5 patches I'm sure you don't know yet

Diskuze ohledně patchů, pomocných programů a různých pluginů pro RPG Maker 2000 a 2003.

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5 patches I'm sure you don't know yet

Příspěvek od Cherry » červenec 2, 2008, 12:08 pm

Hello! As I saw, the german RM community (my home) knows much more patches for the RM2k(3) than the czech does. So now I'll bring to you four great patches, made by myself, Cherry.

1. 100-Pics-Patch for RM2k3

DOWNLOAD for RM2k3 version 1.04
DOWNLOAD for RM2k3 version 1.08

How to use the patch píše:Just replace your RPG_RT.EXE with this one.

You have to patch the RPG2003.EXE too:

Open it in Resource Hacker (http://www.snapfiles.com/get/resourcehacker.html), then go to RCDATA --> TFORMEVCMD11110 --> 0. Then scroll downwards to "MaxValue = 50" (version 1.08) or "MaxValue = 40" (version 1.04) and change it to "MaxValue = 100". Then click "Compile Script". Do the same with RCDATA --> TFORMEVCMD11120 --> 0 and RCDATA --> TFORMEVCMD11130 --> 0 and then click File --> Save.



2. Better Auto Enter Patch for RM2k and RM2k3

Download Patch (625 KB): http://cherrytree.at/downloads/betteraep.rar
Download Demo Project (321 KB): http://cherrytree.at/downloads/betteraep_demo.rar

How to use the patch píše:This patch includes everything you need for creating your own title screen
> The standard title screen will be skipped, the game starts directly at the start map.
> You can call the load menu from an event script.
> You can exit the game from an event script.
> BetterAEP is a stand-alone patch. You don't need any other patch to get it working. If you want to combinate it with another patch, apply BetterAEP at first.

To call the loading menu or exit the game, the event command "Stop Parallel Events" (or "Stop Event" in some versions) and the variable no. 3350 is used. This variable has been chosen, because most of the games don't use it.

If variable no. 3350 contains the value 1 when "Stop Parallel Events" is called, the load menu will pop up. If it contains the value 2, the game will quit. If it contains any other value, the standard "Stop Parallel Events" command will be executed.



3. CharExpand Patch for RM2k

Download: http://cherrytree.at/downloads/cep.rar

Screen:
Obrázek

How to use the patch píše:The CharExpand Patch lets you use bigger charsets in RPG Maker 2000. A charsets now may be up to 1024x768 pixels. It may contain a standard charset (8 chars, with all face directions and all steps, total size: 288x256), 1 bigger char with all face directions (up to 256x256 per sprite) and steps or 1 sprite (up to 1024x768; so you can use charsets like pictures). For exapmles, look in the charset folder of the demo game.

To install the patch, execute the file "Patcher.exe", open a RPG_RT.EXE (version 1.07) and click "Patch".

To tell the patch, how big a sprite actually is, a filename prefix is used.

%XXYYMy_Char.png

XX and YY are width and height of one sprite, divided by 4.

%0812People.png -> One sprite has a size of (8*4)x(12*4) = 32x48 pixels, if the file contains one full char, the total size is 96x192 pixels.

Other chars than numbers are treated like "0". So "%A41B" will be treated like "%0410": 16x40.

In RPG Maker you should always use the first char of the charset if you use expanded chars. If you want to use a charset containing only one sprite like a picture, use "Fixed Graphic" mode with face direction "up" and step status "left" (see also the demon event in the demo).


I'm sorry, but the patch has some restrictions too.

1. Unfortunately (I haven't found the mistake yet :'-( ), if you use the patch, all three vehicles (skiff, ship and airship) will appear at all maps at tile 0/0. Use a blank charset for vehicles to avoid this.

2. Half-transparent terrains don't work with expanded chars. Graphical waste will be displayed (standard chars can step through as usual).

3. Because of the bigger charsets, some problems with priorities (espicially with the upper layer tiles) arise. You can avoid this either by tricky mapping or by using standard chars for uncontrolled moving events (like the hero or events with random movement).

4. You can (as usual) "speak" with the tile, where the event stands on, only (for example: if you have a big monster, the hero will not be able to interact with its feet by pressing ENTER.)

5. If you use my patch, your game will need a bit more power.

6. Please do NEVER use charsets with a "%" as first char in filename, but a filename lenght less than 5 (like "%OPA")!! This will let your game crash!


I hope, I have helped some people with this (I think, espicially the possibility of using charsets like pictures is interesting)!



4. PicPointerPatch for RM2k and RM2k3

Download: http://cherrytree.at/downloads/ppp.rar

How to use the patch píše:The PicPointerPatch, as the name says, lets you use pointers at picture IDs (this means, the destination ID of a Show, Move or Erase Picture command can be choosen at runtime, using a variable). It's very easy to use, if you want to use a fix ID, enter it normally (e.g. Show Picture [7], cloud.png), if you want to get the ID from a variable, use 10000+VarID als picture ID (e.g. Change Variable [208], 7; Show Picture [10208], cloud.png <<< same effect as Show Picture [7], cloud.png). If the variable contains an illegal value, you will get an error.

This also works with transparecy and magnification of pictures at Show and Move Picture commands!

The second important feature (new in version 2) is - you can also make the FILENAME of the picture be choosen through a variable.

If you use 50000+VarID as picture ID...
a) as explained above, the real picture ID will be read out of variable [VarID]
B) a file number will be read out of variable [VarID+1] - the last 4 chars of the picture filename will be replaced with that number

Some useful examples:

<> Show Picture 2, (160, 120), Item_0000
This command shows, as usual, the image "Item_0000" as picture no. 2.

<> Change Variable [0208], 9 set
<> Show Picture 10208, (160, 120), Item_0000
This will show the image "Item_0000" as picture no. 9.

Now look:
<> Change Variable [0208], 14 set
<> Change Variable [0209], 83 set
<Show>Save).
5. Do the same with RCDATA\TFORMEVCMD11120\0.
6. Do the same with RCDATA\TFORMEVCMD11130\0 too, but here you have to change the line "MaxValue = 20"/"MaxValue = 50" only.
7. Save and close.


At the end a little tip:

Transparency values above 100% can cause very interesting effects. For example - with 400% transparency the image will be displayed with inverted colors (as I could see)!



5. UnlockPics-Patch for the RM2k and RM2k3

Download: http://cherry1.ch.funpic.de/download/unlockpics.rar

How to use the patch píše:Normally, RPG Maker halts event processing at a show/move/erase picture command when a message box is active. This patch deactivates this behavior. So you are able to create animated faces and much more. Just run the patcher and patch your RPG_RT.EXE file.


Please respond in english or german.

greetings, Cherry

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Příspěvek od Drago » červenec 2, 2008, 7:13 pm

Well, I don't use RM2K, but I must say that your patches are really great and useful, especially the CharExpand patch. So keep it up, you're really helpful! :wink:
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Příspěvek od Rebel » červenec 3, 2008, 1:46 pm

Some nice stuff here, Cherry.

My question : The patch for unlocking pics - can it make project lagfree ??
I made ABS+CMS, but due high lag rate (a lot of pictures operation in parallel process, wait command really doesnt work) so its unplayble on low cpu.
(on fast pc)

 
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Příspěvek od Cherry » červenec 3, 2008, 8:38 pm

No, no, the UnlockPics-Patch lets you use show/move/erase picture command even if there is as message box active (which is normally not possible).

@your problem: maybe you use show picture instead of move picture on some things?


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