Ceiling Cat
Feb 25 2011, 09:34 PM
Are there any patches or other ways to make RM2k3's RT exe do the following?
- Change message font spacing from 6 to 8
- Play music in module formats or anything else synthed on the fly that isn't MIDI, to save space
While it's not crucial, it'd help a lot.
edit: And compatible with Cherry's PicPointer, which means no Powermode.
Magi
Feb 25 2011, 09:44 PM
QUOTE (Ceiling Cat @ Feb 25 2011, 09:34 PM)

Are there any patches or other ways to make RM2k3's RT exe do the following?
- Change message font spacing from 6 to 8
- Play music in module formats or anything else synthed on the fly that isn't MIDI, to save space
While it's not crucial, it'd help a lot.
edit: And compatible with Cherry's PicPointer, which means no Powermode.
I believe you're stuck with the rigid font requirements, but there are luckily many options for audio playback.
bHarmony and Disharmony are the popular .dll replacements, but there is a third lesser-known project called audieremony that adds functionality for 2k3 to play .mod, .xm, .s3m, and .it files; which as you know are made with tracking software.
http://share.cherrytree.at/showfile-2045/audieremony_v1_.7z
Cherry
Mar 13 2011, 12:07 PM
I believe the font spacing thing must be possible. I'll look at it this week.
Vanit
Mar 13 2011, 07:15 PM
If you're interested I could also share the code for my custom text system which uses a variable width font (and allows several other freedoms).
Cherry
Mar 20 2011, 04:53 AM
Hm, I tried it (the 8 pixel font spacing thing) and it works, however it would be a LOT of work to adjust everything for the new font size... Because the default menus all have "6" hardcoded, so most things of the default system look like a mess...
Do you have your own CMS and CBS?
Ceiling Cat
Mar 20 2011, 05:52 AM
Yes, I only need it for message display. I already know how to make my own RM-compatible fon/ttf as well.
I didn't notice you're using a variable width font, Vanit. Still, monospace is exactly what I need for a few
nice fonts..
Vanit
Mar 20 2011, 09:21 AM
It would be able to handle monospace too, ofcourse, and infact the first font you linked is variable width anyway.
Cherry
Mar 20 2011, 10:28 AM
QUOTE (Ceiling Cat @ Mar 20 2011, 05:52 AM)

Yes, I only need it for message display. I already know how to make my own RM-compatible fon/ttf as well.
I didn't notice you're using a variable width font, Vanit. Still, monospace is exactly what I need for a few
nice fonts..
Do you have a custom title screen? In this case I don't have to adjust the new/load/exit menu to the new font size.
Which RPG_RT version are you using?
Ceiling Cat
Mar 21 2011, 11:44 AM
Yes, I have that too. No need to adjust anything.
The exe is 1.08 with BetterAEP and PicPointer applied.
Cherry
Mar 21 2011, 02:14 PM
QUOTE (Ceiling Cat @ Mar 21 2011, 12:44 PM)

Yes, I have that too. No need to adjust anything.
The exe is 1.08 with BetterAEP and PicPointer applied.
Okay, here is your patch:
http://share.cherrytree.at/showfile-2504/r...acing_8_2k3.ipsUse any IPS patcher (like Lunar IPS) to apply it.
Ceiling Cat
Mar 24 2011, 12:55 PM

Huge thanks, man. You saved the day once again, and eliminated one of the last of 2k3's limitations.
Cherry
Mar 24 2011, 11:06 PM
QUOTE (Ceiling Cat @ Mar 24 2011, 01:55 PM)


Huge thanks, man. You saved the day once again, and eliminated one of the last of 2k3's limitations.
OMG, your screen looks just marvellous! I am impressed what a big change in look this small modification has.
Good luck with your game!
PS: Can I have your font?
Ceiling Cat
Mar 25 2011, 05:34 AM
It's linked in one of the above posts. Unless you want a converted .fon, in which case,
catch. The original typeface is Press Start K 6.
However, it does
not emulate a NES font properly for one reason - it doesn't vertically snap into 8x8 tiles, though I'll fix that myself in the .fon later. I wonder if the vertical spacing and line count can be changed as well, that way this font would make even more sense to use.
edit: The .fon requires a name "Famicom" in the RPG_RT
Cherry
Mar 28 2011, 10:07 AM
QUOTE (Ceiling Cat @ Mar 25 2011, 06:34 AM)

It's linked in one of the above posts. Unless you want a converted .fon, in which case,
catch. The original typeface is Press Start K 6.
However, it does
not emulate a NES font properly for one reason - it doesn't vertically snap into 8x8 tiles, though I'll fix that myself in the .fon later. I wonder if the vertical spacing and line count can be changed as well, that way this font would make even more sense to use.
edit: The .fon requires a name "Famicom" in the RPG_RT
Hm, changing the vertical font spacing would be no problem, I think (tell me what space you want! 8 too?), but I am not sure if increasing the line count would work...
Ceiling Cat
Mar 28 2011, 12:21 PM
If you're willing to do that, it's 8 as well. Though it would be more important to have their Y start at a multiply of 8. Why?
The whole problem with the font is that I'm trying to make an 8-bit game - and these usually used background tiles as font/windows. Which meant they had to snap into 8x8 tiles just like the backgrounds. Thus, they were monospaced in both dimensions. That's where the old font look comes from - games used 8x8 (or later 8x16) fonts. I thought I'd be able to fix that in the font itself, but RM doesn't read fonts with bigger height than 6, I think.
Here's what I mean to imitate. Everything is actually a tile.

So, yeah. Moving the text up two pixels should be enough. (I wouldn't mind the vertical spacing thing too, though)
Cherry
Apr 26 2011, 10:27 AM
QUOTE (Ceiling Cat @ Mar 28 2011, 01:21 PM)

If you're willing to do that, it's 8 as well. Though it would be more important to have their Y start at a multiply of 8. Why?
The whole problem with the font is that I'm trying to make an 8-bit game - and these usually used background tiles as font/windows. Which meant they had to snap into 8x8 tiles just like the backgrounds. Thus, they were monospaced in both dimensions. That's where the old font look comes from - games used 8x8 (or later 8x16) fonts. I thought I'd be able to fix that in the font itself, but RM doesn't read fonts with bigger height than 6, I think.
Here's what I mean to imitate. Everything is actually a tile.

So, yeah. Moving the text up two pixels should be enough. (I wouldn't mind the vertical spacing thing too, though)
Okay:
http://share.cherrytree.at/showfile-2713/f...ck_vertical.ipsThis patch changes the vertical line spacing to 8, moves the text 2 pixels up. It also changes the choice bar position/height, so that you can put an arrow or something similar there.
Ceiling Cat
Jul 24 2011, 03:29 PM

The only issue is the choice bar's position. (16px off) Also, I use a frame to limit the screen to 256px so the choice bar can't simulate an arrow regardless.
Other than that, it's great.
Cherry
Jul 24 2011, 03:37 PM
QUOTE (Ceiling Cat @ Jul 24 2011, 04:29 PM)


The only issue is the choice bar's position. (16px off) Also, I use a frame to limit the screen to 256px so the choice bar can't simulate an arrow regardless.
Other than that, it's great.
Should I change the horizontal position and/or the width of the choice bar?
Ceiling Cat
Jul 25 2011, 12:22 PM
If you can... I'm not in the position to demand anything here, you've done more than enough for my game anyway. Up to you.
Cherry
Jul 25 2011, 12:28 PM
Yes, but what should I change it to?
Ceiling Cat
Jul 26 2011, 04:30 AM
24px offset to the right will do, aside from fixing the vertical mess-up. (to display the arrow tile in the first column of the message box)
Cherry
Jul 26 2011, 06:40 AM
What about the width?
Ceiling Cat
Jul 26 2011, 02:38 PM
As it is now, it doesn't matter as I plan on using just one tile.
Cherry
Aug 10 2011, 04:42 AM
Sorry, I had no time yet... I'll do it soon.
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