[XP] Using RGSS1 scripts with RPG Maker XP Ace

● ARCHIVED · READ-ONLY
Started by ScoopJohn 8 posts View original ↗
  1. After hearing about the RPG Maker XP Ace utility in a discord server, i was pretty interested to start using RPG Maker XP with this, but i'm concerned and i couldn't find evidence using RGSS1 scripts using the utility. I haven't registered to the forums which hosted the utlity, but i want to make sure so that i could be happy to use different scripts that never have been remade to VX Ace.
  2. As far as we know, that is not possible. RGSS which XP uses and RGSS3 which Ace uses have completely different internal code and different ways of accessing it, so code made for XP will often return errors in ACE and vice versa.
  3. bgillisp said:
    As far as we know, that is not possible. RGSS which XP uses and RGSS3 which Ace uses have completely different internal code and different ways of accessing it, so code made for XP will often return errors in ACE and vice versa.

    Ouch. Nevermind then :(
  4. @ScoopJohn
    RGSS3 is an advanced variant of the language RGSS (read as RGSS version 3.0 where XP uses 1.0).
    This means that the basic commands and language syntax are identical and theoretically programs written in RGSS1 should work in RGSS3 as well.
    The problem is that the database of the RPG Makers was completely reworked for VX and VXA. That means that as soon as the programs are no longer independent but try to access the values set in the database or on the maps or so, the structures are completely different and will fail.

    And that is where the project you linked is targeted at:
    It completely removes all modern VXA structures and sets up the script structure similiar to XP and XP databases, allowing you to use the game.exe from VXA with games done in RMXP.
    But even then it is the task of the game developer to ensure compatibility, because that project has the target that scripters who write scripts for RMXP can now use some advanced script functions from RGSS3 inside their XP-Projects.

    A regular user that can't write scripts has absolutely no advantage from the project, at minimum you'll need someone who can write XP-Scripts to use that project.
  5. Andar said:
    @ScoopJohn
    RGSS3 is an advanced variant of the language RGSS (read as RGSS version 3.0 where XP uses 1.0).
    This means that the basic commands and language syntax are identical and theoretically programs written in RGSS1 should work in RGSS3 as well.
    The problem is that the database of the RPG Makers was completely reworked for VX and VXA. That means that as soon as the programs are no longer independent but try to access the values set in the database or on the maps or so, the structures are completely different and will fail.

    And that is where the project you linked is targeted at:
    It completely removes all modern VXA structures and sets up the script structure similiar to XP and XP databases, allowing you to use the game.exe from VXA with games done in RMXP.
    But even then it is the task of the game developer to ensure compatibility, because that project has the target that scripters who write scripts for RMXP can now use some advanced script functions from RGSS3 inside their XP-Projects.

    A regular user that can't write scripts has absolutely no advantage from the project, at minimum you'll need someone who can write XP-Scripts to use that project.

    I'm not a scripter. So let's say i was trying to actually look for a XP improvement which just allows me to go to 60 fps (as in run smoother without the "lag" that the 40fps does) so that i can use RGSS1. I may don't stand the 40 fps but if that was done i could have more fun using with scripts that haven't got ported to VX Ace.
  6. Well then, it sounds like the project described here is something to interest you. If it indeed uses the RPGMaker VXAce engine, then it would too have a 60fps rate while permitting RPGMaker XP scripts. My worry would still be the dreaded mapping. Ugh, VX mapping sucks....

    Off-topic: Some scripts available may be cross-platform. That is, some utility or system enhancement scripts could be written in a manner that may work with all ruby-based platforms. As an example, a Video or .AVI player script need not require any code related to any of the RPGMaker varieties and merely needs to access the Windows 32API. Of course, that's based on how flexible the coder is with his script.
  7. If you have XP scripts that you like, you could make a request (one thread per script) to have them converted. There are some scripters that are familiar with both. As long as it's not the entire list of XP scripts, it should be fine. Besides most scripts for XP are available in Ace, even if they may be slightly different.
    What scripts in XP do you want that you can't find in Ace?
  8. Hi, maintainer of XPA here. You should have posted on the CP forums, then I would have seen this myself sooner.
    The point of the project is to be able to use VXA's Game.exe and RGSS301.dll into an XP project. You get a smoother experience when playing your game as a result. The main goal is to allow us XP veterans to run our games using a somewhat more modern engine. It does not
    • Allow you to use VX/A scripts
    • Use XP scripts in a VX/A project
    • Use VX/A's editor
    While, yes, RGSS3 does offer more script functions, XPA is not aimed directly at scripters (as an early comment pointed out). Though, with the upgrade from Ruby 1.8 to 1.9, there will be script conflicts (mostly syntactical). 95% of the time these are easy fixes that I am willing to help those who request it.