![]() MenuReversed changes the look of default menu's mainscreen, putting the commands and gold to the right instead of left.VarTimerPos repositions the default timer-display based on values of some variables.EXtraFONT increases the number of special glyphs available from 52 to 96 (you need to replace the EXFONT-bitmap-resource inside the file after or before patching), but removes the ability to use $a~$z for them (technical reasons).Screen32 improves quality of the game-screen to feature 16777216 instead of 65536 colors (based on a patch by Bananen-Joe).Last year I did a port of CommonThisEventPatch originally made by Cherry that searches for the stack-topmost mapevent if you use a "This Event" reference inside a called commonevent.ESC or X) with turning ON a switch, this is for advanced users who wanna create stable custom-menus way easier. SwitchOnMenuCall replaces the default call of the menu the player does by cancel-button (e.g.You still haven't answered if you were meaning RPG2000-1.62, but if so, here you go, a little list of existing patches I can confirm to work with exactly that one as long as you apply the correct file: I suppose you could try to find that variable by hooking it through Cheat Engine? However, even if one can manage to find the right variable, I'm not sure how to translate the address Cheat Engine would report into an address in the EXE to manipulate via a hex editor. The number of results could easily be over 100,000 with those kinds of search parameters. Even if that number is stored as-is inside the EXE's data, the fact that the value in question is likely a constant, and likely only takes up one byte of data (ie: goes no higher than 255), are definitely factors that make the search harder. Even if I do a search for that number, whatever it is, there's no guarantee that any of the values found this way will actually manipulate that variable. Even so, I would not expect to be able to open a hex editor, and be able to use it to search an EXE for the max number of save files. I've some experience with using hex editors, and manipulating data through them, but only in relation to save files, themselves. I was searching on Google but not much luck there. In RPG Maker VX and VX ace it's actually incredibly easy, it's right under the Data Manager under line 121 through 126: #- # * Maximum Number of Save Files #- def self.savefile_max return 168 end So why can't RPG Maker 2000 or 2003 do it? This really bugs me. Why in the bloody hell did ASCII and Enterbrain even implement these things in the earlier RPG Makers? It makes absolutely no sense, it's not even like a simple variable that can be changed in the game's variables. I'm aware of PepsiOtaku's "Save dynplugin script" but it seems kinda complicated. All I'm trying to figure out, is a simple way of adding more save files in RPG Maker 2000/Value, and RPG Maker 2003. Even with newer RPG Makers, what I'm asking is actually really easy. This may seem kinda like a redundant question now, even possibly useless, but I guess I should ask away for the sake of game making, editing, and whatnot.
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