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[RM2K3][RM2K] Battle Self-destruction formula? [SOLVED]

In order to emulate properly this feature, we are trying to guess how is it working.

This formula is not documented in the official documentation.

Do you have any idea about how is this working?

RM2k3 RTP Converter

Nice tool! Thank you!

As a side note: Because RTP registry paths are different, both RTP versions could be installed without having conflicts. I guess this tool is more useful for legacy game developers or for people which want to have only the legally distributed RTP only.

A tool for Japanese game translators whould be very nice, too (also for Japanese 2k->Don's unofficial 2k). There are multiple broken translations because they rely on Japanese RTP, which is hard to install without AppLocale.

EasyRPG Player 0.3 released!

author=Benjo
I was reading about this recently. I thought the project had been left to rot, to be honest... Glad to read that you're still working on it!


Thank you! the project has been active last months, but new features were hard to implement.

author=Benjo
Is it able to run VX Ace games, or is that still a way off?


For RPG Maker XP, VX and VX Ace there is an open source RGSS interpreter called MKXP, which works nicely and hardware accelerated:
https://github.com/Ancurio/mkxp

EasyRPG Player 0.3 released!

EasyRPG Player 0.3 “Slime”

We are happy to announce the next major EasyRPG Player release. We want to thank all our developers for the huge amounts of time they invested in improving the Player. The new release is called "slime" everyone's favourite enemy. But what is the 2nd most popular enemy? You will see when 0.3.1 comes out.

Official RPG Maker 2003 release

Before we write about the new features we have an annoucement to make. It was a really unexpected news for all of us: An official English version of RPG Maker 2003 was released. Instead of using an illegal fan translation you can buy a legal version now. This is basicly your only option because our own editor is still far away from being in a usable state. (No we were never in contact with Enterbrain and are not payed for this statement). We read that the sourcecode got lost. Therefore they have to use binary patches. This means the risk that gigantic new features are provided is reduced - Which is good for us. The new English RTP is automatically detected by the Player (#412), games made with the new version will work as good as the old ones.

New features

Now back to the new major release. It brings many important features, some of them were completely missing before, these are:

Vehicles

Vehicles (#219) was one of most important missing feature, breaking many games depending on them. A well known game broken directly at the beginning by this was Don Miguel's Sample Game, you can now cross the lake together with Marcus! The implementation includes boarding/unboarding, vehicle teleport, on board music change, save and load position support, airship terrain based landing check and system graphics based airship shadow (#434, #436, #441).


Don crossing the sea

Map loop

Another important feature implemented is the endless scroll map, vertical, horizontal or both. This was required by some games to work properly and some of them didn't work without this at all. The implementation includes support of special movements, like jumping between loop edges, and takes care of event picture, panorama and camera movement. This change makes the dreams in Yume Nikki finally completely enjoyable. (#455, #457)

Battle improvements

The battle system is one of the most complex and most commonly used parts of RPG Maker. We added further additions to our implementation, including: Items dropped by defeated enemies are now added to the party's inventory (#398) and multi-use items are really multi-use now (#420). Some skills crashed the game when used (#405).

When a timer reaches 0:00 the battle ends now. This is a strange behaviour because there is no way to call a timer based event in battle. But that's the RPG2k way.

The event interpreter got some bug fixes: The command "End battle" is now supported (#393) and weather/tone effects are visible now on-screen (#396). The condition checks "Monster/Hero can act" and "enemy hp" were broken (#367)

We also fixed a deadlock that sometimes occurred in the RPG2k3 battle system. (#474)


Save

As you know RPG Maker uses a binary format and we try to figure out the fields to improve compatibility. Our main problem is still the save file because we are the only ones who try to figure out the format. We don't provide our own format but are compatible with the original RPG Maker savefiles. There were many new fields discovered, some statistic:

In 0.2.2 release we had 1103 chunks in all binary formats (LDB, LMU, ...) of which 81 were unknown (92.66% known). Now with 0.3 new chunks were discovered resulting in a total of 1122, of which 31 are unknown (97.24% known). Yes, 19 new chunks were discovered, it's possible that we discover even more. (#128, #132 and #133)

  • A nasty bug preventing parallel events from continuing after loading got resolved. (#474)
  • Fix savegame corruption for Russian games when encoding was specified in RPG_RT.ini file (#139)

Android

If you checked the PlayStore the last weeks you probably noticed that we made some updates to the Player. Thanks to a new developer (BlisterBoy) the Android version got significant improvements. He added support for the long-awaited button mapping, now you can enjoy all RPG Maker 2000/2003 because all buttons are available on the screen if you want. (#443)

Besides these there were some minor improvments:

  • Accessing the settings for changing encoding crashed the program when the INI file was missing (#435)
  • Support for Joysticks (#392)
  • German and French translation (#412)

Further extensions like support for different game directories and game/engine dependend will come later because our Android developer is currently busy with real life.


Run in the Web

As already mentioned in an earlier blog post EasyRPG Player runs now inside your web browser. This port was further improved and supports now asynchronous loading of assets. That means not the whole game is downloaded during start up which significantly improves the loading times. All images and music is downloaded on demand and map files are downloaded while the transition plays. Save files are locally stored, they are lost when you clear the local storage of your browser (#389, #417, #425 and #462).

How about playing a round of Ib? More games will come! We can also help you in releasing your own RPG Maker games to the web. Just contact us!

You will need an up-to-date browser. Firefox runs the games a bit better then Chrome. This could change when new versions of the web browser are released.


Other

Now about other fixes that don't fit anywhere else:

The most funny one is probably a Polish fan translation of RPG Maker that translated a bit too much. The "stop music" event specified by file name "(OFF)" was translated as "(Brak)". The Player accepts now both strings. (#391)

  • Frame skipping is now more smooth (FPS stay constant). Before frameskip was speeding up and slowing down the game which felt strange (#287)
  • PNG transparency was incorrectly applied in some cases. (#358, #430)

This is us reading the libpng docs

  • Referencing a variable indirectly via another variable wasn't working correctly (#387)
  • Transparent textshadow color in Wadanohara fixed. (#394)
  • Common events were reset during map change. In Vampires Dawn this resulted in recasting of transformations after each map change (#402)
  • Switch items (e.g. save stones in VD) were not consumed. Same for skills of type switch. (#403, #404)
  • Timers are now visible on screen (#406)
  • Support for ThisEvent in CommonEvent (references callee of CommonEvent instead of crashing) (#412)
  • RPG2k VALUE (a newer version of RPG2k) uses a different way to encode the Key Input Event ("Enter password" in Don's translation). (#424)
  • Rendering of some sprites/tiles was off-by-one pixel (#428)
  • MoveForward moves now always correctly, map passability fixes and animation speeds more consistent with RPG_RT (#451)
  • Too many games relied on RPG Maker ignoring access to switch/variable 0, which is an invalid index. EasyRPG doesn't warn about this access on-screen anymore. (#458)
  • 32 new chinese characters and Wong sign added to built in shinonome font (#464)
  • Bush depth (Character bottom becomes transparent over bush tiles) implemented (#468)
  • KeyInput command was improved. The game NASU (included with YumeNikki) is now playable! (#469)

liblcf

Most changes in our lcf parsing library were support for new chunks mentioned earlier under "Saves".

  • We fixed a bug in the number parsing code that broke a few games (because the database failed to parse) (#128)

(Source)

[RM2K3] [RM2K] Play RPG Maker games online (UPDATED)

Thanks Liberty, I've updated the post with detailed information, updated links with some more games.

Is somebody interested to host his/her own game on the website to be played/tested online? :)

The official English 2k3 version is out!

author=Archeia_Nessiah
To make the battles faster and to help reduce the possibilities of the cancel command bug from occurring, this is now how the ATB works, it will start fast and will get slower until it's at ~80% the rest is normal speed.
For a clearer picture:

0% => speed x5
8% => speed x4.5
17% => speed x4
...
75% => speed x1.5
83% => speed x1
… stays at speed x1 until 100%

Thank you Archeia for these details, this will help a lot for a better battle interpretation.

EDIT: Thanks Cherry for the correction :D

The official English 2k3 version is out!

@Cherry: After reading the full ChangeLog I have some questions for compatibility:

author=Cherry
The battles are now faster.

How faster? It would be nice to have this detail with some numeric precision values, to emulate the new behaviour better.

author=Cherry
The ATB bars will now decelerate while getting filled.

Same for this one.

Other behaviour changes are easy to study, like the full screen switch.

By the way, because the source code looks like it is not available, it would be important not to support 3rd party memory patches (maybe EULA incompatible). It also could break EasyRPG Player game portability, which is a motivation for some users to purchase RPG Maker 2003, allowing to distribute their games on other platforms, like Android or OS X.

[RM2K3] What do you like best about 2k3?

author=Corti
author=fdelapena
No.
Plugins/Scripts, not the language the tools where made with.


Well, 2k3 C++ plugins are not official and definitely breaks portability. They are not compatible with official 1.10 (and I hope this should remain as is). If you want custom C++ is better to hack EasyRPG Player instead, it won't break the game portability and won't break the RM2k3 EULA.

[RM2K3] What do you like best about 2k3?

author=Corti
I love 2k3 because C++ >>>> Ruby! \o/


No.

2k3 is made in Pascal (Delphi)
XP/VX/VX Ace is made in C++ and Ruby.

The official English 2k3 version is out!

author=kaine87
No the 256 color limit it's very bad :(

A sprite/picture has far enough with 256 colour. If you use a proper tool to convert them, (e.g. pngquant or its frontends), differences are unperceivable.

There is however a video limitation (RGB565 instead of RGB888), RPG_RT uses 16 bit colour depth. EasyRPG Player uses true colour instead (24 bit), so looks better and natural.