Once you have bought your item the option to download and install it pops up select this. You can and include the RTP files in your games files meaning the end user doesn't need to do any legwork. There are many online help guides. But be warned they do not always refer to RPG Maker XP they tend to refer to RPG Maker VX ACE.
How to use RGSS2 or RGSS3 with RPG Maker XP By Dargor This tutorial will guide you step by step and show you how to implement RGSS2 or RGSS3 and all its cool features into RPG Maker XP. Requirements The only thing you need is RPG Maker VX (or VX Ace for RGSS3). In this tutorial, we will need the following files located in RPG Maker VX/Ace game directories: - VX: Game.exe and RGSS202E.dll - Ace: Game.exe and RGSS300.dll Conversion Table RPG Maker XP, VX and Ace all share the same structure.
Most of the time the only diferrence is the name of the files. This table is here to help you understant which files you need to use depending on the version of RPG Maker you are using. RPG Maker XP: - Game Executable: Game.exe - RGSS Library: RGSS1xxE.dll (replace 1xx by the version you are using. I.E.: 1.04 would be RGSS104E.dll) - Game Archive: Game.rgssad RPG Maker VX: - Game Executable: Game.exe - RGSS Library: RGSS2xxE.dll (replace 2xx by the version you are using. I.E.: 2.02 would be RGSS202E.dll) - Game Archive: Game.rgss2a RPG Maker VX Ace: - Game Executable: Game.exe - RGSS Library: RGSS3xx.dll (replace 3xx by the version you are using. I.E.: 3.01 would be RGSS301.dll. Ace does not have a different library depending on the language, so the E or J at the end is not needed anymore) - Game Archive: Game.rgss3a - Please enable JavaScript to view the contents of this spoiler Step 1 - RTP If you are using the default RTP, copy/paste all of them into your game folder Step 2 - RGSS Library, Game.exe and Encrypted Archive A) The first thing we want is the RGSS Library used by the target RPG Maker (VX or Ace).
Copy/paste the dll mentioned above in your game folder and rename it RGSS102E.dll. Note that the name of the DLL might change depending on the version of RPG Maker XP you are using. At the time this tutorial was written, I was using version 1.02 so I had to rename the DLL to RGSS102E. But if you're running version 1.04, then rename the DLL RGSS104E.dll. RMXP will first check your game folder for the needed libraries before checking the folder where you installed the software. Each time you save with RPG Maker, it rewrites Game.ini and changes the Library name (RGSS102E.dll in the case of RMXP.
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Don't forget, the name of the DLL difers depending on the version opr RPG Maker XP!). So by doing this, you don't need to change the name of the library in Game.ini each time you save your game. However, if you want to replace/move/do whatever with the DLL, make sure it's really the one you want.
B) RPG Maker needs to initialize the right process in order to run the game. (in this case it's Game.exe) Using Game.exe from XP obviously won't work because it was designed for RGSS1. So, all you need to do is replace XP Game.exe with VX/Ace Game.exe. C) If you try to compile your game and then run the compiled game, you will encounter an error saying 'Failed to load scripts'.
This is because the encrypted games using RGSS2/RGSS3 are looking for the file Game.rgss2a/Game.rgss3a. With XP, the file extension is.rgssad.
Simply rename Game.rgssad to Game.rgss2a or Game.rgss3a if you want RGSS3. Step 3 - Scripts A) Open RMXP B) Open the Help Manual (F1) C) Open the Script Editor (F11) D) Copy all RPG objects from the Help Manual into the Script Editor.
Make sure to put all of these scripts ABOVE everything else. Note that RPG::MoveCommand has an error. Here's how it looks in the manual. Expand to see the code.
E) Some hidden classes such as Tilemap or Window have changed in VX and probably won't work anymore. The most important thing to update here is the Tilemap. There's already a couple of Tilemap class rewrites here so pick the one that suites you best. I personally recommend you Poccil's Tilemap rewrite. This Tilemap class is faster and allow to have maps larger than 64x64. See RMXP + RGSS2 Bitmap bug for more information. Note that RGSS3 does not have this limitation.
Optionally, you can also use a Window class rewrite. The format of windowskins has changed so if you want to use XP's format, you can use Sewlyn's Window class or any other.
If you want to keep it simple, adapt your windowskin to the VX format. Step 4 - $DEBUG/$TEST Flags In RPGVX/Ace, $DEBUG changed to $TEST. In the Main script, Right below 'begin', add the following line: $DEBUG = $TEST = true If you don't want to be in debug mode, set these variables to false. Don't forget to remove this line when publishing your game!
Known Bugs and Issues It seems that RGSS2 cannot handle bitmaps larger than 2048x2048. However, RGSS3 does not have this issue. If you are using SephirothSpawn's Tilemap class (the most recent one), you will not be able to make maps larger than 64x64.
Demo Enjoy it! -Dargor Final Fantasy VI SDK. Thanks, although. Based upon the RMXP license, are we actually allowed to do that with the RTP?
I'm under the impression that we're not, though I may be mistaken, as I don't have the RMVX legal documents before me right now. URL=Please check out my game, The Cerion Conception. Demo available- so come and check it out! I really need feedback for it, and would be ETERNALLY grateful./URL. @SephirothSpawn, RPG Wizard I'm sure there will be a couple of problems but so far, I got no errors. I tried it with my FFVI SDK and its working great. I'm using the RMXP SDK 2.3, MACL 2.0 and a lot more.
I'm still experimenting a few things but as I said, so far, nothing went wrong. What errors are you expecting? @Atemu Try to use Sewlyn's Rewritten Window script, it should solve the problem. @King Moogle As far as I know, it's not illegal. I might be wrong though. If it is, then I will ask a mod to delete this topic. Final Fantasy VI SDK.
I just found something odd with that. You can't make a map bigger than 64x64 with RGSS2 if you are using Seph's tilemap class (the most recent one). I tried a couple of thing in VX and it seems that VX bitmap class cannot create bitmaps larger than 2048x2048.
However, RPGXP can. So, the reason why you can't make maps larger than 64x64 is because Seph's tilemap class creates 3 bitmaps for the 3 map layers. That means if your map size is 500x500, 3 bitmaps of 0 will be drawn and RGSS2 cannot handle that.Updating the first post. Final Fantasy VI SDK. Hey, just been playing around with it and wanted to ask a couple of questions. How do I change the screen resolution at startup?
Does this mean that RMXP scripts (such as CBSs, Mode07, etc) won't work? How would I go about changing the map scrolling to suit the different resolutions (so it doesn't stop too early or too late)? EDIT2: RMVX Style Menu Blurring Quite simply comment out both the Player Time and Player Steps (including update and dispose), move the Gold window up to where the Player Time used to be, then copy and past this under def main: @spriteset = SpritesetMap.new b = Graphics.snaptobitmap sprite = Sprite.new b.blur sprite.bitmap = b EDIT2b: Actually, DON'T move the gold window. After looking at VX screenshots again, the gold window seems to stay at the bottom.
Yes, all I did was copy and paste the event (changing 'radialblur' to just 'blur' with no numbers after it) into the menu, but it's still a nifty effect. EDIT3: /img Last edited by on Wed Apr 23, 2008 2:08 pm, edited 1 time in total.
Windows 8 and RM2K3.and You! - First off, hello all, I'm Ramza, and I'm not nearly active enough in this community to be instantly recognizable to everyone. I was the webmaster of a rather large, and quite active rm2k3 website back in the day, and I'm a bit of an oldschool rpg maker 2k/2k3 'programmer' of sorts. I have recently purchased a brand new laptop, whose system specs are nothing to balk at, which is running Windows 8. After many months of tweaking my OS so that it is bearable, I have discovered a few issues with it that translate into poor rm2k(3) performance.
For reference, I am not sure if the true cause of these issues is actually windows 8, as I only have the one laptop running it, it could also be my particular video card setup. Now, to the good stuff: I have noticed a couple of video related issues with rm2k(3) while running on windows 8. Fullscreen does not work Running the RPGRT.exe in compatibility mode allows the game to play, but that leads me to the second problem:. The frame rate in fullscreen mode is horrible, even when nothing is happening on screen in a brand new project with no common events running. I ran a screen capture program to verify, the game would run at a consistent 15-17fps in fullscreen, while running fine at 60fps windowed (as an aside, I'm sure rm2k3 runs at 30fps normally). I'm sure that most people probably run their rm games in windowed mode anyway, so this isn't such a big deal to most of you. But for some of us, this is a pretty solid problem.
I want to be immersed in the rm games I play - it brings me back to a simpler time - of early console games, where the entire TV was filled with the game. It's all part of the experience for me. So what can we do about it? Well that's what I'm here for. When I first discovered the no fullscreen problem, I scoured the forums looking for resolutions, I discovered. This shell application hides the original window, and draws a duplicate of the window using OpenGL, which can support fullscreen.
This worked for making the game play at fullscreen, but my monitor is widescreen, and has no way to make the aspect ratio stay fixed (or at least no way that I could find). Despite this, if you're not using a widescreen monitor, this program should pretty much fix this issue for you, and the additional filters can make the game look a lot better than it normally would. The main downside to this workaround, is the need to run the separate for it to function. I managed to find an alternate method of essentially doing the same thing as Cherry's Mod, however.
A directdraw wrapper that translates DD calls into OpenGL calls. Obviously, for this to work, your graphics card needs to support OpenGL. After downloading and installing the program, a settings window is used to specify what program you want to intercept directdraw calls from. As this is not an rm specific program, you do need to specify the location of your RPGRT.exe file.
This program supports maintained aspect ratio scaling, however, it doesn't support minimizing, or windowed mode (attempts to minimize the window result in it still being up on top of everything, setting it to windowed mode causes it to crash entirely). This program causes the specified application to run scaled in a window that is the same size as your desktop resolution, bypassing any issues your OS or GPU have with running something below 800x600 resolution. It has a number of filters that can be applied to make the application appear more fancy, although I just prefer the setting which simply upscales the graphics without a filter. An issue that I found with it, however, is that if you've previously set windows compatibility settings on the rpgrt.exe file, these settings are incompatible with the DXGL wrapper.
If you run the setup exe as administrator on your computer, it will warn you if this is the case, and automatically remove any such compatibility settings from the registry for you. Alternatively, you can manually remove them, but I didn't have much luck attempting that. While I was messing with settings on the DXGL, I did manage to have the overlay program detect that rm2k3 was running at 60fps, I am sure that was incorrect, however. After nailing down the exact settings I was looking for, I was able to get rm2k3 to run at a solid 30fps according to the overlay program, which was a lot nicer looking and less jumpy than the 15-17fps I was getting with the windows compatibility mode method. A slight issue I've noticed is that screenshots taken while running this way are at my full desktop resolution, and need to be cropped and resized back to 640x480, but that's not a big deal.
The windowed mode/alt-tabbing problem is pretty serious, but the programmer of DXGL is still working on many compatibility problems with newer versions hopefully ironing out this bug. On the other hand, not being able to tab out, or go into windowed mode isn't that big an issue to me, as I said above, it's all about immersion. As I said above, I am not entirely sure if this problem happens on all windows 8 computers, or only the ones with the type of GPU I have (a dual switching intel HD/nvidia geforce GTX 675MX). I have seen it said that having videocards in a crossfire, or SLI configuration can cause the fullscreen crash problem as well, and that using only one video card can resolve it without any of this DirectDraw trickery - I'm not sure. Either way, it's better to have this information available somewhere if someone should need it, than sit on it myself and never tell anyone. Cheers, -Ramza. Thank you for posting this.
Windows 8 is providing me a lot of difficulty as well. I have actually found that VX games run a bit slow as well, but not as poorly as RM2k and RM2k3 games. The game I used for testing was Yume Nikki, though I've tried several others with similar results. Three computers were used, two of which run on Windows 8 and the other on Windows 7. Fraps was the measure for frame rate. I could not measure exact frame rates when in windowed mode.
Windows 8 machine #1 hovers around 24 fps during the menu and drops down to 11-12 when waiting at the diary. Windows 8 machine #2 (which has significantly higher specs) was at 26 during the menu and 11-13 when waiting by diary. Machine #3, Windows 7, smooth gameplay with no stuttering. The MAJOR difference between Windows 7 and 8 is the Start menu, an obvious fact, but what makes the Start menu function the way it does in 8? I've gotten on this idea that perhaps Desktop Window Manager handles it, and so I've gone about trying to disable it when I run Yume Nikki. After some trial and error writing batch files and using PsTools provided from this, I've managed to quell DWM, but with the added effect that Yume Nikki now crashes as it loads, giving me the error 'RPG Advocate is awesome.' Has anybody encountered such a error before?
I'll try testing more games and the other machine with the files I've written. Link2112 snipWhat games have you played on that machine?
Did you happen to use a program to capture the frame rate? I'd be interested to find out why it is you are not experiencing issues.
My Windows 8 laptop is similar in specs. Author=LockeZ No error message or anything? To get RPG Maker XP to run in Windows 8, I have to run in Windows XP SP3 compatibility mode, run the program as an administrator, and check the box in the compatibility settings that says 'Disable display scaling on high DPI settings'. Meanwhile, defying all expectations, RPG Maker 95 runs flawlessly without compatibility mode or anything. No error message, just a generic 'not responding' and it crashes. Windows XP and up just straight up work with no special settings needed, though. I have no performance problems with them, either.
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Actually, I think they run more smoothly now. This is because 2K/2K3 has a bizarre rendering engine built on top of what appears to be DirectDraw. XP and VX instead use Direct3D and render flat graphics- same as all my 2D engines- this lets them run on just about anything since it's easy for modern systems to understand (and it makes rotation, scaling, etc. Very easy to do and very fast performance wise). What you need is something that specifically works with DirectDraw applications.
A quick Google search shows that Windows 8 has lots of trouble running DirectDraw applications well. The error 'RPG Advocates is Awesome' appears if you attempt to modify specific locations of the.exe (I think its looking to see if their name is intact in the dialog boxes or standard VERSION information in the.exe resources). Author=Sailerius author=Wonsungi Sailerius Which games have been crashing for you?
I would like to test them on my machine and perhaps the other.All of them. I've found that running an rm game in fullscreen by running the RPGRT.exe file (no testplay mode) causes it to lockup and crash 100% of the time on my machine. Try setting some compatibility options. I've had luck with windows XP SP3, but as mentioned in the article, the framerate tanks in fullscreen mode like that.
Edit: It appears that my machine is picky about what works and what doesn't. I tried messing with some compatibility options to check framerates, and they all appear to be around 24-25fps now. Since it's not consistent, the video appears choppy, though. I'm kind of annoyed TBH. I'm considering installing a windows XP partition on this computer so I don't have to deal with RMs crummy performance.
Even the DXGL wrapper isn't perfect. I noticed lately that it seems to having missing pixels, or shows a checkered line in between the boundaries of different elements on the screen (like between the bar color and the bar graphic in the DBS) which is distracting. It is still a work in progress, however. LayerForceDirectDrawEmulation is not Acceleration, it's the opposite. It's emulation.
It's a HEL method for DirectDraw. This is why However you will not get the speed you were used to like in Windows 7 or before. It should, however, fix this problem even if it occurs on other versions of Windows. The way you're doing it, there should be a way to do this from a.bat script that you can package with your game (that starts the EXE with these settings, not edit the registry!). Then you can give it to people and they don't have to edit their registry.
I didn't have that problem, but yea, I had extreme resolution lag (it's noticeable on bigger screens or those with lots of events. And no, you ask, it's not parallel events. It ran fine on XP, it ran (well windows 7 sucks) ok on Windows 7 except for practically stalling on a snow screen, and it ran great on Vista.
If you simply advance the map of a screen, animation is choppy and skips. The second (AFM game starter fails because I have some sort of glitch with 'subscript out of range (-1)' if I start minimized. So I have to basically start, then load the AFM.
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