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Updating Game.rgssad?

Is there any way I could use a script to update the Game.rgssad file? Specifically, if I wanted to use it to pull information from, say, an .rxdata file, and put it into the Game.rgssad file, how would I go about doing that? Or, how would I get it to pull images and compress them into the file. I've never experimented with this idea before, and I was wondering if anybody else had done anything like it.
 
I don't think someone's gonna help you with this. Sounds like you're trying to edit someone else's game that's been encrypted. That's strongly frowned upon here. And if it's not someone else's why can't you just edit you Game.rxproj file like normal?
 
l0rdph0enix":3u1f1840 said:
I don't think someone's gonna help you with this. Sounds like you're trying to edit someone else's game that's been encrypted. That's strongly frowned upon here. And if it's not someone else's why can't you just edit you Game.rxproj file like normal?

Actually I'm trying to create a project that will be released in stages, and I was hoping that there was some way of using a script (that I would have planted in the project) to import new additions to the game, such as images, scripts, etc. Hopefully, I would be able to make it import from another Game.rgassad file that has only the new data. If you need more information, I'll explain it in detail:

I am creating a new project in RPG Maker XP that, instead of being a game, will act as a database for a specific card game, as well as a tool to record collections. I have been working on creating new scenes and structures for the database, including new .rxdata files. (I also found out that although you are required to have all of the default .rxdata files to open the editor, you do not need them to compress the data, and the compressed project will not have the .rxdata files you did not include) I was hoping that, instewad of forcing people to redownload the entire project when a new set of cards came out for this card game, that I could simply have them download a much smaller .rgssad file and use it to update the program with just the new booster pack.
 
etheon":2mwqkkl5 said:
You'd better be off asking vgvgf.

Well, I'm not sure I'd need to go as far as asking vgvgf. I just did a google search, and I found this script, but I'm not sure if it does what I wanted. It appears to be a conglomeration of French and Japanese, and I found it on a French forum.

Code:
#+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class Scene_Title
  def main
    # 戦闘テストãÂ
 
etheon":3erkybqc said:
It looks like the RGSSad is just .rxdata files Zlib::Inflate.inflate'd. Or so I gather from the script...I'll run some tests and see.

I was looking around, and I found a script here that supposedly updates .rgss2a files, but, when I converted it to XP, I found out that when you take the patch file (A modified .rvdata file, which I changed to .rxdata) out of the Patches folder, it actually removes the effect of the patch. (It was a "VX Game Patcher" script) Maybe you could figure it out. That would be very helpful.
 
Well, you will need to discover how .rgssad files are encrypted/decrypted for doing this. Maybe reverse engineering, if you know. It is possible to do that, also some chinese/japanese guy did that when RMXP comed out, but EB destroyed the decryptor.
However I have heard many theories of .rgssad encryption. Some say that it is just ZLib compression, XOR encryption(It is too simple for being true), and others that say that with some API from the RGSS dll/RMXP dlls, you can decrypt/encrypt/access to data from the .rgssad files. I have tried much things without success.
Maybe you can convert Yeyinde Patcher to RMXP, or another kind of patcher, there are many scripts around the web for this.
 
Arbiter":3bnwf1f4 said:
Maybe you can convert Yeyinde Patcher to RMXP

I'm pretty sure that Yeyinde said not to convert his VX patcher script to XP.

I double-checked the thread. Yeyinde never replied to the offers of another member to convert it to XP, and set up a fund for him to convert it himself. I don't believe I saw Yeyinde ever forbid others from converting it. (Which I have done, although I plan not to distribute it). I'm planning to test a "replacement" .rgssad file created by an altered version of Yeyinde's script, to see if RMXP will read it like the official .rgssad files. If it dies, itr opens up whole avenues of possibilities.

Edit: apparently, it is nowhere near the same format. So, my current options appear to be:

1. Use a French/Japanese/English script to make horrendously complext patches that may or may not work, or
2. Use a converted version of Yeyinde's script that makes a "patch" file that can never be deleted w/o losing the "patched" data.
 
Arbiter":38urhznx said:
Maybe you can convert Yeyinde Patcher to RMXP

I'm pretty sure that Yeyinde said not to convert his VX patcher script to XP.
I never did say anything like that.  You can convert the VX version to XP, but not release the converted script to source.

Glitchfinder":38urhznx said:
I'm planning to test a "replacement" .rgssad file created by an altered version of Yeyinde's script, to see if RMXP will read it like the official .rgssad files. If it dies, itr opens up whole avenues of possibilities.

Edit: apparently, it is nowhere near the same format. So, my current options appear to be:

1. Use a French/Japanese/English script to make horrendously complext patches that may or may not work, or
2. Use a converted version of Yeyinde's script that makes a "patch" file that can never be deleted w/o losing the "patched" data.
My script(the old version that is here, and my newer unlreased one) doesn't create .rgssad/.rgss2a files, but a compressed data chunk that RPG Maker interprets and reassigns to key variables.  Techinically, .rgssad/.rgss2a files use the exact same format (They both have a header chunk of "RGSSAD").

I am currently working on a simple external application that creates a delta file between two game versions, and later applies the delta to an old version to create it into the new one.
 
Cool, thanks for the info. Oh, and that new bit of software will probably be for VX, but are you thinking of adding XP compatibility? Finally, do you know how I could add that header chunk to get it to interpret it as a .rgssad file?
 
The new software will work with both XP and VX, since they both use the same encrypted archive format.  And, no, you can't add the header to a different format and expect it to work.
 
Yeyinde":1jo6ca8y said:
The new software will work with both XP and VX, since they both use the same encrypted archive format.  And, no, you can't add the header to a different format and expect it to work.

Ahh, I had thought that you said that the .rgssad file used the same format as your script, not that it used the same format as .rgss2a. Sorry for the confusion, and thanks for the help!
 

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