I have an RPG maker game, specifically RPG Maker xp, that I'm playing. I don't like it opening into full screen mode because I like being able to toggle in and out rapidly and full screen mode adds a delay to toggling.
I've modified my game's shortcut to add the following arguments to make it windowed: NormalPlay ShowTitle Window
RPG Maker VX is a powerful engine, and the thing that makes that engine powerful is RGSS2. All RPG Maker VX games run on RGSS2, which is a scripting language that uses the Ruby programming language. Today, I’m going to explain a little bit about how to take advantage of this powerful tool.
Unfortunately the window is very small. I'd like to open to a much larger window, preferably the same size as my monitor, but still keep it in windowed mode for toggling reasons.
Quoting the Chaos Project Forums, user ForeverZer0 says:
It is not really that difficult to change the Game.exe to allow for resizeable windows, that's not really the problem. The problem is with the all the built in RMXP scripts that made to use a 640x480 resolution. You can actually change the window size with a script that isn't more 10 lines long, but will show only blackness around a 640x480 picture.
I wrote the resolution script so that a new resolution could be used and have things re-center themselves correctly and draw the tilemap, weather, viewports, etc. to fill the window. I could have easilt included a way for the window size to be changed in game with a script call, but omitted it due to the fact that it would be highly inefficient and prone to errors to re-draw and configure for a different window size once the game is already running. This would be 1000 times worse if the window was resizeable using the mouse. If I were to re-built the RMXP engine from scratch, it would not be difficult to include the feature and have it work correctly, but is really not practical with the current system.
effectively RPG Maker XP's window size can't be changed unless it's been scripted which apparently requires altering all the classes, and infact Fullscreen Mode is still 640 x 480 which is why everything looks blurry in Fullscreen
as such in general with RPG Maker Games there's no way to do it. this would have to be developed by the developer themselves. without that all you can do is what you have done with a short cut or
use Alt + Enter to switch between Fullscreen and Window Mode
lower your screen resolution closer to 640 x 480 (RPG Maker XP's window size)
Have you ever wanted to work on an RPG Maker XP (RMXP) or RPG Maker VX (RMVX) game with a group of friends, but ran into trouble with conflicts when multiple people edit the same rxdata files? If you want to safely and efficiently version the data in your game, then read on!
I have written a general plugin system for RPG Maker XP and VX so that scripts can be run externally (using the normal Ruby interpreter) at startup and/or shutdown of RMXP. This allows for implementing more advanced functionality, such as exporting scripts and data from .rxdata files (scripts, system data, maps, etc.) into plain-text files which are human-readable and can be easily versioned with a versioning system such as Git, Subversion or Mercurial. I've also written scripts which can read these exported text files and import them back into .rxdata files so that RMXP can read them. Now, anytime two people change a map, a script, or any other game data, all of the conflicts can be easily resolved in plain text.
I've been careful to make sure that the RGSS objects are always exported in the same way, so that unnecessary conflicts are avoided. The data files are exported as YAML files and the RGSS scripts are exported as normal Ruby files. This provides other benefits beyond just versioning the data. For example, you could use your favorite text editor outside of RMXP to edit your scripts; just make sure you don't export the scripts before you import your changes. Also, seeing what changed in the YAML files when you do something in RMXP is really helpful in understanding how the game data works!
Some other ideas for plugins that could be written are:
A patcher script which downloads updates for your RGSS scripts.
A time and change logger script that records team member's work time between opening and closing RMXP or RMVX and a comment regarding their changes.
Rpg Maker Xp Scripts
####Features
General
Plugins are runnable on startup and on shutdown of the editor. For example, below plugins provide automatic importing of all versioned text files into .rxdata files before starting RMXP. When RMXP is closed, all .rxdata files are exported back into versionable text files.
Plugin system behavior is configurable via a config.yaml file.
DataImporterExporter plugin
Rpg Xp Maker
Exports .rxdata or .rvdata files (except Scripts) to text files in the YAML data format.
Imports YAML files back into .rxdata or .rvdata files that RPG Maker editor can read.
Only exports rvdata and rxdata files if they need to be exported (i.e. have been modified since RMXP was opened or haven't been exported yet).
ScriptImporterExporter plugin
Exports all scripts contained in Scripts to individual Ruby files (via the ScriptImportExporter plugin).
Imports Ruby scripts previously exported back into a Scripts.rxdata (RMXP) or Scripts.rvdata (RMVX) file that RPG Maker can read.
Only exports scripts if they are not empty (for example, place-holder scripts)
Cleanup script (called clean.rb) provided to help identify stale scripts (i.e. scripts which are added in RPG Makers's script editor, exported, and then later removed from the script editor, but still remain in your scripts directory).
####Downloads
A demo project showing plugin system usage (Just extract archive somewhere and run Game.bat, instead of Game.rxproj).
####Sample Files
A sample YAML file exported from System.rxdata.
A sample export digest. This file is generated by the RGSS script exporter and is a list of all exported scripts. It is used so they can be re-imported into Scripts.rxdata in the original order later. Notice that the third column (exported Ruby file name) for the second entry is EMPTY. No file is actually exported, since that script in RMXP was actually an empty entry.
A sample config file for the utility.
The default Game.bat file used to launch RMXP (instead of Game.rxproj).
Sample Game.bat output (verbose mode)
####InstructionsRequirements
Xp Mode Virtual Pc
Ruby Interpreter - Get the most recent version here. It is required to run the utility scripts outside of RMXP. You will need a version with the YAML and Zlib modules.
RPG Maker XP - For RMXP games
RPG Maker VX - For RMVX games
Windows XP - I believe this should work on Windows Vista or Windows 7 also. The only potential problem I forsee could be the batch file commands.
(Optional) Versioning System - If you want to keep track of versions of your exported data, you will need a versioning system like Git, Mercurial, or Subversion.
Setup
Download the latest version of RMXP Plugin System in this repo (as a ZIP at top of this page or cloning using Git).
Back up your project (just copy it somewhere for safe-keeping).
Extract the archive into a directory or your choice. NOTE: If you wish to use this in multiple projects, it is best to create a folder in the same directory as your projects and extract to that folder. Just make sure to update the PLUGIN_SYSTEM_ROOT and RMXP_PROJECT_ROOT variables set in Game.bat (see below default Game.bat). A sample directory hierarchy is below:
With the above structure, all projects can use the same version of the plugin system.
Modify any configuration parameters you necessary, in the config.yaml file, such as output directory paths for the YAML and Ruby files.
Usage
Rpg Maker Xp Crack
Just run Game.bat.
Kick back, relax, and let the batch file do everything for you. NOTE: It will ignore importing the first time it is run, since no data has been exported yet. When you close RMXP, all of the data will be exported (as long as you don't close the command window that Game.bat opened).
Theoretically, all of them. Exported files should be version-able by anyversioning system that can version UTF8-encoded text files, which I thinkis all of them. I've tested this versioning two different RMXP projectswith Subversion with no problems.
When versioning the exported files, why do I get conflicts when there is no change in the files?
Probably this is due to editing the exported file in a text editor or diffprogram which modified the newlines in the file. Try telling yourversioning system to ignore new line differences or always convert themautomatically.
Why are my changes not exported after I close RMXP?
You may want to check that you have not accidentally closed the commandwindow that says, 'DO NOT CLOSE THIS COMMAND WINDOW!!!'. The export stepshould automatically execute from the batch script when you close RMXP.
####Compatibility
I'm unsure of compatibility with SDK.This utility should be compatible with any script modifications, since it runs outside of RMXP and treats scripts as data. However, you may experience problems if you have directly modified any of the classes in the RPG module. In general, one should not directly modify these classes, but in case you have, I've included a Ruby file for RGSS modifications (the default location is /Utility/rmxp/rgss_mod.rb). You will need to add your changes to that file so that they can be automatically picked up by the importer/exporter scripts.
####Credits and Thanks
vgvgf: I modified his Table, Color, and Tone class implementations in Ruby.
Yeyinde: His forum topic here helped me figured out how to load the compressed scripts from the Scripts.rxdata file.
Haraberu: For making the RGSS2 classes available.
####Author's Notes
THIS UTILITY MODIFIES YOUR PROJECT'S .rxdata FILES! Make sure to back them up before using it.
If you need Ruby implementations of the Table, Color, and Tone classes that can load and dump the .rxdata files that RMXP can read, they are included in the utility in rgss_internal.rb, or you can email me and I'll send them to you. :)
####Terms and Conditions
Rpg Maker Xp Mode 7 Script Error
This utility is free for any use, commercial or otherwise.