Support RPG Maker 2003 v1.11 #587

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Ghabry opened this Issue Sep 15, 2015 · 4 comments

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@Ghabry
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Ghabry commented Sep 15, 2015 edited

This is a meta-bug to track all new features in RPG2k3 v1.11 and to discuss which are not worth implementing.

Changelog: https://docs.google.com/document/d/1sXlXZIXdjxVq5gh_lPFuFLMbMRzZe4BKPpRI13ZD2Qc/edit?pli=1

  • Transparent Window also affects Title Screen
  • When Battle Mode is one (traditional) the transparency setting of on-map message boxes is still respected (before they appeared opaque)
  • Support for skipping title screen. "In TestPlay Mode the state of Show/HideTitle button in the toolbar affects the behaviour: ShowTitle: Starts New Game directly, HideTitle: Go to Load Scene directly"
  • The “Y” key has now the function of an additional confirm button (such as Space, Enter and “Z”)
  • Picture operations (Show, Move, Erase) are not blocked by messages anymore. Do we already implement this?

Improved screen display: F5 can be used to open the video options. And a lot of different zoom options. Very low priority for me.

Event Commands (needs liblcf update):

  • Open Load Menu
  • Exit Game
  • Toggle Fullscreen
  • "Toggle ATB Wait Mode" <- Is Implemented but we our battle system is always ATB Wait
  • "Open Video Options" <- Just shows "OpenVideoOptions: Command not supported"

Conditional branch type “Other”

  • Savestate is available
  • Playtest mode is active <- questionable because of Anti-Cheat features
  • ATB wait mode <- Check is implemented
  • Fullscreen mode is active <- Nonsense on systems that have no window manager

An unsolved problem that is out of scope is, that v1.11 is a western europe only release, because other glyphs don't work which excludes the Asian countries where RPG2k/3 is still popular. I don't know if combining the editor with EasyRPG Player resolves font issues?

@Ghabry Ghabry added this to the 0.4 milestone Sep 15, 2015
@Ghabry
Member
Ghabry commented Sep 15, 2015

show_title is 0x6F in the System chunk of the LDB.
0 = Don't show, 1 = Show (Default)

<!-- Conditional -->
<!-- Save state available? -->
<EventCommand>
    <code>12010</code>
    <indent>0</indent>
    <string></string>
    <parameters>11 0 0 0 0 0</parameters>
</EventCommand>
<!-- Play Test active? -->
<EventCommand>
    <code>12010</code>
    <indent>0</indent>
    <string></string>
    <parameters>11 1 0 0 0 0</parameters>
</EventCommand>
<!-- ATB is wait? -->
<EventCommand>
    <code>12010</code>
    <indent>0</indent>
    <string></string>
    <parameters>11 2 0 0 0 0</parameters>
</EventCommand>
<!-- Full screen active? -->
<EventCommand>
    <code>12010</code>
    <indent>0</indent>
    <string></string>
    <parameters>11 3 0 0 0 0</parameters>
</EventCommand>

<!-- Commands -->
<!-- Open load menu -->
<EventCommand>
    <code>5001</code>
    <indent>0</indent>
    <string></string>
    <parameters></parameters>
</EventCommand>
<!-- Exit Game -->
<EventCommand>
    <code>5002</code>
    <indent>0</indent>
    <string></string>
    <parameters></parameters>
</EventCommand>
<!-- Toggle ATB Wait mode -->
<EventCommand>
    <code>5003</code>
    <indent>0</indent>
    <string></string>
    <parameters></parameters>
</EventCommand>
<!-- Toggle Fullscreen -->
<EventCommand>
    <code>5004</code>
    <indent>0</indent>
    <string></string>
    <parameters></parameters>
</EventCommand>
<!-- Open Video Options -->
<!-- This opens a windows dialog not an ingame scene -->
<EventCommand>
    <code>5005</code>
    <indent>0</indent>
    <string></string>
    <parameters></parameters>
</EventCommand>
@BlisterB
Member

I've downloaded the update, and it's awesome xp. Btw they have no more optimization issues, constant 60 fps !

@Ghabry
Member
Ghabry commented Sep 17, 2015

I don't think the internals changed because of lack of source code. The changed part is the Blit to the screen, I guess RPG_RT renders in the old, buggy way and then new code copies it to the VRAM using better supported techniques.

@Ghabry Ghabry modified the milestone: 0.4.1, 0.4 Dec 14, 2015
@Ghabry Ghabry added a commit to Ghabry/easyrpg-player that referenced this issue Dec 15, 2015
@Ghabry Ghabry Implement some RPG Maker 2003 v1.11 features (#587)
- Transparent Window also affects Title Screen
- Support for skipping title screen
- The “Y” key has now the function of an additional confirm button
- Event Command: Open Load Menu, Exit Game, Toggle Fullscreen
- ConditionalBranch: Has Savestate, Is Fullscreen
1221122
@Ghabry Ghabry added a commit to Ghabry/easyrpg-player that referenced this issue Dec 16, 2015
@Ghabry Ghabry Implement some RPG Maker 2003 v1.11 features (#587)
- Transparent Window also affects Title Screen
- Support for skipping title screen
- The “Y” key has now the function of an additional confirm button
- Event Command: Open Load Menu, Exit Game, Toggle Fullscreen
- ConditionalBranch: Has Savestate, Is Fullscreen
555a0b8
@Ghabry Ghabry added a commit to Ghabry/easyrpg-player that referenced this issue Dec 17, 2015
@Ghabry Ghabry Implement some RPG Maker 2003 v1.11 features (#587)
- Transparent Window also affects Title Screen
- Support for skipping title screen
- The “Y” key has now the function of an additional confirm button
- Event Command: Open Load Menu, Exit Game, Toggle Fullscreen
- ConditionalBranch: Has Savestate, Is Fullscreen
113aff0
@Ghabry Ghabry modified the milestone: 0.4.1, 0.5.0 Feb 19, 2016
@carstene1ns carstene1ns added Events and removed Events Interpreter labels Jul 18, 2016
@CherryDT

In fact, my strategy is to handle more complex code in the ultimate_rt_eb.dll file because I am not restricted to assembly this way. The new fullscreen is just getting rid of the DirectShow "optimization" which was in fact in the past faster than just using GDI - now it's the opposite. So what I'm doing now is handling fullscreen the same as windowed mode - just drawing using Windows GDI, with some extra stuff going on in my DLL to allow for controlling the way things are scaled.

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