Author Topic: [XP] RMXPAce -- Using the VX Ace engine in your XP games  (Read 87481 times)

Offline KK20

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #320 on: November 08, 2017, 09:02:39 PM »
I remember in like an early iteration I tried experimenting with that, but never got anything to work I think. It'd definitely benefit in alpha blending, as I found here: https://stackoverflow.com/a/1102810

But I think we should test first if this is present in vanilla VXA so that I'm not wasting my time (and yes, it has to be VXA since we're using RGSS3. XP won't help us here).



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Offline Jaiden

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #321 on: November 08, 2017, 09:22:21 PM »
I remember in like an early iteration I tried experimenting with that, but never got anything to work I think. It'd definitely benefit in alpha blending, as I found here: https://stackoverflow.com/a/1102810

But I think we should test first if this is present in vanilla VXA so that I'm not wasting my time (and yes, it has to be VXA since we're using RGSS3. XP won't help us here).
I agree, I don't want to be responsible for time wasting. I'll take a look in VXA and see if I can replicate the problem.

Also, I have a couple different machines/operating systems I can test on. My primary machine is a powerhouse, so I don't think it's a resource issue. It has a dedicated GPU, so I will also test that vs my laptop that only uses on-board.

Offline Jaiden

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #322 on: November 09, 2017, 02:43:56 PM »
Looks like it's present in Vanilla VXA. Didn't have to put much effort into it--made a 50x50 and slapped a bunch of tiles down and the stutter is still there. Will check on an alternate machine to make sure.


Offline Jaiden

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #323 on: November 10, 2017, 05:15:47 PM »
Update: While the slight stuttering is present in VXA and XPA, the massive lag spikes I was getting in my own game were unrelated. Turns out it was an outdated version of Ryex's dynamic sound? Weird!

I do still get those slight stutters, but I had some folks reporting they don't get them. I need to test on some other machines to see if it's a problem with my computer, at this point.

Offline Lunos

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #324 on: December 12, 2017, 03:27:18 PM »
Hi. Quick question: This doesn't work with the Pokémon Essentials Kit, right?
At least I tried it but I'm getting this error as soon as I hit the New Game button, so..
« Last Edit: December 12, 2017, 03:34:46 PM by Lunos »

Offline KK20

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #325 on: December 12, 2017, 06:46:36 PM »
Most likely not. Error states that you didn't put XPATilemap.dll in your project folder. But I know that PE uses its own tilemap rewrite and is built around it.



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Offline KK20

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #326 on: January 16, 2018, 10:11:24 AM »
Updated to version 2.3!

  • Traceback when a script error occurs will now output to a text file if the output is unreasonably large (900+ characters)
  • Font outline, which is a new default behavior in RGSS3, now has a configurable setting. It is turned off by default to replicate the RGSS1 feel
  • In RGSS1, whenever the game window closed, Kernel#exit would always be called, allowing scripters to alias it (e.g. online game that needs to save player's stats one last time). RGSS3 no longer does this. A DLL was created to intercept the window closing message and forcefully call Kernel#exit. This is another setting that can be turned on or off (off by default as not many users will find this particularly useful)
  • Added Prevent Deactivation; your games can now run in the background! Another configurable setting that is off by default.
  • Updated XPA_Tilemap to v0.4
  • Updated XPA_Window to v1.2



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RPG Maker XP AceUpgrade RMXP to RMVXA performance!
XPA TilemapTilemap rewrite with many features, including custom resolution!


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Offline Jaiden

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #327 on: January 16, 2018, 04:33:49 PM »
Oh dang, very nice. Will be testing this out soon!

Offline KK20

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #328 on: January 29, 2018, 08:06:42 AM »
Updated to 2.31 to address a potential issue with renamed games using Enigma Virtual Box as reported by BoisterousHero.

Scripts that use Win32API calls like GetPrivateProfileString are often passed with the parameter ".\\Game.ini". If the user wishes to rename their Game.exe, their Game.ini must be renamed accordingly or else the game will not run. However, because the script can no longer find "Game.ini" (because it is renamed), the script will fail somewhere in its functionality.

A new method was created for this behavior.
(click to show/hide)



Other Projects
RPG Maker XP AceUpgrade RMXP to RMVXA performance!
XPA TilemapTilemap rewrite with many features, including custom resolution!


NNID: KK20-CP
Discord: KK20 Tyler#8901