugins/patches? Twould help tremendously instead of having to trudge through 60 pages to find stuff or look around the forums ha. I could've sworn some of these patches were hosted directly on this site too...

Ultimately, someone has to maintain a list like that. I moved all of my plugin updates to GitHub because it's simply easier to manage. I update a plugin, update the readme, update the source, click a few things in GitHub's desktop app, and voila. The world can see it. You can see version differences easily (click on 10 "commits"), look at individual files before downloading, and view the readme.
https://github.com/PepsiOtaku/DynRPG

Before, I had to update a plugin, etc. Pack it into a rar file, submit a plugin to rmn, copy the contents of the readme to the body text, format said text for the site, add the rar file & submit, but then you had to basically do that every time the plugin gets updated (which gets tiresome real quick when you have like 30 plugins).

I simply don't have the time to manage a huge plugin list when I'm already managing the current DynRPG source, numerous plugins, my game, and other side-projects (in addition to working 40 hrs a week). You're welcome to manage a list like that if you want though... I'd definitely be glad to advise.

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

Great info. Cherry! Thank you!

I updated the added functions that use asm volatile, and they should hopefully be more stable:
https://github.com/PepsiOtaku/DynRPG
http://www.rewking.com/dynrpg/

Changes are listed here if you want to look them over:
https://github.com/PepsiOtaku/DynRPG/commit/ce1a1ce55cf289ddfff7f6c70e368eeca140369f

The biggest change being that I moved doesSaveExist, loadFile, saveFile, etc. to SceneFile.h since a few of them actually use the object (fileSaveLoad). So instead of RPG::loadFile(#), it would be RPG::fileSaveLoad->loadFile(#). It's a little bit more to type for the same thing, but it makes sense for the function. I also finished up the documentation for those.

Corti, let me know if you still have issues with RPG::getDiceRoll(#)

[RM2K3] DynRPG/RPG Maker 2k9 Battle Animations problem

Isn't 25 frames the maximum you can have in a single animation (even for Battle2 animations)? It's all I've ever seen, but I can't say I've ever tried adding more though...

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

author=Cherry
It looks to me like the problem is that you forgot to add "edx", "ecx" next to "cc", "memory" since you are using edx and ecx neither as input nor as output so C++ doesn't know that they will be modified by the RM function you call.

Hmmm, I think I understand. So those should be added because eax is used? Would something like goToTitle or quitGame require edx, ecx and eax since there's no output? Essentially, would those 3 registers always need to be somewhere in the asm volatile statement, or only in specific ones?

What they are now:
static void goToTitle() {
asm volatile("call *%%esi"
:
: "S" (0x46BC00)
: "cc", "memory");
}

static void quitGame() {
asm volatile("push $0"); //nExitCode
asm volatile("call *%%esi"
:
: "S" (0x40729C)
: "cc", "memory");
}

so that last part would be:
: "edx","ecx","eax",cc", "memory");

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

Hmm, I don't remember why I did this, but at some point I commented out that function and replaced it with the below. I might have had some issues with it myself, or just wanted less code. I didn't update github or anything with it yet.

int getDiceRoll(int maxValue) { 
return rand() % maxValue +1;
}

The problem with flagging all DynRPG asm calls is that there are a lot of functions compiled in the libDynRPG.a file that I don't have the source for. It's basically why I had to add a Image::drawString() function to replace the broken Image::drawText().

How would you know if an asm function is corrupted? I've used Image::drawString countless times within a sitting, and it's never produced anything unexpected...