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RGSS3 implemented in RMXP

RGSS3 implemented in RMXP


What is this?

RGSS3 implemented in RMXP, as per the tutorial in the eZine.

This is currently a very early form of what I hope will be a more solid demo, and will be edited.


What do I need to know?

1. You need to own both RPG Maker XP and RPG Maker VX Ace.
2. You need the VL Gothic font installed from RPG Maker VX Ace.
3. You need to copy the \Graphics\ and \Audio\ folders from the RMXP RTP into the project folder, as the RTP had to be turned off, and I didn't want to waste 20mb in the download. You'll probably find the two folders in: (Program Files)\Common Files\RGSS\


Download

http://afar.ws/hbgames/RGSS3_Test.zip


Credits

Enterbrain: RPG Maker VX Ace and XP
Poccil: Tilemap rewrite (viewtopic.php?p=365770#p365770)


Note

This is potentially useless as it's:

- For people who don't know how to use it, not explanatory enough about why it'd be cool.

- For people who do know how to use it, a pointless demo as they could set it up themselves.

But, it might be useful to somebody, and this thread can act as a talking point as to whether or not using RGSS3 in RMXP is a good idea, or a worthwhile venture at all.
 
I was a bit confounded by the instructions, so to expand:
You need to copy the Audio and Graphics from the RMXP RTP and the Fonts folder from the RMVXA RTP.

The download provides RGSS102e, to use RGSS301 you need to copy that in and change the Game.ini to have RGSS301.dll as the library to load

EDIT: Thank you for this Wyatt, I'll base my RGSS mods on this demo project so it is inline with the tutorials that everyone else is following
 
Ah sorry I should have explained that extra bit:

I renamed it RGSS102e.dll because when you save in XP the ini file is regenerated, with the wrong dll name. So I added RGSS301.dll but renamed it RGSS102e.dll. Probably a bad practice, but as it's in the folder and not in C:\WINDOWS I don't think it's a problem.
 
Sorry for potential advertising, but this tutorial led me to write a new game.exe for RGSS3, I'm currently looking at writing a cross version RGSS DLL and Player to unify RMXP, VX and VXA systems under one big compatibility layer, so this is something that is WIP.

Thanks again Wyatt for writing the tutorial, it directly inspired me to follow through with this plan.

viewtopic.php?f=179&p=913698#p913698

Edit: it's probably not worth saying, but for now that project relies on these instructions to run, so you'll have to follow this topic to get my game.exe working
 
Princess Amy":11e3xvfw said:
I may write a tutorial on why you can't / how you can, but at that point you'd 've able to remake then anyway.
I realize you can't, so yeah. It would have been nice due to Star not really wanting to leave XP due to the mapping. ;_;
 
I dunno how good/fast my version of the Tilemap rewrite script is, it was pretty fast for me, although map load times were increased, overall speed was almost the same as original RMXP Tilemap (at least at my PC, and it is quite crappy compared to today configurations). Take note that this is old, made back in 2010.

It was originally made for RMVX, but I think it could be used with RMVX Ace (or at least with little modification).

[ruby] 
#=============================================================================
# RMXP Tilemap Class
# ---------------------------------------------------------------------------
# Version 1.7
# Author: Drago del Fato
#=============================================================================
 
class Tilemap
 
  Autotiles = [
    [[27, 28, 33, 34], [ 5, 28, 33, 34], [27,  6, 33, 34], [ 5,  6, 33, 34],
     [27, 28, 33, 12], [ 5, 28, 33, 12], [27,  6, 33, 12], [ 5,  6, 33, 12]],
    [[27, 28, 11, 34], [ 5, 28, 11, 34], [27,  6, 11, 34], [ 5,  6, 11, 34],
     [27, 28, 11, 12], [ 5, 28, 11, 12], [27,  6, 11, 12], [ 5,  6, 11, 12]],
    [[25, 26, 31, 32], [25,  6, 31, 32], [25, 26, 31, 12], [25,  6, 31, 12],
     [15, 16, 21, 22], [15, 16, 21, 12], [15, 16, 11, 22], [15, 16, 11, 12]],
    [[29, 30, 35, 36], [29, 30, 11, 36], [ 5, 30, 35, 36], [ 5, 30, 11, 36],
     [39, 40, 45, 46], [ 5, 40, 45, 46], [39,  6, 45, 46], [ 5,  6, 45, 46]],
    [[25, 30, 31, 36], [15, 16, 45, 46], [13, 14, 19, 20], [13, 14, 19, 12],
     [17, 18, 23, 24], [17, 18, 11, 24], [41, 42, 47, 48], [ 5, 42, 47, 48]],
    [[37, 38, 43, 44], [37,  6, 43, 44], [13, 18, 19, 24], [13, 14, 43, 44],
     [37, 42, 43, 48], [17, 18, 47, 48], [13, 18, 43, 48], [ 1,  2,  7,  8]]
  ]
 
  attr_accessor :tileset
  attr_accessor :autotiles
  attr_accessor :priorities
  attr_accessor :eek:x
  attr_accessor :eek:y
  attr_accessor :map_data
 
  def initialize(viewport)
    @viewport = viewport
    @tileset = nil
    @map_data = nil
    @priorities = nil
    @autotiles = [nil, nil, nil, nil, nil, nil, nil]
    @ox = 0
    @oy = 0
    @width = 0
    @height = 0
   
    @visible = true
   
    @layers = []
    @l1 = []
    @a_layer = Sprite.new(@viewport)
    @a_locs = nil
   
    @zsize = 0
    @ysize = 0
    @xsize = 0
 
    @disposed = false
  end
 
  def priorities=(value)
    @priorities = value
    @xsize = @map_data.xsize - 1
    @ysize = @map_data.ysize - 1
    @zsize = @map_data.zsize - 1
    @width = @map_data.xsize * 32
    @height = @map_data.ysize * 32
    @a_locs = Table.new(@map_data.xsize, @map_data.ysize, @map_data.zsize)
    create_layers
    draw_map
  end
 
  def disposed?
    return @disposed
  end
 
  def dispose
    return if self.disposed?
    @layers.each{|layer| layer.bitmap = nil; layer.dispose}
    @l1.each{|layer| layer.bitmap = nil; layer.dispose}
    @autotiles.each{|autotile| autotile = nil}
    @tileset = nil
    @a_locs = nil
    @priorities = nil
    @map_data = nil
    @flash_data = nil
    @viewport = nil
    @disposed = true
  end
 
  def create_layers
    max = -1
    for x in 0..@priorities.xsize - 1
      max = @priorities 
 

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