RPG Maker 2009 Ultimate 2009/12/22


Introduction  [Top]

Patches of the RPG Maker 2000/2003 editor have always been the greatest problem, because they all changed the resource section in the executable. So there were two ways of distrubuting such a modification: Either the users had to change their RPG2000/3.exe by themselves using the famous “Resource Hacker” or replace it by a new one, which was often a big problem because modifications made in the past, and even localizations were overridden.

The aim of my project is to make things easier. RPG Maker 2009 Ultimate neither changes the executable file nor replaces it. It’s compatible with all versions and this way very flexible. When started, it will load any RPG Maker 200x editor and inject itself into it. From the inside, it is able to modify the RPG Maker then.

Already implemented features  [Top]

  • Interface modification: new, compact toolbar, seperated (”floating”) map tree and chip selector, project’s name in title bar
  • User-defined interface modification or localization through INI files (UIMod). This replaces the old way, where you had to use Resource Hacker.
  • Support for multiple instances (up to 100) without conflicts
  • Opening project by entering the path
  • Replacement of fonts (this way eliminating the bug where RM2k3 would display a yen sign instead of a backslash)
  • “User tools” menu where you can enter tools you want to call quickly
  • Option to hide the keypatch’s splash
  • Support for resources in subfolders
  • File info for resources (image size, title/copyright information for MIDIs and MP3s, …)
  • “Undo” button for many event commands
  • New charset animation type “No steps when moving”
  • New hotkeys, F4 can now be used in every window to open the music selector

Planned features  [Top]

  • Integration of CGSS
  • Minimap of current map for better overview
  • Better sound player with music download feature
  • Debugger
  • Event template feature (with parameters) for often used types of events (e.g. “chest”, “teleport”, …)
  • Secure events (you need a password to open these, they are only visible in RPG Maker 2009 Ultimate)
  • Support for lower layer tiles in upper layer
  • …and much more

Screenshots  [Top]

Loader

Loader

Main window with floating tool panel

Main window with floating tool panel

Resource selector with subfolder support and file info

Resource selector with subfolder support and file info

Resource manager with move/rename feature

Resource manager with move/rename feature

Folder selector

Folder selector

Wide message box with undo button

Wide message box with undo button

New charset animation type

New charset animation type

About window

About window

Download  [Top]

The first official release is available here: RPG Maker 2009 Ultimate v0.11. Please read text files carefully before testing.
You can view the changelog before downloading.


18 Responses to “RPG Maker 2009 Ultimate”

  1. DebugMaster says:

    Please Guy ANSWER ME!

    Please.

  2. Orochii says:

    Excellent work Cherry! I will make some testing with your “not-official” testing realease, if I encounter any bug I will report it to you :) .

    It looks great! Good luck,
    Orochii Zouveleki

  3. X-Tech says:

    Work on it young master !

  4. DNA says:

    This is the awesomeness of the fucking year.

    Cherry is officially the most awesome person on the freakin’ earth.

  5. mellytan says:

    Cherry > Don Miguel
    Haha seriously, really amazing work. Even just the interface modifications make this worth using. The most amazing part: no more yen sign. Rofl ;) so ein geiles Projekt!! :D D

  6. Rave says:

    DNA said:
    “This is the awesomeness of the fucking year.

    Cherry is officially the most awesome person on the freakin’ earth.”

    No, Cherry is officially the most awesome person in the freakin’ universe!

    Cherry, send me for test about openSuSE version of rm2k9 Ultimate at rave002@o2.pl, please.

  7. Neok says:

    Pretty impressive stuff. I’ll have to check this out.

  8. BobFrank says:

    In Event Factory, is it possible to find and replace variables? That’s the only thing I’d want to use it for, unfortunately.

  9. Cherry says:

    Yes, but limited. RMEventFactory has no idea what value is a variable’s ID and what is something else. So you can only say “replace 413 with 775″, but this will not only replace “<> Change variable [413], 20 set” with “[775], 20 set” but also “<> Change variable [20], 413 set” with “[20], 775 set”.

  10. p3k10 says:

    Dude, I’ve downloaded it and I’m looking through it now. You are going down in RPG Maker history, right next to Don Miguel.
    All your patches you’ve made and all the tools…..i fuckin love them!
    You are da man!

  11. SGCN says:

    Hey Cherry, couldn’t have made my CBS without your awesome patches. I will be watching this very closely.

  12. kridonline says:

    XD

    Thank you for it

  13. kindred says:

    is this still being worked on? Theres some serious potential here hmm might re-inspire me to actually finish my game lmao. been at it for 5 yrs, and still on chap one. too many custom systems on crippled software :/,

    good job, hope you keep it up :) , thanks for wat youve done already

  14. Cherry says:

    Of course!

    There will a new release soon, introducing the “resources in subfolders” feature and more.

  15. Pixelex says:

    Sehr gut Cherry! Wusste garnicht, dass du “the most awesome person in the freakin’ universe” bist. xD
    An der Optik kann man eventuell noch ein wenig was drehen (Icons) und das frei fliegende Fenster, da wäre es schön, wenn man das an den Ecken der Karte oder so andocken lassen könnte.
    Ich persönlich mag diese freistehenden Objekte nämlich nicht. Das ist natürlich Geschmackssache. =)

  16. Kindred says:

    Hello there!

    Glad to see you release another version! The added changes are very much welcomed.

    I was wondering would it be possible to have the tool panel tabbed? For example having the map tree and chipset editing on two separate tabs? I’m not sure about others but I find it cumbersome when doing mass map editing to have to move the middle divider up and down to maximize the viewing of the map tree or the chipset editing. If its required for people to know what map they are on in the chipset editing tab a simple label should do.

    I also noticed that if I middle mouse click (on the mouse wheel) the toolbar reverts to the original stock toolbar (on rm2k3).

    But anyway thanks again for your hard work :)

  17. Cherry says:

    Thanks for your report.

    The middle mouse button bug will be fixed in next release, the tool panel tabs are a great idea, I will try to add this feature too!

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