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Ceiling Cat
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
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
I believe the font spacing thing must be possible. I'll look at it this week.
Vanit
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
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
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
It would be able to handle monospace too, ofcourse, and infact the first font you linked is variable width anyway. smile.gif
Cherry
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
Yes, I have that too. No need to adjust anything.

The exe is 1.08 with BetterAEP and PicPointer applied.
Cherry
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.ips

Use any IPS patcher (like Lunar IPS) to apply it.
Ceiling Cat

Huge thanks, man. You saved the day once again, and eliminated one of the last of 2k3's limitations.
Cherry
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
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
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
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
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.ips

This 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

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
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
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
Yes, but what should I change it to?
Ceiling Cat
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
What about the width?
Ceiling Cat
As it is now, it doesn't matter as I plan on using just one tile.
Cherry
Sorry, I had no time yet... I'll do it soon.
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