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Cherry
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 (5Ă—25) sprites instead of 25 (5Ă—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

Maximized event listbox

Resource manager with file info

Move/rename function

Subfolder combobox

Listing of files in all subfolders

Big comment

New event animation style

Language file editor

Use of an animation file with 125 sprites

About window



Download of version 0.15 Alpha
http://cherrytree.at/download/?did=1
Changelog: http://cherrytree.at/ultimate-changelog

Please read the text files carefully before testing, especially ultimate.txt and faq.txt!

Best regards,
Cherry
Skurge
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.
Kread-EX
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*
Brent Murray
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! biggrin.gif
Cherry
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?^^
Rukiri
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.
Cherry
QUOTE (Rukiri @ Nov 14 2010, 02:55 PM) *
What's CGSS? is it a scripting language? If so would be cool as RM2k/3 needed it.


It is. See here: http://cherrytree.at/cgss

QUOTE (Rukiri @ Nov 14 2010, 02:55 PM) *
If it's alright I advertised it on my own website.


Of course that's alright smile.gif

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.


Why? Everything is English already^^
Dark Gaia
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?
Rukiri
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.
Dark Gaia
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.
Cherry
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.
Rukiri
A nice little feature to add would be particles, their all the craze these days.
Cherry
QUOTE (Rukiri @ Nov 14 2010, 11:41 PM) *
A nice little feature to add would be particles, their all the craze these days.


Should be possible when CGSS is a bit advanced; but not with RM2k9U itself because it should only modify the editor, not the game engine.
Dark Gaia
Ah. So that's how it works. I forgot that RGSS isn't just an editor function, it's actually the core of the engine.
Rukiri
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.


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!
Dark Gaia
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)?
Rukiri
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.
Dark Gaia
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.
Cherry
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.

Best regards,
Cherry
Dark Gaia
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.
Oaken
This is amazing! I never thought of this! Exellent job, I really want to get this now! tongue.gif
Cherry
EDIT: Post removed.
Kread-EX
I have to ask people to not post their comments concerning another community's behaviour in this topic (but in Cherry's blog), since it's really not the place to do so. This is a topic for the discussion of the utility itself, not its reception.
Nobody did that yet, it's a reminder, just in case.
Cherry
I now have what a wanted, this is, a clear answer from the rest of the world how to judge that attitude, and if I am wrong or not.

Thus, the thing is now removed, at least the most of it, because the topic done for me.

QUOTE ("Cherry")
EDIT: At this point, there was a detailled description of the weird things that happened, and the correspondence between me and one of the moderators. Because this post fulfilled its determination and I got what I wanted – a clear result what the rest of the world is thinking about that, and an answer if I was wrong or not – there is now only a short summary, because I don’t want to denounce and stur up hatred agains a forum because of things we can’t change.

[...]

At this point, there was also a simple poll. The result after 24 hours was:


Thank you for voting.

You told me that I wasn’t wrong, and that the Dutch community is just an exception. The rest of the world is more tolerant.
MagitekElite
This sounds great, from what I can read! (Most of the first post is "�€�" tongue.gif)

Is there a support bar I can put in my signature? Ah, I'll just link to the thread! xD
Cherry
QUOTE (MagitekElite @ Nov 30 2010, 05:39 PM) *
This sounds great, from what I can read! (Most of the first post is "�€�" tongue.gif)

Is there a support bar I can put in my signature? Ah, I'll just link to the thread! xD


I don't have an official support bar, but R.D. from RPG-Atelier is using this image in s signature:

Zinx10
It is nice, but I feel like it is too different from my old favorite 2k3. I might try it though. wink.gif
MagitekElite
Looking over the screenshots, it looks great. I want to try the Alpha, but the site won't load for me and I need to clean off some room on my PC xD

I have a question though. Why did you implement the "no steps when moving" feature? Its probably a good reason as to why, I'm just a little confused tongue.gif
Cherry
QUOTE (MagitekElite @ Dec 16 2010, 09:22 PM) *
Looking over the screenshots, it looks great. I want to try the Alpha, but the site won't load for me and I need to clean off some room on my PC xD

I have a question though. Why did you implement the "no steps when moving" feature? Its probably a good reason as to why, I'm just a little confused tongue.gif


Well, it'd just happened. I found out it was possible easily, so I did it.
MagitekElite
Oh, okay xD

Is there a certain sprite (Rolling rocks, FF styled of them moving in one place?) that would require this sort of feature? If that makes sense....?
Cherry
QUOTE (MagitekElite @ Dec 17 2010, 12:09 AM) *
Oh, okay xD

Is there a certain sprite (Rolling rocks, FF styled of them moving in one place?) that would require this sort of feature? If that makes sense....?


Don't know...

I just found out that when the animation type ID is "6" or something else (the normal animation types go from 0 to 5), moving with normal direction change but without steps is the result, thus I added that feature.
MagitekElite
Okay, just thought I should ask. smile.gif

I'm sure the feature will be used though. I'm thinking of ways to already use it (when it comes out) xD
Cherry
QUOTE (MagitekElite @ Dec 17 2010, 12:18 AM) *
Okay, just thought I should ask. smile.gif

I'm sure the feature will be used though. I'm thinking of ways to already use it (when it comes out) xD


When it comes out? It's in RPG Maker 2009 since quite an early version, so of course it's in the current version (which you can download in the first post) too!
MagitekElite
I mean the final version by "when it comes out". I know it was/is in the earlier versions. smile.gif

Unless the final version "is" out.... :/
Cherry
QUOTE (MagitekElite @ Dec 17 2010, 12:30 AM) *
I mean the final version by "when it comes out". I know it was/is in the earlier versions. smile.gif

Unless the final version "is" out.... :/


Well, maybe the word "Alpha" in the version info is a bit misleading... I put that word there in version 0.01 and never removed it. Actually, it's meant to be used by people, not just previewed, because I don't know when there will ever be a really "final" version.
Dart00
Ya, "Alpha" made me a bit nervous too (Iv had BAD experience with "Alpha" software in the past lol)

And hopefully then next version will be out soon! *crosses fingers*

Great work Cherry! Keep it up!
MagitekElite
QUOTE
Well, maybe the word "Alpha" in the version info is a bit misleading... I put that word there in version 0.01 and never removed it. Actually, it's meant to be used by people, not just previewed, because I don't know when there will ever be a really "final" version.

Ah, okay! In that case, I'll download now!

I've had problems with Alphas and Betas, they usually crash my PC xD

QUOTE

...

Which do I download? tongue.gif
Cherry
QUOTE (MagitekElite @ Dec 17 2010, 06:00 PM) *
QUOTE

...

Which do I download? tongue.gif


QUOTE (Wikipedia)
A changelog is a log or record of changes made to a project, such as a website or software project, usually including such records as bug fixes, new features, etc. Most open source projects include a changelog as one of the top level files in their distribution.


So the first link is the download, and the second link is the changelog (which is included in the download as well, but maybe somebody wants to view the changes before downloading).
ShinGamix
Cool stuff but I really don't use 2003 at all..but omg you did a great job with it.

Now for a question...Can this be done with XP and/or VX?
Cherry
QUOTE (ShinGamix @ Jan 2 2011, 03:20 PM) *
Cool stuff but I really don't use 2003 at all..but omg you did a great job with it.

Now for a question...Can this be done with XP and/or VX?


Everything can be done... but not by me, sorry smile.gif
Blardow6
sorry if this has already been asked or something but can you
make custum sprites available if there already are sorry AGAIN :|
Cherry
QUOTE (Blardow6 @ Feb 18 2011, 09:34 AM) *
sorry if this has already been asked or something but can you
make custum sprites available if there already are sorry AGAIN :|


But what do you mean by "custom sprites"?
udivision
I think he means big sprites. I've always wondered how you manged to do that in 2k, but not 2k3.

Anyhoo, I started using 2k9 Ultimate for a new project I'm working on and it's really cool so far. Like the updated GUI and tweaks you added. Random enemies in enemy groups is probably one of the coolest features. Are you still actively working on 2k9?
Cherry
QUOTE (udivision @ Mar 8 2011, 06:50 PM) *
I think he means big sprites. I've always wondered how you manged to do that in 2k, but not 2k3.


Oh. @Blardow6: Well, bigger sprites are possible in RM2k using CharExpand-Patch. For RM2k3 there is no such patch yet. It won't ever be part of RM2k9U since RM2k9U is not meant to modify the game engine.

@udivision: Technically, it would be no problem doing the same thing in RM2k3. However it took me about 6 days for RM2k and I don't have time for doing the same thing again.

QUOTE (udivision @ Mar 8 2011, 06:50 PM) *
Anyhoo, I started using 2k9 Ultimate for a new project I'm working on and it's really cool so far. Like the updated GUI and tweaks you added. Random enemies in enemy groups is probably one of the coolest features. Are you still actively working on 2k9?


Thank you! I am not working on anything, because I am finishing school this year. I am going to continue in June.

By the way, random enemies are no new feature. It has always been there, RM2k9U just tells you about that feature because many people don't know it (same with stuff like the double-rightclick).
udivision
QUOTE (Cherry @ Mar 8 2011, 11:03 PM) *
By the way, random enemies are no new feature. It has always been there, RM2k9U just tells you about that feature because many people don't know it (same with stuff like the double-rightclick).


... wut???? You just rocked my world.
Puck
This looks beautiful and life-changing for us old-schoolers who still use 2k/3 but I'm experiencing a heartbreaking
problem that won't let me even run the program. I click on the main Icon for it in the folder. I extracted the compressed
folder it was in, didn't more or alter the folder with the program inside and click on the icon with the little crown, *I'm sure thats the right one of I'm seriously slow tonight* and I get an error message that says this.

"The application failed to initialize properly (0xc150002). Click on OK to terminate this application."

Am I missing something this program requires or is my computers requirements not up to date to work with this masterpiece?

My System Requirements are:
349MHz and 192 MB or RAM.

Would that have anything to do with it? *I have little knowledge on this and thought it could be the problem...*
Someone got any idea why its doing this? sad.gif
Cherry
Oh, yeah, this my favourite kind of Windows' error messages. So... helpful, and meaningful.[/sarcasm]

I had to google what it meant, and I hardly found anything. Please try opening the event viewer (click Start > Run and enter "eventvwr.msc") and look for some error message at the time where you got the message. Tell me if there are further details.

Are you using Windows Vista or 7? Try starting RM2k9U as administrator and/or activating the Windows XP compatibility mode.
Puck
I tried the event viewer, the description said: "wuauclt (1276) The database engine stopped."
My OS is Windows XP. How do I activate compatibility mode?
Ceiling Cat
Which service pack? Upgrade to #3, if necessary. I ran it on XP SP3 with no problems.
And Cherry, could you tell what you compiled the last binary with? Maybe it's missing some deps that are included in XP SP3 and later, vcredists or any other crap.
Cherry
QUOTE (Puck @ Mar 10 2011, 12:46 PM) *
I tried the event viewer, the description said: "wuauclt (1276) The database engine stopped."
My OS is Windows XP. How do I activate compatibility mode?


That's the wrong event (wuauclt is the automatic Windows update). At the left pane, there are several categories. Try all of them until you find an event which happened exactly at the time when you opened RM2k9U. It probably says something about an "assembly" and/or "side-by-side" stuff.


QUOTE (Ceiling Cat @ Mar 10 2011, 03:07 PM) *
Which service pack? Upgrade to #3, if necessary. I ran it on XP SP3 with no problems.
And Cherry, could you tell what you compiled the last binary with? Maybe it's missing some deps that are included in XP SP3 and later, vcredists or any other crap.


ultimate.dll and rpg2009.exe are compiled with FreeBasic 0.21, vclxchg5.dll and vclxchg6.dll are compiled with Delphi 5 and 6, dockwnd.dll and detoured.dll are compiled with Visual Studio 2008. It does need the VC9.0 Runtime, but it's included in the "Microsoft.VC90.CRT" folder (which normally lets Windows find it automatically).

Hm, just an idea... @Puck: Try renaming the "Microsoft.VC90.CRT" folder to something else. If it doesn't work, download the Visual C++ 2008 Runtime from Microsoft.
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