DynRPG v0.32 Unofficial
Plugin SDK
|
It couldn't be easier: You just run the patcher (that's the file called dynrpg_patcher.exe
), select your project's RPG_RT.exe
file and that's it, at least in most of the cases. DynRPG should be compatible with all other 1.08-based patches.
In case you don't have RPG_RT.exe
version 1.08, the patcher will offer you to install it. However, this will remove all existing modifications (other patches, custom icon, etc.). But don't worry, in case anything goes wrong there is always a backup (that's the file with the .bak
extension). If you install the patch "over" an existing (older) version of the DynRPG Patch, there will also be a backup of the dynloader.dll
file.
You don't need to include the backup files (ending with .bak
) in your finished game. Also, players don't need to install anything special to run a game which uses DynRPG.
The patcher will also automatically create a DynPlugins
folder for you, so you can immediately start adding and using plugins.
Of course, the main feature of the DynRPG Patch is interfacing the DynRPG Loader, which then loads the plugins. (See Parts for more information.)
But that's not everything, the patch also comes with several improvements and bugfixes for the RPG Maker:
F11
to go to the save menu at any time (in test play only). ESC
at a "Show Choice" command where the cancel behavior is set to "Ignore", now the buzzer sound is played. The DynRPG patch increases the picture limit to 2000. You might have heard that Hyper Patcher 2 is able to increase this limit to a crazy 9999, but this is not so healthy in this case. Using that many pictures takes several seconds to load on starting or loading a game or going to title screen, plus you would have very bad performance with DynRPG because the DynRPG SDK allows plugins to intercept picture drawing. Each plugin is called once before and once after the picture is to draw, so you can imagine that 9999 pictures would mean 5 times more plugin calls than 2000 pictures, so I decided that 2000 pictures would be the best compromise.
Please keep in mind that only pictures #1 to #1000 will be erased on map change! The fact that pictures with an ID greater than 1000 won't be erased automatically allows you to use pictures for cross-map purposes more easily.
However, there is one thing you need to do (unless you are already using PicPointerPatch): You need to modify the RPG Maker editor itself too, otherwise you won't be able to select picture IDs greater than 50 in the event editor. There are two ways to do this:
morepictures.ini
(or whatever name you like) in RPG Maker 2009 Ultimate's uimod
folder and put the following text into it: ultimate.ini
file: Open it in a text editor, go to the section [UIMod]
and add your file at the end of the section. RPG2003.exe
file: RPG2003.exe
file in it. RCDATA > TFORMEVCMD11110 > 0
. 40
instead of 50
. Increase this value, for example, to 100000
. The reason we use such a high value is that higher values might be used for extra features (for example, with the PicPointerPatch). Compile Script
. RCDATA > TFORMEVCMD11120 > 0
and RCDATA > TFORMEVCMD11130 > 0
. DynRPG can parse IPS files and apply them to the game in memory. This means you can add IPS patches without actually modifying any file on your harddisk, making it easy to remove the patch again. There is a folder DynPatches
in which the loader will look for IPS files and apply them on-the-fly. Please note that the loader will fail to apply a patch if it tries to modify regions of the RPG_RT.exe
which would affect DynRPG itself or lie outside of the areas which are mapped to memory. (Don't worry, nothing will explode, it will just trigger an error message.)
Quickpatches are simple text "codes" which instruct DynRPG to modify certain bytes in the game's memory. They are added to a special section in your DynRPG.ini
file called [QuickPatches]
. Each quickpatch has a name, which can be arbitrary and is completely ignored by the loader.
End users: Simply copy and paste a quickpatch from the Internet into your [QuickPatches]
section (create the section if it does not exist). If you don't like it, remove it again or disable it by prepending a semicolon. Quickpatches may contain configurable values, the developer should normally tell you what their effect is.
Developers: The format of quickpatches is very simple:
You can specify one of more virtual address to modify, together with the values to write to that address. These "values" may use one of those 3 formats:
401234,90
will write byte 0x90
at address 0x401234
, 401234,1A2B3C
will write byte 0x1A
at address 0x401234
, byte 0x2B
at address 0x401235
and byte 0x3C
at address 0x401236
. 401234,%32
will write byte 0x20
at address 0x401234
. 401234,#1000
will write byte 0xE8
at address 0x401234
, byte 0x03
at address 0x401235
, and two 0x00
bytes at addresses 0x401236
and 0x401237
.Example for two "real-life" quickpatches:
For this example please note that the RPG Maker uses the X coordinate for the middle of the window, while the Y coordinate is used for the top of the window.