
- #RPG MAKER 2000 RTP JAPANESE ERROR THE FILENAME INSTALL#
- #RPG MAKER 2000 RTP JAPANESE ERROR THE FILENAME PATCH#
- #RPG MAKER 2000 RTP JAPANESE ERROR THE FILENAME FULL#
#RPG MAKER 2000 RTP JAPANESE ERROR THE FILENAME PATCH#
So - for exmaple - if you use 10500 as picture ID though this variable is unused, the patch hands this over to the RPG Maker, which would try to show a picture with ID 10500 - this would result in an error.Ī practical expamle is attached as demo game (just look into the folder "Demospiel"). IMPORTANT: The filename should have space for this number! A example how it should NOT be: If you would the example above using a picture "Blue Dragon", the RPG Maker would try to load a file called "Blue Dr0083"! You would get a "File not found" error then.Īnother thing: Everything, the patch can not process, it will hand over to the RPG Maker. This will show the image "Item_0083" (!) as picture no. This will show the image "Item_0000" as picture no. This command shows, as usual, the image "Item_0000" as picture no. Change Variable, 7 Show Picture, cloud.png Show Picture 2, (160, 120), Item_0000 Show Picture, cloud.png), if you want to get the ID from a variable, use 10000+VarID als picture ID (e.g. It's very easy to use, if you want to use a fix ID, enter it normally (e.g. The PicPointerPatch, as the name says, lets you use pointers at picture IDs (this means, the destination ID of a Show, Move or Erase Picture command can be choosen at runtime, using a variable). I hope, I have helped some people with this (I think, espicially the possibility of using charsets like pictures is interesting)! Please do NEVER use charsets with a "%" as first char in filename, but a filename lenght less than 5 (like "%OPA")!! This will let your game crash! If you use my patch, your game will need a bit more power.Ħ. You can (as usual) "speak" with the tile, where the event stands on, only (for example: if you have a big monster, the hero will not be able to interact with its feet by pressing ENTER.)ĥ. You can avoid this either by tricky mapping or by using standard chars for uncontrolled moving events (like the hero or events with random movement).Ĥ. Because of the bigger charsets, some problems with priorities (espicially with the upper layer tiles) arise.

Graphical waste will be displayed (standard chars can step through as usual).ģ. Half-transparent terrains don't work with expanded chars. Use a blank charset for vehicles to avoid this.Ģ. Unfortunately (I haven't found the mistake yet :'-( ), if you use the patch, all three vehicles (skiff, ship and airship) will appear at all maps at tile 0/0. I'm sorry, but the patch has some restrictions too.ġ.

If you want to use a charset containing only one sprite like a picture, use "Fixed Graphic" mode with face direction "up" and step status "left" (see also the demon event in the demo). In RPG Maker you should always use the first char of the charset if you use expanded chars. Other chars than numbers are treated like "0".
#RPG MAKER 2000 RTP JAPANESE ERROR THE FILENAME FULL#
%0812People.png -> One sprite has a size of (8*4)x(12*4) = 32x48 pixels, if the file contains one full char, the total size is 96x192 pixels. XX and YY are width and height of one sprite, divided by 4. To tell the patch, how big a sprite actually is, a filename prefix is used.
#RPG MAKER 2000 RTP JAPANESE ERROR THE FILENAME INSTALL#
To install the patch, execute the file "Patcher.exe", open a RPG_RT.EXE (version 1.07) and click "Patch".

For exapmles, look in the charset folder of the demo game. It may contain a standard charset (8 chars, with all face directions and all steps, total size: 288x256), 1 bigger char with all face directions (up to 256x256 per sprite) and steps or 1 sprite (up to 1024x768 so you can use charsets like pictures).

A charsets now may be up to 1024x768 pixels. The CharExpand Patch lets you use bigger charsets in RPG Maker 2000.
