May progress report

The last report is already 3 months old, so it’s time for a new progress report, to show, that the project is not dead ;).

The devteam is currently busy with other stuff, that’s the reason for the development slowdown since the last months.

Changes since the last news post:

  • Binary and Xml Read/Write support for all Rpg Maker formats; most work was by glynnc
  • Because of the first point it’s “soon” possible to load and save games. Their are still some problems (e.g. games saved by easyrpg cause blackscreen in rpg_rt) to investigate before this is in a usable state.
  • Proper timestamp (time when the game was saved) calculation that is consistent with the one from rpg_rt was added by takecheeze
  • rikku2000 added a Makefile to compile for GPH-devices like GP2xWin and Cannoo; no idea how good this works, have fun trying ;)
  • The Psp build was updated by takecheeze and compiles again
  • And fdelapena was so kind to update the codelite project so you can compile the linux version now with a graphical interface :)
  • OpenRTP Project: The user andwhyisit submitted free system and system2 graphics, in the screenshot below you can see his royal theme.

Time for the Alpha

Hello everybody,

as usual its time for the “progress log”.

If you dont care scroll down and download the alpha ;).

For End Users:
Weather effects [glynnc]
Move command improvments [ghabry, glynnc]
Shop scene improvments [ghabry, glynnc, niltonpd]
Bugfixes in Tilemap code [glynnc]
Game interpreter optimizations/fixes [ghabry, zhek]
Unicode support [ghabry, glynnc]
XYZ support [glynnc]
Picture support [glynnc]
Fixes for 16bit rendering [glynnc, zhek]
PSP Port [zhek]
Fix Fullscreen and 320×240 (default resolution) [zhek]
Editor: All important Gui elements created [fdelapena]

Because of some missing features in SDL the new default renderer is now Pixman (xrender software fallback).

And there are of course again lots of fixes in the Event Interpreter. More and more games become playable.

For Developers:
Bitmap refactoring [glynnc]
SoftBitmap and PixmanBitmap classes [glynnc]
Sdl independent freetype class [glynnc]
utf8 fallback for systems without wchar [ghabry]
cmake support [takecheeze]
wip audio backend refactoring [zhek]

Missing features: No battle scene, no load or save, no vehicles, some menus are implemented in the Rpg2k-version only. Most of this is  planned for the next alpha (or beta?).

Encoding: Because the old Rpg Maker is not an unicode application you have to specify the encoding to play such games properly. Open the RPG_RT.ini in your game folder and create a new section:


Instead of “codepage” you have to write the codepage number, thats 1251 for cyrillic and 932 (shift jis) for japanese. Note that some fonts dont have the required glyphs. For japanese support you have to put the file msgothic.ttc in the Font directory.

Reporting problems: When the windows version crashes it creates a crash dump file in the same directory. You can send it to us for further analysis (together with a short note what you did).

Video (PSP version)

Thanks for reading. And now have fun :).

What is new, 2011?

For End Users:
Support for Window_Message (the MessageBox) and related commands [ghabry]
Interpreting many more events [glynnc]
Add GameOver and Title Scene calling [niltonpd]
Enter Hero Name scene [glynnc]
Shop scene [glynnc]
Inn support [glynnc]
Fix Touch events and character drawing [ghabry]
Center Player window on startup under Windows [zhek]
Many free MIDI files replacing the copyrighted ones [Juan Manuel]

For Developers:
Add missing chunks to reader lib [glynnc]
Work on savegame reader started [glynnc]
Refactor Audio to make it SDL-independent [ghabry]
Added more tests to the testmap [ghabry, fdelapena]
More SDL refactoring [vgvgf]
Replace Scene handler with a Stack machine, allows more flexible scene switching [ghabry]
Editor: submitted code refactor of event commands (page 1/3) [fdelapena]

And fixed a bunch of important gameplay related bugs. Now games are playable. Player is gaining alpha status again. A lot more stable than old player version (before code refactor).

Christmas and end year report

We have new domain:, if you want to update your bookmarks.

What’s new for end users:

Equip, logo, end scenes, move command reading, generic error dialog [ghabry]
Wait command, save access, teleport command, automatic and parallel events, push and on touch triggering, GameOver scene, music on map and end scenes, Dingoo A320 Dingux port [niltonpd]
21 more transitions [vgvgf]
PSP port [zhek]
Command line arguments [fdelapena]
EXFONT replacement [filosofiamanga]
2003 BattleCommand and Timer2 reading [glynnc]

What’s new for developers:
Bitmap refactor to separate SDL, [vgvgf]
Scenes refactor to match RGSS2 [ghabry]
Multiple memory leak fixes [zhek]
Editor refactor to separate GUI code [fdelapena]

Second half november report

Last two weeks were intense, as the first half. There are new features and bug fixes from the dev team to show us. Remember if you want to contribute or take part of the project (coding, audio, graphics…) you can reach us in #easyrpg at or by the forums.

The cool stuff for developers:

The RPG Maker 2000/2003 readers code is now separated from the Player code. Now Readers is a static library, intended for sharing with Editor, too. [vgvgf]

More code cleanup and refactor, thinking on SDL as an option between other possible backends. Also a lot of bugfixes, including several memory leaks, reader fixes or performance improvements. [vgvgf]

RPG Maker Test Suite now features more event command tests in more map rooms. [EN.I]

Now Editor and Player can be developed from Mac OS X using CodeLite. Tested with 10.6 Snow Leopard and targeted by default with 32 bit wxWidgets (brings with default development kit) and 64 bit SDL libraries (macports). CodeLite generates the application bundle and runs from the IDE. [fdelapena]

The cool stuff for end users:

Game interpreter is implementing more stuff. It means more event related support. Automatic event execution is working now. [Zhek]

The lead party character is now rendered on map. Now checks if the terrain is passable. Event characters are rendered on map, too: [vgvgf]

Report: 09-11 -> 16-11

The project is speeding up, we are now 4 active developers. But 4 developers is still a small number of people, so I remind you that this is an opensource project and we welcome any kind of help. Currently we are in need of more c++ programmers for working with the game player and the editor, and we need also need graphical and music/sfx artists for the RTP replacement project. Any questions are well received in the forums or in #easyrpg irc channel at

Regarding the changes since last update, we have fixed many bugs including: fullscreen/zoom hotkeys,  some memleaks, reading  monster parties from the database, file paths detecting and other minor ones.

Zhek has been working on the Game_Interpreter, the super big code that manages event commands execution.

Ghabry improved the MessageBox for windows and now uses the better looking Task Dialog for windows vista and 7.

fdelapena has been working on the editor doing a big cleanup, resources optimization and some other bug fixes.

Player2 -> Player and more

Old Player code is dropped. Now the Player2 is the new Player name. Now the svn repository is cleaner.

Other feature highlights form last code submissions:

Font gradient support. Font shadow support. Char by char rendering in TextDraw. System colors support. Partial EXFONT glyph support using $A-$Z $a-$z (not shadowed yet). [ghabry]
Improved 2x zoom and full screen. Now is faster and not using sdl_gfx for resize. Fixed initial high cpu usage. [vgvgf]
Implemented fade in / fade out transitions. [paulo_v]
Title scene textbox animation. [paulo_v]
Menu scene window implementation, implemented window_gold, show face graphic and name. [ghabry]
Fixed problems with keyboard handling and some segfaults. [ghabry]
GTK+ modal message dialogs for errors (GNU/Linux port). [fdelapena]

And a lot of bugfixes and new class stubs.

Wiki updates

Information about RTP replacement has been added to the documentation wiki.

Original RTP distribution have file names in Japanese. The docs show about that fact and how to support RTP file names for the EasyRPG RTP replacement. You can get info about the differences between 2000 and 2003 files and how to treat with them.