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Introduction
Patches of the RPG Maker 2000/2003 editor have always been the greatest problem, because they all changed the resource section in the executable. So there were two ways of distrubuting such a modification: Either the users had to change their RPG2000/3.exe by themselves using the famous “Resource Hacker� or replace it by a new one, which was often a big problem because modifications made in the past, and even localizations were overridden.
The aim of my project is to make things easier. RPG Maker 2009 Ultimate neither changes the executable file nor replaces it. It’s compatible with all versions and this way very flexible. When started, it will load any RPG Maker 200x editor and inject itself into it. From the inside, it is able to modify the RPG Maker then.
Already implemented features * Interface modification: new, compact toolbar, seperated (�floating�) map tree and chip selector, project’s name in title bar * User-defined interface modification or localization through INI files (UIMod). This replaces the old way, where you had to use Resource Hacker. * Support for multiple instances (up to 100) without conflicts * Opening project by entering the path * Replacement of fonts (this way eliminating the bug where RM2k3 would display a yen sign instead of a backslash) * “User tools� menu where you can put tools you want to call quickly * Support for resources in subfolders * File info for resources (image size, title/copyright information for MIDIs and MP3s, …) * “Undo� button for many event commands * New charset animation type “No steps when moving� * New hotkeys, F11 can now be used in every window to open the music selector, F9 also works in the database * Event command highlighting * Size of event listboxes can be increased * “Secret�, password-protected events * Support for lower layer tiles in upper layer (with one important restriction, read ultimate.txt for details) * Go to a map by entering its ID or a part of its name * Support for comments up to 128 lines * No size check at importing images * Support for 125 (5×25) sprites instead of 25 (5×5) in one animation file * Useful tips and tricks * Language files included: German, French, Spanish and Polish * Language file editor ...and more
Planned features * Integration of CGSS * Minimap of current map for better overview * Better sound player with music download feature * Debugger * Event template feature (with parameters) for often used types of events (e.g. “chest�, “teleport�, …) ...and more
Screenshots
Loader
Main window with floating tool panel
Go to Map window
Secret event password change dialog
Secret event password enter dialog
Database menu
Tools menu with user-defined tools
Tips & Tricks window
Database with vertical tabs and event command highlighting
Looks good, more cleaner than the standard program. But many have developed patches, is it possible this will crash? if i put in the patch will i still be able to work off a project your currently working with? can we have a stand alone version capable of using the same files?
I might sound a bit like an idiot, but i just need to be certain for my game's sake.
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Wow, impressive. You're just injecting DLLs to apply modifications directly in the loaded modules rather than changing the original files. This will be a huge asset for all RM2000/2003 users.
*pins topic*
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Like usual, this shit is amazing work, Cherry! I'm going to check this out on Monday after school! Although a lot of this isn't really useful to me, still can't hurt to take a gander at it! Good job!
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QUOTE (Skurge @ Nov 13 2010, 08:25 PM)
But many have developed patches, is it possible this will crash?
RM2k9U is working with all versions and all patches.
You can switch between RM2k(3) and RM2k9U as you like.
QUOTE (Skurge @ Nov 13 2010, 08:25 PM)
if i put in the patch will i still be able to work off a project your currently working with?
Yes.
QUOTE (Skurge @ Nov 13 2010, 08:25 PM)
can we have a stand alone version capable of using the same files?
Sorry, I don't know what you mean...
QUOTE (Skurge @ Nov 13 2010, 08:25 PM)
I might sound a bit like an idiot, but i just need to be certain for my game's sake.
Your game can't be harmed.
All which can happen is that if you use some extended features like resources in subfolders, you can't properly edit those things in normal RM2k(3), so, for example, if you open the resource selector in the normal RM2k(3), it won't show your resources in subfolders anymore. But that's consequential, isn't it?^^
What's CGSS? is it a scripting language? If so would be cool as RM2k/3 needed it. If it's alright I advertised it on my own website.
You should try and get it to support the alpha channel and allow charsets to be of any size like RMXP/VX.
Oh yea, when this is done I'll gladly translate this into English if ya wanted.
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If it's alright I advertised it on my own website.
Of course that's alright
QUOTE (Rukiri @ Nov 14 2010, 02:55 PM)
You should try and get it to support the alpha channel and allow charsets to be of any size like RMXP/VX.
Alpha channel - that was one feature of the inoffical Power Patch v0.85, but it was a very crappy way to do it, and I cancelled Power Patch. Charsets can already be any size with CharExpand-Patch (RM2k only, however).
QUOTE (Rukiri @ Nov 14 2010, 02:55 PM)
Oh yea, when this is done I'll gladly translate this into English if ya wanted.
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Looks very nice Cherry! I wouldn't say that it's a replacement for RPG Maker XP or VX, but this certainly adds some much needed sleekness and functionality to the old RPG Makers, which should increase their longevity a bit.
I heard you're going to incorporate a scripting system. Will this be RGSS, or the other system you used in your Power Patch?
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It looks to be lua, but I'm more concerned about actual core changes through CGSS. Like changing from tile to pixel movement, or coding false 3D/2.5D etc. Very easy in RGSS/XP.
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Xeilsoft - Follow your dreams to the very end..
Kits that I'm working on. [Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.
Main PC Core i7 3820 overclocked @ 4.8GHZ Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB Asrock X79 Extreme9 w' creative sound 64GB corsair platinum @ 1600MHZ Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD. Rosewill Lightning 1000W PSU OS: Funtoo Linux, Windows 8 (Virtual Machine)
iMac (March 2013) 3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz 16GB 1600MHz DDR3 SDRAM - 2X8GB 1TB Serial ATA Drive @ 7200 rpm NVIDIA GeForce GTX 680MX 2GB GDDR5
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I remember that with the Power Patch, you could code Mode 7 and pixel based movement so if he's using the same system, then these changes could be made quite easily.
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QUOTE (Dark Gaia @ Nov 14 2010, 07:40 PM)
I remember that with the Power Patch, you could code Mode 7 and pixel based movement so if he's using the same system, then these changes could be made quite easily.
This was a rumor, I don't know who started it. You never could do something like that.
However, with CGSS, maybe you will.
CGSS just tries to come close the RGSS, but in Lua.
A nice little feature to add would be particles, their all the craze these days.
__________________________
Xeilsoft - Follow your dreams to the very end..
Kits that I'm working on. [Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.
Main PC Core i7 3820 overclocked @ 4.8GHZ Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB Asrock X79 Extreme9 w' creative sound 64GB corsair platinum @ 1600MHZ Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD. Rosewill Lightning 1000W PSU OS: Funtoo Linux, Windows 8 (Virtual Machine)
iMac (March 2013) 3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz 16GB 1600MHz DDR3 SDRAM - 2X8GB 1TB Serial ATA Drive @ 7200 rpm NVIDIA GeForce GTX 680MX 2GB GDDR5
From the demo it seemed more lua like than a scripting system.
QUOTE (Cherry @ Nov 14 2010, 09:43 PM)
QUOTE (Dark Gaia @ Nov 14 2010, 07:40 PM)
I remember that with the Power Patch, you could code Mode 7 and pixel based movement so if he's using the same system, then these changes could be made quite easily.
This was a rumor, I don't know who started it. You never could do something like that.
However, with CGSS, maybe you will.
CGSS just tries to come close the RGSS, but in Lua.
I really hope so, you know how many people will find this godsend if Mode7 could be done in 2k/3 with scripting? a lot, and could actually do GBA quality RPGs!
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Xeilsoft - Follow your dreams to the very end..
Kits that I'm working on. [Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.
Main PC Core i7 3820 overclocked @ 4.8GHZ Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB Asrock X79 Extreme9 w' creative sound 64GB corsair platinum @ 1600MHZ Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD. Rosewill Lightning 1000W PSU OS: Funtoo Linux, Windows 8 (Virtual Machine)
iMac (March 2013) 3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz 16GB 1600MHz DDR3 SDRAM - 2X8GB 1TB Serial ATA Drive @ 7200 rpm NVIDIA GeForce GTX 680MX 2GB GDDR5
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But having to learn Lua might offput a few people. But then again, it's no harder than learning RGSS for XP/VX though.
Still, will Cherry be supporting plug and play scripting (as in downloadable scripts that can be pasted into the game for non scripters, like XP and VX)?
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I'm curious how CGSS comes in play with the editor? Will it have it's own editor? And how does it mesh with core files? If you're planning on coding a library like RGSS please keep in mind you might want to completely recode the player, NPCs, Battle System, and Menu if you want to add CGSS.
This will make things much easier as one could just edit everything if he wants to move 1/2 of 16X16 or make 2k3 more XP/Vx like. For the battle system, just pick a nice and basic side view one from XP or VXs scripts.
Will CGSS have it's own editor in Rm2k9? Or is it just a file you make in wordpad and save as something.lua? I would suggest at least modify 2k or 2k3 to include the cgss editor in the main editor and modify the editor a bit so it's a bit more up to date with the current makers.
This could be the best NES-PS1(that used resolutions of 32X240) making because of CGSS, right now at least imo Game Maker 8 is. I'd use it for my RPGs though if this was done.
Oh yea forgot, you should code a resolution cgss core script as if this is changed the resolution changes not just the window size. This honestly could turn out better than XP or VX but only if it supported XP/VXs Color support.
__________________________
Xeilsoft - Follow your dreams to the very end..
Kits that I'm working on. [Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.
Main PC Core i7 3820 overclocked @ 4.8GHZ Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB Asrock X79 Extreme9 w' creative sound 64GB corsair platinum @ 1600MHZ Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD. Rosewill Lightning 1000W PSU OS: Funtoo Linux, Windows 8 (Virtual Machine)
iMac (March 2013) 3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz 16GB 1600MHz DDR3 SDRAM - 2X8GB 1TB Serial ATA Drive @ 7200 rpm NVIDIA GeForce GTX 680MX 2GB GDDR5
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Either way, to fully intergrate CGSS to the same level as RGSS, the core engine itself would need to be heavily modified or rewritten from scratch. It would probably be easier just to code a new RPG Maker full stop. I'm assuming the CGSS only allows you to add new things to the game. When I tried Power Patch, from what I could tell, you could only add to the core engine (and yes, you did need to write in notepad and save as .lua) so to be able to modify core scripts like XP/VX would take a lot of work.
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QUOTE (Dark Gaia @ Nov 14 2010, 07:35 PM)
I heard you're going to incorporate a scripting system. Will this be RGSS, or the other system you used in your Power Patch?
CGSS is using Lua, as Power Patch did, but that's the only similarity.
QUOTE (Rukiri @ Nov 14 2010, 08:00 PM)
It looks to be lua, but I'm more concerned about actual core changes through CGSS. Like changing from tile to pixel movement, or coding false 3D/2.5D etc. Very easy in RGSS/XP.
Should later be possible, but I can't promise it.
QUOTE (Rukiri @ Nov 15 2010, 10:57 PM)
So is CGSS based around your general C syntac.
if (statement) { // comment }
or
if (statement) // comment end
From the demo it seemed more lua like than a scripting system.
It is Lua, and Lua is a scripting language, so I don't see a problem there^^
QUOTE (Dark Gaia @ Nov 15 2010, 11:18 PM)
But having to learn Lua might offput a few people. But then again, it's no harder than learning RGSS for XP/VX though.
Still, will Cherry be supporting plug and play scripting (as in downloadable scripts that can be pasted into the game for non scripters, like XP and VX)?
Of course, that's the core idea. Look at the folder "userscripts" at the CGSS demo, there is the keyboard/mouse script which is demonstrated. You just have to copy a script there and it's applied.
The CGSS core itself is in this very early demo only capable of reading/writing switches and variables, the function key assignments and some graphic properties (window size, fullscreen - used for the mouse support).
QUOTE (Rukiri @ Nov 15 2010, 11:24 PM)
I'm curious how CGSS comes in play with the editor? Will it have it's own editor? And how does it mesh with core files? If you're planning on coding a library like RGSS please keep in mind you might want to completely recode the player, NPCs, Battle System, and Menu if you want to add CGSS.
The line "Integration of CGSS" in the ToDo section just means that I want to add a script editor for CGSS in RM2k9U, and syntax highlighting for the "Call script" command I am going to add. (Without RM2k9U, you would use "Comment", with a prefix like "#!CGSS")
QUOTE (Rukiri @ Nov 15 2010, 11:24 PM)
This will make things much easier as one could just edit everything if he wants to move 1/2 of 16X16 or make 2k3 more XP/Vx like. For the battle system, just pick a nice and basic side view one from XP or VXs scripts.
I hope, far in future, this will be possible with CGSS too. That's the goal, so-to-say.
QUOTE (Rukiri @ Nov 15 2010, 11:24 PM)
Oh yea forgot, you should code a resolution cgss core script as if this is changed the resolution changes not just the window size. This honestly could turn out better than XP or VX but only if it supported XP/VXs Color support.
This is one of the most demanded features, but at the moment, it's just not possible. I would have to change too much.
QUOTE (Dark Gaia @ Nov 16 2010, 12:42 AM)
Either way, to fully intergrate CGSS to the same level as RGSS, the core engine itself would need to be heavily modified or rewritten from scratch. It would probably be easier just to code a new RPG Maker full stop. I'm assuming the CGSS only allows you to add new things to the game. When I tried Power Patch, from what I could tell, you could only add to the core engine (and yes, you did need to write in notepad and save as .lua) so to be able to modify core scripts like XP/VX would take a lot of work.
Well, look at the example script. It's using a callback interface. There is the real power. In Power Patch, the scripts were running parallel to the events, and reacting on variable changes. A very slow, asynchronous way, and not very powerful.
Here, you can install callbacks, and also "stack" them (so Script 1 handles a callback, when it's finished, Script 2 gets the chance to handle it, etc.).
In this example, three callbacks are used: One is activated when the game writes to a variable, one when it reads from a variable and one when it reads from a switch.
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QUOTE
Well, look at the example script. It's using a callback interface. There is the real power. In Power Patch, the scripts were running parallel to the events, and reacting on variable changes. A very slow, asynchronous way, and not very powerful.
Here, you can install callbacks, and also "stack" them (so Script 1 handles a callback, when it's finished, Script 2 gets the chance to handle it, etc.).
In this example, three callbacks are used: One is activated when the game writes to a variable, one when it reads from a variable and one when it reads from a switch.
Best regards, Cherry
Interesting! That's a smart way of doing it! This should add a lot of power to the older Makers.
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