There is also initial work to add missing Traditional Chinese glyphs, designed by Dmytro Kushnariov Fixed picture rotation position and initial angle GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. The Baekmuk Gulim font glyphs have been added to cover them Nobody of the team speaks Korean, however we want to support all games possible written in any language. Before this release, all games using Korean characters were unreadable. This release has been focused on bugfixes though it adds some new features. Imagine when the JavaScript port becomes more matured you can run RPG maker games directly from your website, how cool is that?
You are invited to try TestGame running in your browserfeel free to share your thoughts and feedback in post comments.
But even with these flaws it is still a nice proof of concept. Mozilla Firefox newest version is recommended, as it is faster than other browsers when running it. The new port will require a fast machine with a modern browser.
This effort could be considered too early to be done, however it is pretty useful, for example, for checking the result online along with the Test Game for fast testing without needing to download Player, game and RTP if not installed in the current machine. Because of this date it could be a fake, however some details were really planned about making this real. Not interested in any details? Run TestGame in your browser.
Not all are passed because some default database translations from some editors are untranslated from Japanese and ICU would detect these games as Shift JIS when they probably are written using Windows codepage western. The ICU encoding heuristics detection gets some text data from the game.Ĭurrently uses some texts from the game database terms. If you have file not found errors, you probably are using a broken translation. This is the case for some broken Yume Nikki translations. There are games however, specifically game translations which are mistranslated, having mixed encodings and making the encoding autodetection fail. With this feature the encoding can be autodetected and works fine for most games. ICU International Components for Unicode is a library which brings very good support, including proper encoding conversion for Yen, Won and full-width tilde and an heuristic system for character encoding detection. There were issues with yen, won and full-width tilde conversions, having issues when playing Japanese and Korean games. However, libiconv and Windows API were not supporting a way to detect the encoding. In order to play any non-Unicode game we needed to set the encoding manually before playing the game. The wave dash from Shift JIS was incorrectly mapped to the Unicode full-width tilde, generating issues not only when showing the sign, the problem could affect games with filenames using this character. However there are multiple issues when conversion standard was being designed. This helps to convert non-Unicode encodings to Unicode, having enough room to fit any previous encoding to the new universal. Games created with a non-Unicode editor contain non-Unicode texts. As explained in the previous article, Unicode is a standard for writing characters and texts using an universal encoding.īefore existing an universal standard, some languages were using their own character encoding, sharing often the same bytes representing different glyphs. Any size.In the previous article we introduced the non-Unicode application problem. Up to x pixelsyou can use variable width and height. No material to do for the RTP replacement. RPG Maker can open x 8 characters72x 1 character24x32 1 inanimated character. Can hold 8 animated characters, two rows with 4 characters each row.Įach sprite character is in a 3x4 sprite grid, 3 animation planes and 4 directions. There is no material to do for the RTP replacement. Only supported ona bit larger battle animations than Battle, x x sprite frames for row.
You can do xMultipleOf96 up tofor example: x96, x, x, x, x If the image height is not a multiple the sprites a grid of 5 96x96 sprite frames for row could be shown cut. You can do larger graphics, as x and larger, if the EasyRPG project wants to go higher resolution in the future, specially if you are not making the battle background using pixel art: it's easy to scale down the graphic up to x Oficially, x pixels. If you want to contribute graphics to the RTP replacement, best use a proportion like x to do it.Ī good practice is not to put any important decoration under the 80 last horizontal pixel rows, the battle menu goes there. The features are 8 bit palette and a maximum of x pixels. Information chunks about alpha transparency, transparent color key, multiplane APNGgamma, color profiles, etc. RPG Maker and supports it with following restriction. BMP is a bitmap format used initially in Windows.