Rpg Maker Xp Save Editor



Other series vx/ace, xp, 2000/2003. Rpg maker vx/vx ace save editor rpg maker xp save editor rpg maker 2000/2003 save editor; note; rpg maker mv save file tools for rpg maker mv rpg maker mv save editor ( items all 99 / get all items) rpg maker mv save data bookmarklet input & output rpg make vx ace / xp / 200x save editor game file. Changes to Sprite Creator 3 XP:. Changing options in the Colorizer should now work correctly for every option. Before Hair, Shoulder, Hat and Waist did not work correctly. SprCre3 XP v201 is no longer supported. If you're using the XP version of Sprite Creator 3 you should now use the Colorizer version. Save Editor Online This free save editor can make a troublesome game easier to win by helping you change some quantities (like amount of gold, items etc.). It's a most simple and powerful tool for a lot jrpg and visual novels. Currently supports.rvdata2,.rpgsave,.dat,.sav,.save,.rsv,.qsp,.rvdata,.rxdata,.lsd,.sol files.

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Open RPG Maker

Open RPG Maker is mostly based on RPG Maker 2003, but with some added features, and more advanced usability. This tool will allow users to create 2D RPG games similar to the original Final Fantasy games, such as FF5 and FF6. Though it will also support the creation of games following a Zelda like playability.

  • Publisher: Open RPG Maker
  • Last updated: August 16th, 2013

RPG Maker XP

Introducing RPG MAKERâ„¢ XP, the latest Windows entry in the RPG MAKER series that gives you the power to create your own original role-playing games.

  • Publisher: Yukihiro Matsumoto
  • Home page:tkool.jp
  • Last updated: October 8th, 2020

RPG Maker VX

RPG Maker VX is a program that allows you to make the roleplaying games. With its enhanced auto-tile capabilities, quick event creation and dungeon generator, you can have a game ready to play faster than ever before. The program offers you an easy to use mapping system, giving you the tools to build the look of your world.

  • Publisher: Enterbrain INc./ Yoji Ojima
  • Home page:www.rpgmakerweb.com
  • Last updated: February 27th, 2014

RPG Maker MV

RPGMAKER was born to fulfill the desire of creating an original RPG without programming knowledge. To help everyone create a game easily, some sample data that you can easily use is included. RPG Maker MV uses the well known JavaScript, in combination with HTML5 export. By mastering Javascript, you will be able to change the game to your liking, from Battles to Menu UIs.

  • Publisher: Enterbrain, Inc.
  • Home page:www.rpgmakerweb.com
  • Last updated: December 27th, 2017

Dragonball Z Raging Pride

This game is an attempt to make a really good DBZ game that stays true to the series, and to actually make a successful RPG out of it, since there aren't many out there! Mostly you just see action based DBZ games, but this game features an actual DBZ RPG experience.

  • Publisher: rpgmaker
  • Home page:rpgmaker.net
  • Last updated: May 22nd, 2014

RMEventFactory

You can create events by reproducing a template and replacing values. You can also read values from CSV files. RMEventFactory is targetted to advanced RPG Maker users.RMEventFactory will scan the template for special values and replace them by the result of a formula. You can also embed formulas and commands in strings, like messages (”Show Message”).

  • Publisher: Cherry Tree
  • Home page:cherrytree.at
  • Last updated: November 23rd, 2011

Zelda - Links Awakening PC

Link's awakening is a complete version of the original game boy version made entirely in RPG Maker! It's really an incredible feat.The story follows Link as he travels to defeat dungeons, beat up monsters with his sword, and save the princess of Hyrule..erhm, wait this isn't Hyrule? Nope, the game boy version actually follows Link as he gets stranded on an Island.

  • Publisher: Xfixium | DLiNK
  • Last updated: January 31st, 2009

FakeRes

With FakeRes, you can use these applications (like RPG Maker XP/VX or HUAWEI’s Mobile Connect software) on your netbook (or other device with low resolution) too. You just have to select the application you want to trick into working and click “Create Shortcut” to create a shortcut on your desktop which will launch this application with a fake resolution.

  • Publisher: CherryTree
  • Last updated: May 4th, 2011
Rpg Maker Xp Save Editor

Network RPG Maker 2000

Sadly due to the falling of ENBAN everything was loss, but HITPOINTS has tried to support the maker with releasing RPG MAGAZINE. While the original translation team except one has left the project , most translation are either edits of there's or the Italian translation by the guys at rpgmaker. A full translation has been released by the Intrenchant team.

  • Publisher: ASCII DCP
  • Home page:www.asciinetwork.com
  • Last updated: May 31st, 2010

Rpg Maker Xp Save Editor

ID Photo Maker

ID Photo Maker is much more than just a simple template for you to print your ID photos. The program covers all the most widely-used common styles as well as specific sizes for more than 25 countries from Europe, America, Asia, and Australia-New Zealand. This comprehensive tool allows you to enhance, correct, resize, and crop your photos so that they fit your country’s requirements.

  • Publisher: idphotomaker
  • Home page:www.idphotomaker.com
  • Last updated: November 24th, 2011

Just BASIC

Just BASIC is a free personal Windows programming tool and tutorial. Great for teaching or learning programming. Create utilities, games, business apps with syntax coloring editor, debugger, GUI editor. Produces standalone applications.

  • Publisher: Shoptalk Systems
  • Home page:www.justbasic.com
  • Last updated: July 24th, 2018

Wintermute Engine Development Kit

Wintermute Engine Development Kit comprises several tools that offer support in designing and running 'point and click' adventure games. Both 2D and 2.5D games can be created with its help, the latter referring to games where 3D characters perform actions in spaces defined by 2D backgrounds.

  • Publisher: Dead:Code Software
  • Home page:dead-code.org
  • Last updated: January 20th, 2010

Pokemon DarkFlame

Pokemon DarkFlame is a Pokemon FireRed Remake with some additions. It currently has all Pokemon from Kanto, Johto, Hoenn, and Sinno. This game is being developed in RPG Maker XP, using Poccil/Flameguru's Pokemon Starter Kit. Is easy to install and easy to play.

  • Publisher: MaryamSoft
  • Home page:darkflameproject.blogspot.com
  • Last updated: May 11th, 2017
Rpg Maker Xp Save Editor

EASy68K

EASy68K is a 68000 Structured Assembly Language IDE. EASy68K allows you to edit, assemble and run 68000 programs on a Windows PC or Wine. No additional hardware is required. EASy68K is an open source project distributed under the GNU general public use license.

  • Publisher: Prof. Chuck Kelly
  • Last updated: January 4th, 2016

Game Character Hub

Game Character Hub is a Windows program for creating and editing 2D game assets. It provides a built-in generator for character and tileset creation. With this program, you can easily create characters by choosing among the generator parts provided in the program. Simply select a template, add ítems, and you're done. You can also create your own custom templates and parts.

  • Publisher: Sébastien Bini
  • Home page:www.sebissimos.com
  • Last updated: September 26th, 2017

CommandFusion guiDesigner

CommandFusion guiDesigner provides a drag and drop environment to develop custom user interfaces for iViewer apps. It comes with a built-in, online updatable, library of pre-defined commands for third party systems, a real-time GUI editor, command and Macro editing features.

  • Publisher: CommandFusion
  • Home page:www.commandfusion.com
  • Last updated: April 14th, 2017

eCover

eCover is a FREE media case-covers search/editing/printing software.

  • Publisher: eSoftware
  • Home page:www.esoftware.it
  • Last updated: November 17th, 2009

Settings Assistant

Create complex strings and SELogic control equations using string and expression builders. Read SEL-2032/2030/2020 settings into the SEL-5020.Send settings from the SEL-5020 to the SEL communication processor, with or without relays attached. Requires Windows 95 or later.

  • Publisher: Schweitzer Engineering Laboratories, Inc.
  • Home page:www.selinc.com
  • Last updated: December 10th, 2013

Learn to edit your tileset for a customized look with very simple tools.

  • 07/21/2012 01:36 PM
  • 20423 views
This is my second tutorial and a bit more technical than the one I did before, so please bear with me if I have a harder time explaining myself.
Guide to simple tileset edits
Once upon a time I submitted a mapping tutorial, and towards the end mentioned:
“Simple edits and recolors: Everyone can do this, and it helps a lot to create ambience. You may find that repeating, for example, the same weeds and flowers in fields over and over across the world gets old. It’s simple enough to recolor the flowers or make a simple cut/paste job to come up with new items. Small objects like flowers and single tile decorations are usually simple to cut and combine.
There’s also recoloring. The same grassy tiles can become a different map just by changing the colors (making the coloring greyer, more vibrant, a different tone, whatever) same goes for walls and floors.
So if you ever feel like those trees, caves and stones are looking boring, crack open a graphics editor and mess with the tiles a bit.”

That said, I rarely see people posting screenshots of edited tilesets that are NOT parallaxes (those usually go hand in hand with editing so no need to mention them here), and there seems to be the fact that some people claim they could not “do that sort of thing”. Ace
Simple edits can go a long way, and give the dreaded “RTP style” a fresh look if used well.
Now, what I will describe here is extremely basic. I will not talk about complex editing because frankly, I can’t do it myself so well, nor will I explain how image editors work in detail: there are many tutorials out there and help files to help you out, I will only give basic instructions.
There are roughly 3 very simple techniques: rearranging, clumping and recoloring.
-Rearranging is by far the easiest, it simply means moving the tile around in the grid so it has a different position (for example, moving furniture so they line up better with the walls).
-Clumping is to combine one or more tiles in a pattern so they create a cohesive and visually nice tiles. It’s usually done with plants (for wilderness natural effects) and small items.
-Recoloring means changing the color of a tile. This can mean changing the color of only one part of the tile or the entire thing (such as the bloom of a flower or the whole plant, leaves and all).
A few things before we start:

Basic Knowledge about tilesets:
-Each tile is 32x32 pixels.
-One tileset can hold the A1-5 tiles (the base tiles) and the B-E tiles (items, furniture, etc). They can be configured from the Database.
-The A tiles have their own rules, which I won’t cover here. If you’re unsure of how they work, try to simply replace the default tileset with what you want (water for water, walls for walls, grass for grass, etc).
-The B, C, D and E tile sheet are 512x512 pixels each, while the A tiles vary in size.
-The very first tile (upper left corner) in the B tile sheet is the “nothing” tile and must be empty and with a *star* passability.
Quick A tiles reminder:
-A1 are animated autoriles (usually water).
-A2 are the “ground+ground decoration” autotiles. There is a specific setup to this sheet so be careful with it.
-A3 are “outside view buildings” tiles.
-A4 are “wall+ceiling” tiles. The ceilings here can be used in any shape, unlike the A3 roofs.
-A5 are the “ground” tiles. These are NOT autotiles. Unlike the rest of the A tiles, these can be configured with 4 directional passability.
Now, for this you will need an image editing program.
I will be using gimp because it’s the one I have and am used to, but any program that has a grid feature will do.
Preparing the program:
-Open the image editing program (I’ll be using Gimp).
-Either edit an existing tilese sheet or create a new image of 512*512 pixels (for the B-E tiles, remember A tiles have different sizes).
-Configure the image to show a 32*32 pixel grid with a snap to grid function.

With this configuration, anything we try to do in the editor will try to snap our selections to the grid, meaning accidentally getting out of the grid. For detail work like clumping you may want to turn the Snap to Grid off.
Now, if you’re an absolute novice, take it easy. The toolbox and commands may seem intimidating, but for now we’ll only be using these:
I won’t be fiddling with the A tiles except for recoloring the basic grass, since autotiles require some knowledge and I’m not here to explain that. What we will do is simple: create an edited tileset for a new area.
I’ll be making a sample map of a shop in a forest so we can illustrate the change from the default to the new edited tileset.

The very first thing you should think about:
What are you doing?
Even if for the purpose of this tutorial I’ll be editing almost all the pieces for the tileset, that doesn’t have to be what you do. Maybe you simply need a few extras or adjustments to an existing tileset, in which case you may want to simply edit a tile sheet directly.
But let’s say you want to make a thematic tileset. For this tutorial, as I said, we’ll be making a forest area with a small shop, but we will make it all slightly different so you can see all the steps.
Gather your materials.
Get all the materials you think you will need beforehand. The default tileset, the custom materials, stuff you found on the forum (don’t forget to credit the creators when you’re done!), anything you feel you will need.
If you’re doing an entire tileset, copy one of the default sets (Interior/Outside/Dungeon) from A (1 to 5) to B (B to E are all the same, so one will suffice. Rename them to whatever you want. Especially for the A tiles, it’s important to have some reference to work with so you don’t accidentally mess up the auotiles.
Those will be the final images you will import into the game. I strongly recommend you use another, larger image file to do the editing so you have the space to comfortably manipulate the tiles.
Ok, now off we go!
Rearranging

Extremely easy to do.
Simply move the tiles around on the grid, always keeping in mind how RM handles passability (that is to say, keep in mind how the player can walk ingame).
Here’s an extremely easy example that I personally use a lot: boxes, barrels, urns and similar are regular items that can be “stacked” easily and neatly. Arranging them on the grid so you can have columns and positions of them later ingame without tricky mapping using eventing is a definite plus.
Another common usage of rearranging is making furniture match walls and floors better. A common case are the beds: you may have noticed they look pretty bad against the walls no matter what you do.
If you need reference, take a screenshot of a wall and floor and paste it in another layer aligned to the grid. Move the item you want to rearrange until you’re happy with how it looks. Keep in mind how the character will interact with the object when it comes to passability.

This also goes for small, individual items that are placed a bit awkwardly on the grid and may mismatch if placed with other objects, or you may simply want to have more variety.
That’s it for rearranging. As you can see, it’s extremely simple as long as you keep in mind the grid and passability.

Clumping

This is one of my favourite ways of dealing with wilderness, which is otherwise a royal pain to map for me.
Clumping is taking one or more types of tile and arranging them in a mix, much like rearranging. You can easily break the ugly grid effect by combining tiles in almost parallax style, so long as you keep in mind how you will configure them later.
Here are some simple clumps:
While the example shows plants, it works for everything, but keep in mind what you need for your map. It’s easy to go overboard and make 10+ types of clumps for every single item, and you probably won’t be using so many.
Remember you can make very simple edits by clumping different items.

A nice trick to clumping is to make variants of certain combinations to align to certain positions: for example, making clumps to fill corners or specific shapes that are otherwise awkward to map normally.

Recoloring

This one is a bit harder, but still relatively easy with some practice.
Recoloring items can immediately give old tiles a new look if you do it right, and adds ambience to maps if you follow some kind of pattern or theme.
Select the tiles you want to recolor and go to:
Hue-Saturation will change the color from the CURRENT SETTING.
Colorize will will change the entire tile to ONE color with different shades.

Experiment with both options. You will notice that some tiles, having different colors, do not look so good if recolored like this. In these cases you have to isolate the parts of the tiles you want to recolor (I recommend cut-pasting the tile somewhere and cutting/erasing the parts you don’t want), recolor them on their own, and then place them over the old tile.
This may take some time to get used to, but it’s not hard. Items with less colors (wooden furniture, plants, single color tiles) are easier to do.
Do not go overboard with Lightness and Saturation. Ligthness is especially dangerous, since too dark or too light will probably ruin the tile. Same goes for saturation. Keep in mind you want the tiles to match the rest, not look weird and tacked on.

While recoloring is the trickier of the three methods described here, it is also the best at creating ambience. As you can see, simply changing the tone of the normal, classic grass already makes it look different, not to mention recoliring single items like flowers, books, boxes, etc can create a big variety of items to break the rtp monotony.

So now that we know the three ways of simple edits we can mix them all to create our tileset. Here we have all we need for our little forest shop. To make things easier on ourselves, we will do the recoloring first, then the rearrangement and clumping.
Now what’s left? Arranging them on your tileset sheets. Keep in mind the sheet size (512*512) and make sure you align the tiles to the grid well.
Here we added the recolored A2 tiles to an existing Ouside_A2 tile, and created a new B tile:

Import the tile sheets and configure the tileset

Rpg Maker Vx Save Editor

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Rpg Maker Xp Save EditorRemember that if the tileset setup is similar to a default one you can save time configuring passabilities by copypasting a tileset and substituting and fixing the new tiles.
And we’re done! Now to map the bastard!
Here, have a before and after (if we had tried using the normal exterior and interior tilesets).
Before:

After:

Rpg Save Editor Pc

Not bad for a quick editing job, is it? This was done in a very shallow way, so putting even a little time into the process makes a difference. Above all, it breaks the “I’ve seen the rtp tiles seven thousand times already” feeling.

Rpg Maker Xp Save Game Editor


Rpg maker xp save editorThere are many more ways to edit tiles out there, but I’m not going to get into that.

Rpg Vx Ace Save Editor

Cut-pasting, changing size and angle; I recommend you experiment a bit to see what works and what doesn’t. Learning to use the image editors is a big factor to editing, so be patient and start small.

Pokemon Rxdata Save Editor Mods

I hope this helped and encouraged people to try their hand at simple edits!