Author Topic: RPG-MAKER ALPHA (Now compatible to MK2/3)  (Read 19368 times)

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Offline Payk

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RPG-MAKER ALPHA (Now compatible to MK2/3)
« on: April 21, 2006, 04:26:05 AM »
Ok here is that first demo...
Its now compatible to mk2/3,M3SD/CF,SCSD/CF and GBAMP
Only emulator which can play this is Dualis

So here are 2 Folders:
Extern (here u should add the gfxs in MAP-Binary format)
Converter (here are the bmps easy to change and the converter)



So how to costimize it?
Just change that pics in the "converter"-folder and then use the converter like this:

Then move the changed maps to the "extern"-folder

Now flash the rom and the "extern" folder to the root of your device and enjoy!!!

There is a tool for all these in progress or u just will have to pud them on ur neocard with the rom... But for now its just a costimizable world...
Please give me some days and it will be compatible to neoflashdevices for sure
« Last Edit: April 22, 2006, 12:30:27 AM by Payk »

Offline vinnymac

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Re: RPG-MAKER ALPHA (Now compatible to MK2/3)
« Reply #1 on: April 24, 2006, 12:50:12 PM »
Very cool, Congrats to the creator. Pretty cool idea compared to other things. Hope there's updates.

Offline Payk

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Re: RPG-MAKER ALPHA (Now compatible to MK2/3)
« Reply #2 on: April 24, 2006, 09:08:17 PM »
There will be an update soon. currently its possible to load bmp-files directly from sd card...but i have to do more till next release. A Lightmap is planed and first scripts are loaded...So give me a week and there will be a big world with villigers and more...
« Last Edit: April 25, 2006, 08:02:48 PM by Payk »

Offline vinnymac

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Re: RPG-MAKER ALPHA (Now compatible to MK2/3)
« Reply #3 on: April 26, 2006, 11:36:41 AM »
Awsome I can't wait to test it. ::sm-19.gif::

Offline Payk

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Re: RPG-MAKER ALPHA (Now compatible to MK2/3)
« Reply #4 on: May 07, 2006, 03:24:13 AM »
Ok this new version is great...it has much more futures and is very handy...
So there now is only one folder called 'extern'...move it to your SD/MMC/CF card in the root-dirrectory...
Also move the rom to the root (or somewhere else)
Start it and u will be able to work through to maps...
New Futures:
Script added that causes:
 -Mapchange
 -Ability to choose which textures to load

BMP24bit added that causes:
-Easy changing of the hole game with paint
-Adding new maps and textures without recompiling

Graphicaly there was a huge step too...
Now we have a day/night cyclus and also there are lighteffects in all colors.
The Mirroweffect had bugs before...they are solved.
And now there also stand fireplaces houses and more...
Shadows are also there...So just watch it its much better now but not the end...

Öhr has done a great tutorial about making own maps for it...
I will talk to him that he should make a english one...

« Last Edit: May 07, 2006, 04:28:53 AM by Payk »

Offline dawn2k

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Re: RPG-MAKER ALPHA (Now compatible to MK2/3)
« Reply #5 on: May 07, 2006, 11:44:12 PM »
He doesn`t have to translate it. My map-editor will be finished until friday ;)

Offline Payk

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Re: RPG-MAKER ALPHA (Now compatible to MK2/3)
« Reply #6 on: May 07, 2006, 11:48:06 PM »
sounds good dawn2k.....are u everywhere? hehehehe
hmhmhm frida sounds nice untill that i hope to have villigers and objects like keys to open doors...but u now that i have problems to keep in time....

Offline Extreme Coder

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Re: RPG-MAKER ALPHA (Now compatible to MK2/3)
« Reply #7 on: May 08, 2006, 03:53:32 AM »
Payk, nice work but I have one suggestion:

Please if you don't want all of the VRAM to be wasted quickly, then don't use full-color textures. Use paletted textures. They use less memory(MUCH less than full-color ones).

Other than that, great job!:)

Offline Payk

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Re: RPG-MAKER ALPHA (Now compatible to MK2/3)
« Reply #8 on: May 08, 2006, 03:59:49 AM »
How did u........Ahh dualis no external pallete bank...sure detective...
Yes it is planned also webez showed me how to use them but for now the vram isnt full and currently i added some chars...they run arround the map like zombies heheh. But that 16bit 128x256 pictures are loaded still...when i reach end i change it...But now i concentrade on villagers as u read...But you are right and thanx for testing/posting...
And sure 8bit textures would mean doubled space...But the motivation is missing right now to do that...hehehehe

Offline smealum

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Re: RPG-MAKER ALPHA (Now compatible to MK2/3)
« Reply #9 on: May 08, 2006, 07:27:29 AM »
Wow, the lights are magnificent !
Keep up the good work !  :) ;)

Offline Payk

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Re: RPG-MAKER ALPHA (Now compatible to MK2/3)
« Reply #10 on: May 08, 2006, 12:57:51 PM »
Yes i will.... @extreme coder...I added one more villager and the grounds were white...hehe ok i set up a third vram bank but wont be solucion...So this week i am going to make a better texturemanagment and 4-8bit color textures...

Offline Extreme Coder

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Re: RPG-MAKER ALPHA (Now compatible to MK2/3)
« Reply #11 on: May 08, 2006, 07:46:42 PM »
I have the paletted texture loading code, if you need it;)

Offline Payk

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Re: RPG-MAKER ALPHA (Now compatible to MK2/3)
« Reply #12 on: May 08, 2006, 07:58:34 PM »
Yes would help...i just send u a pm...thanx

Offline Payk

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Re: RPG-MAKER ALPHA (Now compatible to MK2/3)
« Reply #13 on: May 09, 2006, 02:23:31 AM »
No need of source anymore...thanx anyway.
in a test project i was able to load 8 chars and 22 objects (trees, walls...) and 16 grounds using 8bit colors and 3 vram banks....
Its awesome and enough for one map....So project is safe and has future...
« Last Edit: May 09, 2006, 02:25:22 AM by Payk »

Offline mbennison85

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Re: RPG-MAKER ALPHA (Now compatible to MK2/3)
« Reply #14 on: August 01, 2006, 05:25:34 PM »
not meanig to sound stupid, but im going to anyway!

how do i flash the roms to get it to work on my MK3?

cheers for the help