Topic: Porting RPG Maker 2000/2003 games to DS, PSP... (Read 762 times)

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These videos show how could be possible to port RPG Maker 2000/2003. There is a project [in ][/in] to make it possible.

Nintendo DS:
http://www.youtube.com/watch?v=Mxtqr6VwO6Q

GP2X:
http://www.youtube.com/watch?v=gbRaEPqzMrw

Sony PSP:
http://es.youtube.com/watch?v=307a8EjlT8o

The game player is a implementation of RPG Maker 2000/2003 game engine, it's SDL based, so the portability is a piece of cake :fogetbackflip:​.
Last Edit: September 15, 2008, 09:10:30 pm by delaPipol
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delaPipol, you are alive! Where have you been!

Also I like how can always trust delaPipol to bring good news everytime he comes around... he's like the rich uncle who got out of the hood
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Yeah, still alive :P, I'll return to the IRC channel in a random day :fogetshh:


Same player as avobe, but in a bit more advanced stage, same Map0001.lmu and Basis.png reading, but "more" beatiful, (music, sound, menus...), compiled for Windows:
http://files.filefront.com/easyrpg+playerzip/;11607241;/fileinfo.html
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Dang. This is interesting, and someone is bound to port it to psp, but i doubt it stable. I mean how would it cope with complex cbs's and minigames?
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Heh...
I know that even if this becomes successful or stable, my games won't run on it. :P
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Well, technically if they can accurately mimic all of the event commands and all that stuff properly as isthe idea, there isn't much reason why your more complex systems wouldn't work (aside from lag) unless your systems rely on weird glitches or unexpected behaviours!

Anyway, I continue to be doubtful about a complete port on the DS. at very least, some compromises would have to be made around things like large Panoramas and pictures, (lol 656kb vram, 4mb ram)

of course my technical knowledge of this stuff is limited and i might not know what i'm talking about,
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Yeah, we know the DS hardware limitations. In fact, the SDL port for the DS is still limited and the demo video uses 256 color only for now but we tested 100x100 tile maps (1600x1600 effective pixels) and it worked without problem. A guy is working on a Symbian (S60) port (he has a Nokia 6120) but we don't expect awesome performance, too.

There are documented almost all RPG Maker 200x file format specifications but the battle calculation is probably the hardest thing to imitate. There are some documentation on the RPG2000.hlp help file by Gemin-Eye but it could be imprecise. In any case the Try&Error is the latest option :)​.

We are open to any contribution. The source code is open (GPL). If you are interested to join please send me a PM.

The main goal of the project is the 100% implementation. Perhaps some day... we want to believe!! :thumbsupbuddy:
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just knowing is possible is a big step, thank you for at least trying to the the impossible delaPipol. But I beg you at least finish this LOL...
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Sounds pretty nice if you can pull it off.  I've been fooling around with the available game maker for the DS on my R4 but a lot of the things I want to do I can't as the thing isn't completely finished yet, although it does have features I kind of wish were in RM2K, I would prefer an RM2k application since I'm far more familiar with that program.  Good luck with it. ^_^
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Wait a minute there was a thread about this but people were saying it was fake.
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BY the time most of these "in progress" potential rpgmaker to (system) stuff comes out, I'd have already finished making a game for PSP the normal way :sweat:
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Che, Sr. de la Pipol, ¿cómo te va?  Me parece que el proyecto anda bien. :D

Looks like I've got some competition!  Oh well.  I'll just have to work harder on TURBU. :P

Seriously, though, it's good to see your engine up and running.  I wish you the best of luck with the events; they can be a real pain.  The battle engine's not that hard, really, once you've got the formulas figured out.

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Hey Mason :) todo bien, todavía vivo y el proyecto continúa. Y a ti, ¿cómo te va?

Yeah, the event block will be a nice hell, but we have a lot of spare time to spend on rm2k file implementation.
Thank you and good luck with the SDL rewriting, too.


P.D.: Finally I did the PSP port!
Download the EBOOT.PBP here: http://www.easy-rpg.com/forums/attachment.php?aid=757 [fixed!] put the EasyRPG folder on /psp/game
(FW3.71+ and no callback function used ^^U)
You can change the Map0001.lmu and the ChipSet/Basis.png with any others (respecting the same file name) just for fun and/or for testing LcfMapUnit reading capabilities.

Video: http://es.youtube.com/watch?v=307a8EjlT8o
Last Edit: September 15, 2008, 08:22:29 pm by delaPipol
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You are the fucking MAN delaPipol! Gonna try this NOW!

EDIT

Ok tried it, crashed my PSP  :sad:

It's 3.71m33-2 btw.
Last Edit: September 15, 2008, 09:52:02 am by Gutts
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Ok tried it, crashed my PSP  :sad:

It's 3.71m33-2 btw.


Oops, it's true, try now the corrected link, thank you for the feedback!
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So how are you planning to do event concurrency?  I just had each event run on a separate thread, but I discovered that that can become a big mess once Common Events get added into the picture, so I'm going to rewrite the Event system in TURBU to drastically cut back on the need for Common Events by putting in other options instead.  But I'm not sure if you guys have that option, since your goal seems to be a cloned system and not a completely different one capable of importing RPG Maker projects.
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The new link you gave me last week worked btw. It was AWESOME. I put in LoV's town chipset and i was AWED.