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FenixFyreX

VX -> Ace Conversion Program

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Interesting, that sounds like a lot of messing about, you probably could have saved yourself loads of time and effort by using the other vx to vx ace converter thats kicking around here.

 

Its a little buggy, but nothing that cant be ironed out. Once this is in full swing i imagine it should be a fair bit more popular though.

 

What's the link to the other one? I don't think I really need it anymore but I'd like to at least try it out.

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Hello all,

Just wondering if there's been any recent progress on this. Got really into VX a while back and then let it lie, and I'd love a chace to re-up and pick up my project again (put in a hell of a lot of work and definitely don't want to start from scratch).

 

I'm getting the same error mentioned by others: "Failed to load actor data."

 

I know it takes a lot of work to get these things going. Big thanks to Fenix for putting this together. Hoping to get it going soon!

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The other converter I was speaking of is here. Hopefully this wont count as advertising or anything.

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I'm having a different issue =S My VX works fine, and my VX Ace works fine. Now when I go to convert, it goes through the last 3 lines in approx. 5 seconds, and when I test it, only one map is there and it is lacking and tile graphics.. I'm sad =( Help anyone?

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Hey, I need some help here. I tried coverting an VX file into an Ace file using this program, but when i did i pressed on the wrong Ace file (a game i've put two weeks into). Is there any way for me to reverse the effects of the program? All my map data is still there, Ace just won't let me access it. :unsure:

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I can't think of anything that would help with this, you'd have to get onto fenix about it. Always back up projects mate, so you dont lose everything.

 

Atleast it was only two weeks, if you'd put several months in then it really would have been dreadful, you can PM Fenix if you want, he may be able to help if its impossible to redo the project from the ground up again.

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Okay, thank you for your help. I'll remember to always back my work up from now on, i've learnt my lesson.

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I wont be able to assist you, since it wont work for me at all, just wait until Fenix gets his life back in order and all problems will be rectified.

 

Or you can use the one i linked in page 4 until this is finished.

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Alright, after a helluva amount of life, I finally got back to this project. Try the newest version posted in the OP. We'll see if it isn't up to par.

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Alright, gonna try it out now.

 

Edit: Well, I may say you'll be surprised to hear that it works....

 

 

 

FLAWLESSLY. No stupid bullshit, no messing around, simple select vx project then ace project, convert, few seconds and done.

 

Don't forget to add the scriptlet too, though, or attack and defend will be messed up! xB

 

So yes, you got it spot on, the only errors are missing file errors because I forgot to change stupid things, this would occur in my VX project too.

 

Very pleased with this, now just a face window script and I am set!

 

Doesn't mess up the tileset pasabilities like the other one either, so yes, well done good fellow!

Edited by BizarreMonkey

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Wombat_Assasin, in the command prompt window, is there anything showing up there? Perhaps an error? That's why I left the CP there; for error tracking. Do the conversion again and take a pic of what the command prompt says. If nothing, I'll talk to you in a PM and we'll figure it out ;)

 

EDIT: It seems I made a mistake within the code; upon rare occurrences when converting a map's encounter troops to conversion data, the system fails because I forgot to initialize an array at one point Fixed, and in the OP.

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I'm sorry, I just wanted to tell you how much I'm thankful for this program you made.

Serisouly, you have renewed my faith in human kind. Thank you so very much.

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Hey, I tried this and I was getting errors in the database when I was using the scriptlet.

 

So I tried making skill #1 and #2 Attack and Defend and removing it, but now Attack doesn't work (it keeps missing). Putting it back in produced the same errors. I removed the skills from the database because you said the scriptlet would call on skills 1 and 2, but Attack is still infinitely missing. Halp plox?

 

The attack skill I replaced skill 1 with was copied over from a vanilla VXA project.

 

Edit: Nevermind. For some reason it's just...forever missing. I actually managed to hit something with it before so...

Edited by SorceressKyrsty

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Can you release the structure of the rvdata files? I don't want to reverse it myself lol

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Can you release the structure of the rvdata files? I don't want to reverse it myself lol

 

If you look at the default scripts you can see they're just Marshal dump and load of the RPG:: data objects.

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If you look at the default scripts you can see they're just Marshal dump and load of the RPG:: data objects.

 

Marshal is documented I'm guessing? If so where can I find the source.

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@SorceressKyrsty - Yeah, I noticed this the other day when I helped someone convert their project; all you have to do is double click on the traits the two have and reassign them (basically just open the traits up by double clicking on them, then just pressing ok afterwards). Try that and tell me if its fixed or not. I'll have this fixed in the next version.

 

@Tsukihime - All .rvdata files are just marshalled objects, like so:

File.open("Data/Whatever.rvdata","wb") {|file| Marshal.dump($whatever, file) }

 

For instance, MapInfos.rvdata is one large hash of RPG::MapInfo objects, serialized by Marshal.

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Would I be able to write 3rd party programs that will directly read and write rvdata2 files without having to go through Ace?

 

For example, Ace places all sorts of limitations on the data such as tileset limits. I want to ignore these restrictions and directly mess around with the data.

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Yes, the extension of the file doesn't really matter - as long as you know how to read/open that file in Ruby, you can use it in VX. So if you created your own database editor and took all of the data, marshalled and exported to a .rvdata file, RMVXAce would still read it. BUT the objects marshalled have to be the same object type. Like MapInfos must be a large Hash with the infos inside. Actors, Classes, Skills, etc must be arrays with the first (0) element as nil.

 

Now, on a few of the limitations of working with RGSSx code outside of RMx programs:

 

- The hidden classes like Table, etc are hard to duplicate in a manner that RMx will accept their instances from outside itself. You don't have access to

them in your non-rm project.

- You have to have the core classes of all RPG:: Objects within your project, so as to open and edit them later. If you use anything but ruby, you're gonna have to convert them from Ruby to your language.

- You gotta be careful. You don't want to corrupt someone's game. :P

 

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