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> *** Some patches ***, Custom title screen, bigger Charsets, 100 pictures, picture reference
Cherry
post Jan 18 2009, 10:32 AM
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Hello! As I saw, the german RM community (my home) knows much more patches for the RM2k(3) than the english does. So now I'll bring to you five great patches, made by myself, Cherry.

1. 100-Pics-Patch for RM2k3

DOWNLOAD for RM2k3 version 1.04
DOWNLOAD for RM2k3 version 1.08

QUOTE ("How to use the patch")
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

QUOTE ("How to use the patch")
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:


QUOTE ("How to use the patch")
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

QUOTE ("How to use the patch")
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]
cool.gif 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 Picture 50208, (160, 120), Item_0000
This will show the image "Item_0083" (!) as picture no. 14!

IMPORTANT: The filename should have space for this number! A example how it should NOT be: If you would the example above using a picture "Blue Dragon", the RPG Maker would try to load a file called "Blue Dr0083"! You would get a "File not found" error then.

Another thing: Everything, the patch can not process, it will hand over to the RPG Maker. So - for exmaple - if you use 10500 as picture ID though this variable is unused, the patch hands this over to the RPG Maker, which would try to show a picture with ID 10500 - this would result in an error.

A practical expamle is attached as demo game (just look into the folder "Demospiel"). It's a number display with 6 digits - this only needs 15 event commands! Just open it in your RPG Maker and look at the event (the comments are in german, just ignore them).

The use of this patch? If you didn't understand it until now, I feel sorry for you. But I'll help you: number displays, item/skill/equip menus, etc. - with PicPointerPatch Version 2 you can do all these things in very short time!

At all, who are angry now, because their item menu took them months: SORRY! ;-)


>>>>> HOW TO INSTALL THE PATCH <<<<<<
1. open Lips.exe
2. click at "Apply IPS Patch"
3. choose version (RM2k or RM2k3)
4. choose the target RPG_RT.EXE (choose "All files" at the bottom right to see it)

But - the RPG Maker doesn't allow you to use that high picture IDs! So we have to patch the RPG2000.EXE/RPG2003.EXE too.

1. create a backup of your RPG Maker, so you can restore it, if you destroy it.
2. start Resource Hacker (available here: http://www.angusj.com/resourcehacker/) and open your RPG2000.EXE/RPG2003.EXE file.
3. go to RCDATA\TFORMEVCMD11110\0.
4. look for the line "MaxValue = 20" (RM2k) or "MaxValue = 50" (RM2k3) and replace the 20/50 with 100000. Do the same with the two lines "MaxValue = 100" below. Then click at "Compile Script" and save the file (File>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

QUOTE ("How to use the patch")
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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BigEd781
post Jan 18 2009, 12:42 PM
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Hey, good to see you here cherry. You and your team's patches are awesome.


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Gitildires
post Jan 18 2009, 01:45 PM
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Yes, thanks Cherry, this is great. I remember checking out some of these patches last year on some German forums, but I was hesitant to use them because I couldn't really translate the instructions properly myself (I blame Babel Fish and Google Translate) or find English instructions that explained things with enough clarity.

I just tried out the auto enter patch and it works nicely! Now I can finally make more dynamic RM2K3 intros (one of the few things I've always been a little disappointed with).


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Cherry
post Jan 18 2009, 08:55 PM
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QUOTE (BigEd781 @ Jan 18 2009, 12:42 PM) *
Hey, good to see you here cherry. You and your team's patches are awesome.

I have no team O.o

But thank you ^^


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Ratty524
post Jan 18 2009, 09:18 PM
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Wow. I'm especially fond of those charextend and auto enter patches. These look great, I'm downloading right now.


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Click here for other crap

QUOTE (gamezerstudios @ Jan 18 2010, 03:29 AM) *
i don't like blogs last time i got one my desktop blew up!

ROFL!!

Dragons and Eggs! Please click :3

Weird Dragon is weird.Pretty Dragon is pretty.
Midjet Dragon is a midget.Cool Dragon is cool.
Awesome Dragon is AWESOMEOkay Dragon is... Meh
UGLY DRAGON IS UGLY! >_<... Ok seriously WTF!?
Another Pretty DragonPrettier Dragon
WOAH BADASS!Woah... Same as before. >_>
Ooh it's a godly looking dragon!Ooh, it's a dragon prettier than the other two!
... Okay seriously what the hell is this thing?


thank you Holder for the card!


Feast your eyes on the failure!


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VileoSufora
post Jan 26 2009, 05:24 PM
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How do I determine what version I use? =\


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Gitildires
post Jan 26 2009, 05:35 PM
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In the editor, click "Help" then "About"

In that window will be the translation info.


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VileoSufora
post Jan 26 2009, 05:40 PM
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Alright, thanks


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Dark Gaia
post Jan 27 2009, 03:50 AM
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Hey Cherry! Nice job on these patches! These should add a little more power to RPG Maker 2000/3 and bring it just a tad closer to competing with XP and VX.


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Rukiri
post Jan 27 2009, 09:35 AM
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Unless pixel movement is released as a patch and semi scripting, I don't see it as a competitor.


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The Wanderer
post Jan 27 2009, 02:27 PM
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Because everyone knows scripting and pixel movement can make or break a game. Those are some high standards.


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Rast
post Jan 27 2009, 02:38 PM
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At any rate, these are useful patches. Glad to have them posted here. I'm going to pin this topic, as it'll likely be helpful to many people.

On another note, try to keep those "which maker is better" discussions in their own topic. This isn't the place for that.


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Dark Gaia
post Jan 27 2009, 06:37 PM
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I thought I'd report a problem I found when I decided to try out the Large Characters Patch (I normally use VX, but I wanted to see if this patch worked) in which although the sprites themselves are bigger, the collision detection works as if they were still normal sized ones. Like for example if that huge dragonfly were to attack the player, the event would not process until the player touched the centermost tile of the dragonfly sprite.


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2dgamestudio
post Jan 28 2009, 09:24 AM
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Wow nice pathces cherry. and thank you for bringing them to these borads. And it is also nice to have you in this communtiy.


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-Rose-
post Feb 18 2009, 03:00 PM
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I can't use really figure out how to use the 100 pics patch and the Better Auto Enter Patch together...
Anybody can help me? sweat.gif

EDIT:
I just found out that the PicPointerPatch is combinable with every other patch since it doesn't have an own rtp.exe

This post has been edited by -Rose-: Feb 18 2009, 03:48 PM
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Jirbytaylor
post Mar 7 2009, 10:26 PM
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Do you intend to make a 100 pictures patch for RPG_RT 1.09? I've been trying myself, working out the differences between versions of the runtime (the original 1.08, your 1.08 and my hack of 1.09 using 1.08's translation) and locating the hex value 33, and changing it to 65 where seems necessary, but I always end up breaking it. XD;

Though I did manage to stop the error message, it still wouldn't display pictures between 51-100.

What would be really great was if you made a tutorial on using hex editors to alter the RPG_RT. :B

Still, some good patches, I'm just not sure I'd give up the (apparent) class bug fix in the RPG_RT 1.09 for them. (I've never seen the bug before though...)


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Cherry
post Mar 8 2009, 02:47 AM
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A "RPG Maker internals - knowledge base" can be found here: http://forum.rpg2000.4players.de/phpBB3/vi...f=3&t=91564

Using "Hyper Patcher 2 Demo" you can change the picture limit to 126 at EVERY version, up to 9999 at RM2k 1.07: http://forum.rpg2000.4players.de/phpBB3/vi...f=3&t=91049

1. open hyperp2.exe
2. choose your project folder
3. if some messageboxes appear, click OK
4. go to "Anzeige" tab
5. change the limit!
6. click "apply"
7. press F9 to test your game and enjoy!


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Viewtiful
post Mar 8 2009, 11:24 AM
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Cherry could you combine the destiny patch and the char expand patch together somehow?


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Cherry
post Mar 8 2009, 12:15 PM
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QUOTE (Viewtiful @ Mar 8 2009, 11:24 AM) *
Cherry could you combine the destiny patch and the char expand patch together somehow?


Thats not possible, because the DestinyPatch uses the same space in RPG_RT.EXE as the CharExpand-Patch does. Sorry.


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DerKomet
post May 8 2009, 01:28 PM
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I tried opening the Hyperpatch that you provided the link on the "no row" thread, and after I unzipped it, it didn't work. It goes to the screen that says that it is a demo, and then I get an error and the program doesn't open. Is this only for windows XP and Vista?


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