[RESOLVED] Hey project conversion question...

Started by Mixxth, June 29, 2014, 08:32:40 pm

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Mixxth

June 29, 2014, 08:32:40 pm Last Edit: July 02, 2014, 12:55:22 am by Mixxth
I own RMXP (Bought) and I own RMVXA (Bought)
I was wondering if there is a way.. manual or not.. to convert my RMXP game over to the RMVXA and continue working on it from there...
I don't care about how long it will take or labour, provided that its a manual sort of thing, just is it possible and if so how?

I plan to use both engines to make games so its not a complete waste if this flops. but it would be nice to use the newer program on my older project >.>

as always!
thanks for the replies in advance :)
Donald Knuth: "I can't go to a restaurant and order food because I keep looking at the fonts on the menu. Five minutes later I realize that it's also talking about food."

Zexion

If you are using default character templates, then obviously you just need to convert them to vxa format. Also any scripts will have to be replaced with vxa counterparts >.>
Actual game data (such as map.rxdata) can't be transferred.

There is really nothing cool in the vxa engine other than the improved speed and stuff, so really it's not worth transferring to xD Starting a new game would be cool but it seems like a waste to transfer to vxa. Especially with the xpAce conversion

PhoenixFire

Quote from: Subsonic_Noise on July 01, 2011, 02:42:19 amNext off, how to create a first person shooter using microsoft excel.

Quote from: Zeriab on September 09, 2011, 02:58:58 pm<Remember when computers had turbo buttons?

Mixxth

Wow thanks for the replies guys!
PhoenixFire... with this conversion I got a question, it uses the vxa engine which basically is a nifty upgrade, but you still use the RMXP engine to create your game right?
So, is this only to be applied when the game is complete or can I use it when still in the creation stage? also will I notice it when test running the game from inside the RMXP?
Donald Knuth: "I can't go to a restaurant and order food because I keep looking at the fonts on the menu. Five minutes later I realize that it's also talking about food."

Zexion

Only effects the engine itself not the editor :P
So yes you will see it when playing through the editor. You can do it once complete but then you risk having a bunch of incompatible scripts. Might wanna get that out of the way

Mixxth

June 30, 2014, 09:55:28 pm #5 Last Edit: June 30, 2014, 10:09:28 pm by Mixxth
Alright well I integrated it, and I'm getting errors in a few scripts..

Scripts Errors
Ccoa's UMS: Line 453  TypeError Occured (Superclass mismatch for class Window_Message)
A Snipit of the code its referencing
Spoiler: ShowHide
#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
#  This message window is used to display text.
#==============================================================================

class Window_Message < Window_Base  <----- {This is the Error Line}
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   # x-coordinate depends on justification
   if $game_system.window_justification == RIGHT
     x = 640 - self.width
   elsif $game_system.window_justification == LEFT
     x = 0
   else # center
     x = (640 - $game_system.window_width) / 2
   end
   # y-coordinate depends on height



The Second script is:
BlizzABS - Part 3 Line 3103 TypeError Occured (Superclass mismatch for class Window_Message)
A Snipit of the code its referencing
Spoiler: ShowHide
#==============================================================================
# Game_Player
#------------------------------------------------------------------------------
#  This class serves as override, so a Map_Actor class is loaded as current
#  player.
#==============================================================================

class Game_Player < Map_Actor    <----- {This is the Error Line}
 
 #----------------------------------------------------------------------------
 # Initialization
 #----------------------------------------------------------------------------
 def initialize
   # call superclass method for first actor
   super(0)
 end
 
end



The Third script is:
Fix Line 66 NameError Occured (Uninitialized constant Object::Map_Battler)
A Snipit of the code its referencing
Spoiler: ShowHide
===============================================================================
Credits
 KK20      : Creating this script edit
 Blizzard  : So that you can use this script in BlizzABS (duh :P)
 Sin86     : For the idea and bug report
===============================================================================
=end

class Map_Enemy < Map_Battler   <----- {This is the Error Line}
 #----------------------------------------------------------------------------
 # triggered?
 #  trigger_id : The ID of the trigger type (i.e. CETPlayerTouch, CETWeapon)
 #  object_id  : The ID of the object (i.e weapon ID, skill ID, item ID)
 #  Returns if the event was triggered by a certain trigger.
 #----------------------------------------------------------------------------
 def triggered?(trigger_id, object_id = nil)
   return (@event_trigger[0] == trigger_id) if object_id.nil?
   return @event_trigger == [trigger_id, object_id]
 end
 #----------------------------------------------------------------------------
 # Initialization
 # ** Initialize variable 'event_trigger'
 #----------------------------------------------------------------------------
 alias init_map_enemy_after initialize
 def initialize(map_id, event, id = 0, group = 0, attributes = 0x00,
                move = false, immortal = false, full_passable = false,
                custom = false, delay = 40, view = 5, hear = 40, nojump = false)
   @event_trigger = [-1, -1]
   init_map_enemy_after(map_id, event, id, group, attributes,
                move, immortal, full_passable,
                custom, delay, view, hear, nojump)
 end


The Forth script is:
Unofficial Cluster DMG Plugin Line 2 NameError Occured (Undefined Method 'skill_effect' for class 'Map_Battler')
A Snipit of the code its referencing
Spoiler: ShowHide
class Map_Battler
 alias skill_double_effect_later skill_effect  <----- {This is the Error Line}
  def skill_effect(character, _battler, skill)
    result = skill_double_effect_later(character, _battler, skill)
    if [2, 9].include?(skill.id)
      result |= skill_double_effect_later(character, _battler, skill)
    end
    return result
  end
end


I keep putting them below main and a new one pops up, im pretty sure its going through most my scripts..

Also the line in my Game.ini "Library=RGSS300.dll"
keeps reverting to "Library=RGSS102E.dll" after I save my project... (this is tedious..)

I should note that if I leave Game.ini with "Library=RGSS102E.dll"
and change "RGSS300.dll" to "RGSS102E.dll" i get the following error:

"The Procedure entry point RGSSInitialize could not be located in
the dynamic link library RGSS102E.dll"

Donald Knuth: "I can't go to a restaurant and order food because I keep looking at the fonts on the menu. Five minutes later I realize that it's also talking about food."

Mixxth

Just spent countless hours and I've gotten nowhere, is it really a worthwhile conversion when I obviously don't know enough about ruby to fix these issues?
Donald Knuth: "I can't go to a restaurant and order food because I keep looking at the fonts on the menu. Five minutes later I realize that it's also talking about food."

PhoenixFire

Unless you want to do all of the work over again in VXAce, then yes. You should also keep in mind that not only will you have to do the maps, scripts and events all over again, you will also lose the graphics you were using; generally speaking, you can't use alot of the graphics in VX that you would have had in XP.

In regards to getting the issues fixed, well, if you have been following the news on it, I just launched the support site today. It's still a work in progress, but you're more than welcome to come visit and post up some questions and such. There's alot of work to be done setting up the forum still, but when it comes down to it, it's mostly functional in its' current state.
Quote from: Subsonic_Noise on July 01, 2011, 02:42:19 amNext off, how to create a first person shooter using microsoft excel.

Quote from: Zeriab on September 09, 2011, 02:58:58 pm<Remember when computers had turbo buttons?

Mixxth

Quote from: PhoenixFire on July 02, 2014, 12:38:33 am
In regards to getting the issues fixed, well, if you have been following the news on it, I just launched the support site today. It's still a work in progress, but you're more than welcome to come visit and post up some questions and such. There's alot of work to be done setting up the forum still, but when it comes down to it, it's mostly functional in its' current state.


I like you! :P
No I haven't been to keen on the uptake, summer for me = working long farm hours and juggling my last year of uni :(
I love the idea of a support website, I'll def look into that! :)
for now I'll just stick to RMXP's Engine.
thanks a bunch sir :D
until next time!
Donald Knuth: "I can't go to a restaurant and order food because I keep looking at the fonts on the menu. Five minutes later I realize that it's also talking about food."

PhoenixFire

*points to bottom of page in the shoutbox*

Yeah, just read the past couple days worth on there and you'll get an idea of what's going on.
Quote from: Subsonic_Noise on July 01, 2011, 02:42:19 amNext off, how to create a first person shooter using microsoft excel.

Quote from: Zeriab on September 09, 2011, 02:58:58 pm<Remember when computers had turbo buttons?