Homebrew Official EasyRPG 3DS - RPG Maker 2000/2003 Player for 3DS

Mastak

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Copy-pasting my post from another thread: Good games are Yume Nikki, Ib, the stuff translated by vgperson (see his website). OFF is also good.

Also http://rpgmaker.wikia.com/wiki/Charon for Visual Novels (try Yanderella)

And VGPerson for games translated from Japanese to Englisch: http://vgperson.com/games/ (not all for RPG2k/2k3)

Popular games on that VGPerson side are: Wadanohara, Grey Garden, Ib (obviously), Touhou Mother (with Earthbound-like battle system)

Very active site: http://rpgmaker.net

More games: http://queenscourt.org/othergames.php

Or for crazy stuff ask the Asians: http://viprpgsum15.webcrow.jp/sakuhin.html?71 ;) (VIP RPG is a contest with tons of Japanese games)
Or tetris: http://www.freem.ne.jp/win/game/3631

Web demo: https://easy-rpg.org/play/?game=smashbros and https://easy-rpg.org/play/?game=tetris

Other languages:
German:
http://rpg2000.4players.de/index.php?inhalt=spiele2 and
http://www.multimediaxis.de/threads/125604-RPG-Maker-Spiele-DOWNLOAD-Neu-Dropbox-Datenbank-im-Aufbau

French:
http://www.rpg-maker.fr/jeux-type-rm2000.html and
http://www.rpg-maker.fr/jeux-type-rm2003.html

Spanisch: http://www.hellsoft.net/H5/ and
http://netherwareentertainment.es/noticias and
http://www.mundo-maker.com/

Polish: http://www.rpgmaker.pl/

There are also tons of japanese game pages but I assume nobody of you could understand this.

There are thousands of games, enjoy ;)
 
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duffmmann

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Jacklack3

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Mastak

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I need some testers:
Here is a new 3dsx test build which replaces the audio code with some work in progress stuff:
Can't test it due to lack of 3DS and Citra is not the most accurate emu ;).

https://easyrpg.org/downloads/tmp/3ds-new-audio-test.zip

Gimme some feedback about the Audio. Please test MIDI, too.

When it works you can expect proper (lagfree) sounds on PSVita soon, too ;)
 
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Mr.Faq2015

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I need some testers:
Here is a new 3dsx test build which replaces the audio code with some work in progress stuff:
Can't test it due to lack of 3DS and Citra is not the most accurate emu ;).

https://easyrpg.org/downloads/tmp/3ds-new-audio-test.zip

Gimme some feedback about the Audio. Please test MIDI, too.

When it works you can expect proper (lagfree) sounds on PSVita soon, too ;)
Won't get past the logo screen again...
 

Mastak

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via https://community.easyrpg.org/t/player-3ds-port/266/32?u=ghabry

Good news.
Music and Sound should now play fine. I observed problems with pitch changed (speed up/down) music but otherwise it works quite fine. Sound effects will hang the first time they are played because they are cached, afterwards it's lagfree (same strategy as the Wii version, just with more lag because 3DS is slow).
I also noticed that the performance got worse in general but this in unrelated to the audio code and must be something else... (but is still on a playable level on old 3ds in my opinion).
Furthermore the heap size got adjusted, games should run much later out of memory now.

The code is not yet in our repo, so here are the downloads:
https://easyrpg.org/downloads/tmp/easyrpg-player-latest.cia

https://easyrpg.org/downloads/tmp/easyrpg-player-3ds-latest.zip

Note about MIDI: I added the midi instruments to the romfs but I still have no a9lh, so can't test the CIA ;). If MIDI does NOT work you have to take the wildmidi.cfg and instruments folder from the zip and place the files in /easyrpg-player/wildmidi/ on your SD card.
 

Mastak

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Wupwup, double post!

Found the problem in the wildmidi code, midi works now in the CIA. (just redownload the file I linked)

Further updates:
Disabled pitch changes (playback speed up/down) for BGM (background music) on the old3ds because the CPU can't handle this (I run the BGM code on the 2nd CPU core and you only get 30% CPU time on this core because the operating system runs there. So the CPU time is very limited and pitch changing (which postprocesses the bgm buffer and for speedup even has to decode more samples) exceeds it and the music starts to crackle). Advantage of this solution: BGM does not influence the frame rate at all.

I'm sometimes getting a "data abort" crash when shutting down the Player. No idea why this happens, yet.
 
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dada78641

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EasyRPG is a perfect project for the 3DS, nice to see it being worked on :)

Ultimately it would be awesome if it were possible to bundle games into their own CIA files that include the EasyRPG engine...imagine that.
 

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Mastak

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Amazing, will have to give that a try. 3DS homebrew community never ceases to amaze me with how much work they've put in.

Well, technically this is under development since 2011 (exists for many other platforms, see easyrpg.org), so the huge amount of work was already invested earlier :). The 3DS-version is a port (Rinnegatamante wrote code for 3DS-Video-/Audiooutput and Input, rest is shared code) and heavy performance optimisations to run somehow on the old 3DS...

Ultimately it would be awesome if it were possible to bundle games into their own CIA files that include the EasyRPG engine...imagine that.
I planned to create a web application for this but didn't find time yet ^^, so Rinnes guide is the only option for now.
 

dada78641

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Just gave this a try (using a game my sister made back when she was 9 years old), and it works absolutely splendidly. There's some glitches but overall it's excellent stuff. Last time I used EasyRPG, the battle system wasn't working yet, but it is now! Will need to figure out why the bottom screen is weird.

I'm going to do some work to fix the sound glitches, some sound effects were working fine and others sounded like they were about 10x too loud (massive clipping). Also I'm going to convert the midi files. Would anyone benefit from a tutorial on converting midi files to mp3?
 
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Mastak

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I'm going to do some work to fix the sound glitches, some sound effects were working fine and others sounded like they were about 10x too loud

We are currently replacing most parts of the audio system. The code is still under review, so not in the normal cia/3dsx yet.

But it's offered through our PR builder: https://ci.easyrpg.org/view/Pull Requests/job/player-3ds-pr/20/
Note: We only offer 3dsx for PR builds because thats for testing only, will need homebrew launcher to run (And a target title with sufficient executable space, like latest youtube channel or some newer game cartridge, otherwise crashes).

Theres also proper support for MIDI files now, but not in that PR build because the files requiered for midi are missing :D

..... buuuuut I'm offering here a slightly older (from December) build: https://community.easyrpg.org/t/player-3ds-port/266/32?u=ghabry which contains the required files for MIDI (wildmidi.cfg and instruments/)
 
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dada78641

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Curious, did you write midi support from scratch or were you able to use code from another project (like foo_midi)? I'll keep an eye on the PR, interesting to see how things progress.
 

Mastak

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Curious, did you write midi support from scratch or were you able to use code from another project (like foo_midi)? I'll keep an eye on the PR, interesting to see how things progress.

We use external libraries for everything. Please see the Audio section in our 0.5 release blog post which talks a bit about the new sound system: https://blog.easyrpg.org/#anchor-audio

In case of 3DS we use WildMidi because FmMidi synthesizes audio on the fly and that is very CPU unfriendly (3DS is too slow).

(And SDL_mixer doesn't apply to 3DS, we only use SDL on major platforms, we use the 3DS DSP Api directly)

Edit: Link to the PR code https://github.com/EasyRPG/Player/pull/1100
 
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dada78641

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We use external libraries for everything. Please see the Audio section in our 0.5 release blog post which talks a bit about the new sound system: https://blog.easyrpg.org/#anchor-audio

In case of 3DS we use WildMidi because FmMidi synthesizes audio on the fly and that is very CPU unfriendly (3DS is too slow).

(And SDL_mixer doesn't apply to 3DS, we only use SDL on major platforms, we use the 3DS DSP Api directly)

Edit: Link to the PR code https://github.com/EasyRPG/Player/pull/1100

Fascinating write-up, thanks for the link to the PR too. Sounds like you've just about found all the obscure corner cases from testing with so many different games.
This has reminded me I felt that the fade-out animations seemed a bit too slow on the 3DS, I'll compare it to the real thing later. When WildMidi lands I'll check it out to see how it sounds.
 

Mastak

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Fascinating write-up, thanks for the link to the PR too. Sounds like you've just about found all the obscure corner cases from testing with so many different games.
This has reminded me I felt that the fade-out animations seemed a bit too slow on the 3DS, I'll compare it to the real thing later. When WildMidi lands I'll check it out to see how it sounds.

Yes, people really throw any random audio format at you in RPG Maker (because RPG Maker will simply ask Windows to play it...), so this was really a big problem for us for years but then some new developer appeared who helped us with the audio system and the resampling. SDL_mixer was not really designed for games that have PCM WAV with any format out of Mono/Stereo 8/16/24 Bit 8k/16k/22050/44100/48kHz (usually ripped from the internet or video games and never reencoded ^^) and there resampler only supported power-of-2 resampling (so 22050 to 44100 yes, but 48000 to 44100, a very common use case, was noise).

The MP3 library provided by SDL mixer (libmad) was also really bad for our use case and only supported 44.1k, the rest played noise only.

One Midi feature is not implemented yet: "Loop points". That's some RPG Maker specific MIDI event which allows you to declare a loop inside the MIDI file. But this needs library support (we contacted the WildMidi devs).


The fade animations being slow is a many years old design error. The transition is rendered by the Player Update logic (not by Graphics update), which means that frameskipping will not happen. And changing this would be some work (will happen someday) :)


The Android version uses the same "gus patches" as WildMidi on 3DS, so if you want to know how Midi will sound like: Install the Android version *g*
 
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dada78641

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Yep, I remember the MIDI loop points, I implemented them myself a few times. :) Very game specific feature, I'm pretty sure people didn't have it in mind when designing the MIDI standard and it's just an arbitrary controller command RPG Maker decided to use.
 
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