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@@ -104,8 +124,6 @@ Frontend-level settings or features that the mkxp-z core respects:
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| Crop Overscan | ✕ |
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| LEDs | ✕ |
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\* Because RetroArch does not currently support rewind or netplay with cores that use threaded audio, rewind and netplay currently require disabling the ["Threaded Audio" core option](#core-options). This core option is enabled by default for better performance and for closer similarity to the original RPG Maker runtimes, which also use threaded audio.
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## Directories
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The mkxp-z core's library name is 'mkxp-z'
@@ -124,6 +142,8 @@ The mkxp-z core saves/loads to/from these directories.
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|:------------:|:-----------:|
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| mkxp-z/Fonts | Any fonts that the game uses that are not found in the game files will be loaded from here as a fallback. Supported file extensions for fonts are .otf and .ttf. The names of the font files do not matter since the mkxp-z core matches fonts based on the font family name stored in the file. |
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| mkxp-z/RTP | This is where RTPs are loaded from. See the [BIOS](#bios) section for more details. |
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| mkxp-z/Scripts/Preload | Any preload scripts added to this directory can be toggled in the "Preload Scripts" section of the core options. Enabled preload scripts will be loaded in lexicographic order of the bytes in their file names prior to loading the game's scripts. |
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| mkxp-z/Scripts/Postload | Any postload scripts added to this directory can be toggled in the "Postload Scripts" section of the core options. In RPG Maker VX Ace games, enabled postload scripts will be loaded in lexicographic order of the bytes in their file names after the game's scripts are loaded but before the game starts running. Enabled postload scripts have no effect in RPG Maker XP and RPG Maker VX games. |
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## Geometry and timing
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@@ -140,17 +160,23 @@ The mkxp-z core saves/loads to/from these directories.
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There are three ways to load games using the mkxp-z core:
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- Load the Game.ini or mkxp.json.
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- Create an empty file with the file extension .mkxp in the same directory as Game.ini and/or mkxp.json, and load that. This is intended to make it easier to deal with save states in RetroArch, since RetroArch's save states are named after the file you load as the game, so if you load Game.ini or mkxp.json, all the save states for every game will be named "Game" or "mkxp", which is really inconvenient.
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- Create an empty file with the file extension .rxproj, .rvproj or .rvproj2 in the same directory as Game.ini and/or mkxp.json, and load that. This is intended to make it easier to deal with save states in RetroArch, since RetroArch's save states are named after the file you load as the game, so if you load Game.ini or mkxp.json, all the save states for every game will be named "Game" or "mkxp", which is really inconvenient.
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- Put the game into a zip or 7z archive with file extension .mkxpz, .zip or .7z and load that. Please note that the files inside the zip or 7z archive should be uncompressed if possible, especially .rgssad/.rgss2a/.rgss3a and .otf/.ttf files inside the archive, or the game will lag quite a bit from trying to seek compressed files. The game will still run, though, just very slowly.
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There is currently no way to load preload scripts or postload scripts. Support for preload/postload scripts will be added in the future.
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Preload scripts and postload scripts may be added to the mkxp-z/Scripts/Preload and mkxp-z/Scripts/Postload subdirectories of the libretro system directory. Each preload script and postload script added to these directories has its own core option for toggling it. If more than one preload script or postload script is enabled via the core options at the same time, they will be loaded in lexicographic order of the bytes in the file names, which is the same as the order in which they appear in the core options menu.
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The default set of preload scripts provided with mkxp-z is embedded in the core and available by default to remove the need to manually copy them into the preload script directory.
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Native cheats are run as Ruby scripts. They can be used, for example, to change the contents of `$game_switches`.
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## Core options
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The mkxp-z core has the following option(s) that can be tweaked from the core options menu. The default setting is bolded.
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Settings with (Restart) means that core has to be closed for the new setting to be applied on next launch.
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In addition to the core options shown below, there are also core options for changing the key bindings and the currently enabled preload scripts and postload scripts.
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If this fails, the version defaults to 1.
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Changes will take effect after the core is reset.
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-**Runtime: Save State Size** (Restart) [mkxp-z_saveStateSize] (64|66|68|70|72|74|76|78|80|82|84|86|88|90|92|94|96|98|**100**|102|104|106|108|110|112|114|116|118|120|122|124|126|128|132|136|140|144|148|152|156|160|164|168|172|176|180|184|188|192|196|200|204|208|212|216|220|224|228|232|236|240|244|248|252|256|264|272|280|288|296|304|312|320|328|336|344|352|360|368|376|384|392|400|408|416|424|432|440|448|456|464|472|480|488|496|504|512|528|544|560|576|592|608|624|640|656|672|688|704|720|736|752|768|784|800|816|832|848|864|880|896|912|928|944|960|976|992)
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-**Runtime: Save State Size** (Restart) [mkxp-z_saveStateSize] (64|66|68|70|72|74|76|78|80|82|84|86|88|90|92|94|96|98|**100**|102|104|106|108|110|112|114|116|118|120|122|124|126|128|132|136|140|144|148|152|156|160|164|168|172|176|180|184|188|192|196|200|204|208|212|216|220|224|228|232|236|240|244|248|252|256|264|272|280|288|296|304|312|320|328|336|344|352|360|368|376|384|392|400|408|416|424|432|440|448|456|464|472|480|488|496|504|512|544|576|608|640|672|704|736|768|800|832|864|896|928|960|992|1024|1152|1280|1408|1536|1664|1792|1920|2048|2560|3072|3584|4096)
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Maximum size of each save state, in mebibytes.
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If the game uses more than this much memory, save state creation will fail.
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Changes to this setting will not take effect until the core is unloaded.
Use a worker thread for rendering the audio instead of
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the maximum of the value set here and the value in
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mkxp.json will be used)
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-**Text: Font Scale**[mkxp-z_fontScale] (0.2|0.25|0.3|0.35|0.4|0.45|0.5|0.55|0.6|0.65|0.7|0.75|0.8|0.85|0.9|0.95|**1.0**|1.05|1.1|1.15|1.2|1.25|1.3|1.35|1.4|1.45|1.5|1.55|1.6|1.65|1.7|1.75|1.8|1.85|1.9|1.95|2.0|2.05|2.1|2.15|2.2|2.25|2.3|2.35|2.4|2.45|2.5|2.55|2.6|2.65|2.7|2.75|2.8|2.85|2.9|2.95|3.0|3.05|3.1|3.15|3.2|3.25|3.3|3.35|3.4|3.45|3.5|3.55|3.6|3.65|3.7|3.75|3.8|3.85|3.9|3.95|4.0|4.05|4.1|4.15|4.2|4.25|4.3|4.35|4.4|4.45|4.5|4.55|4.6|4.65|4.7|4.75|4.8|4.85|4.9|4.95|5.0)
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Scales the sizes of all fonts.
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If you think text tends to be too large or too small,
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try fiddling with this.
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(if this value is also set in the game's mkxp.json,
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the product of the value set here and the value in
| Mouse Cursor | Input.mouse_x and Input.mouse_y |
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## (Related cores)
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-[RPG Maker 2000/2003 (EasyRPG)](easyrpg.md)
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[^1]: Because RetroArch does not currently support rewind or netplay with cores that use threaded audio, rewind and netplay currently require disabling the ["Threaded Audio" core option](#core-options). This core option is enabled by default for better performance and for closer similarity to the original RPG Maker runtimes, which also use threaded audio.
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