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EasyRPG Player 0.2 “Alex” RELEASED

author=Kaempfer
This looks pretty amazing! What you're timeline for the rest of the battle stuff being finished?
This is hard to predict, as this release got delayed half a year from initial estimations. Maybe this year becomes more complete on this part, however there is no public roadmap about this yet.

author=Kaempfer
edit: I know you're still working on full Rm2k3 functionality, but what are your thoughts on Dyn support? Lots of RM2k3 games now use Dyn patches and plugins to enhance their games, and it'd be a shame to see them excluded.
DynRPG is really a problem and shall not be used (as for legal reasons). DynRPG are memory patches over a very specific RPG_RT.exe version, so they are not portable and every plugin should be rewritten for EasyRPG Player again. The very only solution is encourage DynRPG developers to create equivalent code on EasyRPG Player (uses C++ too) and recommend users not to use DynRPG until EasyRPG Editor is being more mature. As there are lots and raising plug-ins being added to DynRPG, we won't have ever enough time to sync compatibility with them, as the priority is to complete the original interpreter.

Once EasyRPG Editor is ready, as it is free, open source, any developer can (even legally) add custom features for both Editor and Player, even easier than patching memory registers and easier to debug. RPG_RT.exe 1.08 will be more incompatible between patches as it grows. EasyRPG Player won't have these limits.

author=Rave
Since you are replacing both editor and engine, will you support 32bpp graphics (full rgb+Alpha)? Please?...
This is already implemented in the engine. Video renderer is truecolor already and can be visually perceived. 24 bit PNG images with 8 bit alpha should load without problem too (with its own transparency).

EasyRPG Player 0.2 “Alex” RELEASED

(This is a forum mirror of this engine journal, just for getting more feedback from users as forums are more visited).

EasyRPG Player 0.2 “Alex”
Originally posted by Ghabry at EasyRPG Blog


Only 5 months behind schedule we are glad to announce the next stable release: Version 0.2

This version is named after everyones favourite hero “Alex”.

What is new for users?

As already stated in the Android post in December, SDL2 is used now. The major differences you will notice is that you can play now in fullscreen mode without having resolution changes, so all graphics are perfectly sharp and pixelated now :).

The Android port is now also distributed via the Google Play Store. The account is managed by our developer lobomon. Because the updates are uploaded by hand and are verified everytime by Google before publishing the releases are usually some days behind. You can find more up-to-date ones on our website in the download section.

Battle System (and random encounters) for RPG Maker 2000 and 2003 (#218) with some limitations:

  • Only traditional battle style supported for RPG2k3
  • Battle event interpreter not well tested
  • Conditions (Poison, Sleep, …) unsupported
  • Some battle commands unsupported (you get a warning in that case)



RPG Maker 2000 Battle System


RPG Maker 2003 Battle System

Support for saving and loading (#186). The files are written in the LSD format. In theory they are compatible with the original RPG_RT. Because the LSD-format is not fully understood yet, not all data is saved/loaded yet (we support ~75% of the data), but should be good enough for most cases. As a side effect the arbitrary 50 pictures limit was removed.

All missing move commands implemented (diagonal movement and jumping). Further more some issues with incorrect passability checks (Whether you can (not) walk on a tile) were fixed and the movement frequency is now more accurate when compared with RPG_RT (#224).

Support for half-width cyrillic fonts in our built in font “shinonome” (#216).


Russian language support (old: left, new: right)

Support for command line arguments (See wiki page for further details, #225).

The game title is now read from the RPG_RT.ini and displayed in the title bar (#52).

When returning to the title scene (via End Game or F12) some data was not reset (#192).

In TestPlay mode pressing F11 opens the save scene.

The annoying, game blocking warnings messages are replaced with a quake-like drop down console and therefore don’t halt the game anymore. As a side effect you get full unicode support in the messages (e.g. for asian languages). (#193).


New output

What is new for developers?

Readers was renamed to liblcf and relicensed to MIT license.

Improvements in the build system. The Player and liblcf should compile on more linux distributions now.

The makefiles for the PSP (Playstation Portable) build were removed. Nobody contacted us in the last years to maintain the (broken) PSP build.

Anything else?

Yepp. MarianoGNU is working on a new editor called “Editor-Qt“. It is making good progress but is Not really in a usable state yet, but you can grab the Windows binary from our jenkins system. The Linux version will be released later.


Editor Qt


Editor Qt Database

Gameplay Video: Battle system on Android

RPG Maker 2000/2003 games on ANDROID

No, DynRPG is definitely not possible to be supported as it patches RPG_RT.exe memory to inject stuff (and emulate Windows on Android is a no-no). We strongly discourage to use rm2k/3 patches of any kind, even if you are a developer is better to contribute to the project as it is open source.

EasyRPG Player 0.2 will be released this late night. We're working on a last minute Xperia Play buttons compatible version. If not, it will be deferred to the next release (0.2.1).

By the way, now we have EasyRPG Player on Google Play.

And a video of the upcoming 0.2 release on an Android device:

RPG Maker 2000/2003 games on ANDROID

Hi alanrozenkreuz, hold the finger over the game title on the game selector menu and select the Japanese region if the game is Japanese or try a different Yume Nikki translation.

By the way, we will need xperia play testers as we don't have proper button mappings. Thanks for reporting about the circle acting as back.

[Rm2k/3] Discovering savegame data

LCF2XML has been updated to support automatic encoding conversion without setting it explicitly.

RPG Maker 2003 Question of Legalities

My two cents:

Rm2k/3 license says executable modifications are not allowed; RTP asset distribution and modifications are allowed only bundled with games made by the same RPG Maker, so:

Any translation, patch or whatever over RPG_RT.exe is not legal.

Alternatives:

EasyRPG Player: Free RPG_RT.exe replacement, made in C++. Currently the most advanced and feature rich, even supports functional (yet being improved) battles and savegames. It will be totally free soon (MIT license), currently GPL license. With current license you can sell your game and make it playable in a lot of operating systems. You can alter the game interpreter, however beware about official RTP assets, there are no free replacements bundled for now.

Choco Player: Closed source RPG_RT.exe alternative, Android only, made in Java, no detailed license, so all rights reserved. Lesser completion status. No savegames.

TURBU: Includes another RPG_RT.exe alternative, GPL license, made in Delphi. Similar advantages as EasyRPG Player. Lesser completion status. No savegames.

20XX (old): RPG_RT.exe alternative, windows Only (DirectX), unfinished, new version is not a RPG_RT.exe interpreter alternative. No savegames.

[Rm2k/3] Discovering savegame data

Thanks, I've fixed the link to the CSV.

There are some recently documented chunks not added to the CSV yet, will be added soon: https://gist.github.com/MarianoGnu/9965412

The link to LCF2XML executable works again too.

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

I am trying to check what does some unknown chunk with ID 0x09 in LcfDatabase.
In the Battle Commands dialog editor there is some data but there is a block which it does not look to modify it, however it is stored in RPG_RT.ldb. Is possible to check what does it from DynRPG?

BattleCommands,placement,f,Enum<BattleCommands_Placement>,0x02,0,Integer
BattleCommands,death_handler1,f,Integer,0x04,0,Integer
BattleCommands,row,f,Enum<BattleCommands_RowShown>,0x06,0,Integer
BattleCommands,battle_type,f,Enum<BattleCommands_BattleType>,0x07,0,Integer
BattleCommands,unknown_09,f,Integer,0x09,0,Integer
BattleCommands,commands,f,Array<BattleCommand>,0x0A,,Array - RPG::BattleCommand
BattleCommands,death_handler2,f,Integer,0x0F,0,Integer
BattleCommands,death_event,f,Ref<CommonEvent>,0x10,0,Integer
BattleCommands,window_size,f,Enum<BattleCommands_WindowSize>,0x14,0,Integer
BattleCommands,transparency,f,Enum<BattleCommands_Transparency>,0x18,0,Integer
BattleCommands,teleport,f,Boolean,0x19,False,Integer
BattleCommands,teleport_id,f,Ref<Map>,0x1A,0,Integer
BattleCommands,teleport_x,f,Integer,0x1B,0,Integer
BattleCommands,teleport_y,f,Integer,0x1C,0,Integer
BattleCommands,teleport_face,f,Enum<BattleCommands_Facing>,0x1D,0,Integer

RTP for RPG200 or here we go again :)

Use some RTP installer from different third parties. I guess some Spanish RTP distribution contains same RTP filenames from Don Miguel but the installer works in Windows 8 yet.

Alternatively, unpack the RTPe.exe with 7-zip, WinRAR and such. Then create the RuntimePackagePath by hand in the Windows Registry or create a .reg file then import it.

BIG NEWS!!!!

I feel MKXP is better than Neko RPGXP (and Open Source), did you try to build it? https://github.com/Ancurio/mkxp