RPG Maker 95/Features

==Resolution==
It is the first version of RPG Maker for the Windows platform. Games created using RPG Maker 95 ran at 640x480 resolution, unlike RPG Maker 2000 and 2003 which ran at 320x240 resolution.
==Battle==
The default battle system is a front view system reminiscent of early Dragon Quest games, with invisible player characters and static monster sprites.
==Database==
The database did not exist in this edition, instead there were tools like "Monster Editor".
==Windows==
The only window style is a generic Windows 95 style panel.
==Cheats and errors==
===RPG Maker 95 1.23 xp===
RPG Maker 95 Value! 1.30 I had various problems that manifested themselves as soon as I edited elements using the hex editor. To solve this problem, the programmer Stifu discovered the method to be able to modify elements and abilities without generating crashes.
Open the item.dat file with the hexadecimal editor, you have to look for the name of the element to be modified by examining the 8 hexadecimals before the name of the object itself that correspond to the peculiarities of the object (or item).
For example, to edit "Cure Potion" you would find this line:1E000600640003004375726520506F74696F6E00838783930041000
*The first two hexadecimals (1E00) correspond to the price of the item.
*The third and fourth hexadecimals (0600) correspond to the type of object.
For example, if you wanted to change a "Healing Potion" into a weapon, you had to change the following hexadecimals "0600" in the code to these hexadecimals "0000". Below is a partial list of codes:
*0000 - Weapon
*0100 - Armor
*0200 - Shield
*0300 - helmet
*0400 - Other items
*0500 - special
*0600 - HP UP
*0700 - MP Up
*0800 - Detox
*0900 - Status Regen
*0A00 - Weakness Status
*0B00 - max hp up
*0C00 - max mp up
*0D00 - powr up
*0E00 - strong up
*0F00 - intelligence up
*1000 - speed up
*1100 - lucky up
*1200 - 1st spell from the list;
*1300 - 2nd spell from the list;
*1400 - 3rd spell from the list;
*1500 - 4th spell from the list;
*1600 - 5th spell from the list;
*1700 - 6th spell from the list;
*1800 - 7th spell from the list;
*1900 - 8th spell from the list;
*1A00 - 9th spell from the list;
*1B00 - 10th spell from the list;
*11st spell from the list;
*1D00 - 12th spell from the list;
*1E00 - 13th spell from the list;
*1F00 - 14th spell from the list;
*up to 7500 which corresponds to the 100th spell on the list.
If the user of this version of RPG Maker 95 wants to change the types of magic, he will have to open the magic.dat file with the hex editor and find the name of the spell you want to edit, examining the 8 hexadecimals in the initial part for the name of the spell and the attributes of the spell itself.
For example, the Flame Dart is indicated by the following hexadecimal:000000000F003200466C616D6520426F6C74008B83670000000000000 TheThe first digits of the hexadecimal (00) identify the type of spell, in this case the Flame Bolt. If you want to replace the Flame Bolt with another spell, such as a crippling spell, you will need to change it to 03.
Here is the list with all the types of spells used by RPG Maker 95:
*00 – Give one;
*01 – Everyone gives;
*02 – Poison;
*03 – Paralyze;
*04 – Wetsuits;
*05 – Confused;
*06 – Sleep;
*07 – Unconcious;
*08 – Attack Down;
*09 – Defense Down;
*0A – Speed Down;
*0B – Hp Heal One;
*0C – Hp Heal All;
*0D – Mp Heal (One);
*0E – Detox (all);
*0F – Stat Rcvr;
*10 – Resuscitation;
*11 – Increased Attack;
*12 – Increased Defense;
*13 – Acceleration;
*14 – Teleportation;
*15 – Escape
===Common Error Messages===
====GDI Error 3 / ?? W~YK?====
This message appeared to the user as soon as he opened the application after having previously used the command from the menu item "SAVE AS" to save the project. More experienced makers fixed this bug after realizing that the program only saved to the <gamename> file. RPG file (C:\Programm files\ASCII\RPGMaker95+\<YourGameName>\). Then, the problem was solved by saving the entire project to another folder with a very specific procedure.
#Create a new game;
#Save via the "SAVE" menu item (or via GFX SAVE-ICON in the toolbar);
#Copy/paste the entire game folder from one folder to another (Example from the file path C:\Program Files\ASCII\RPGMaker95+\<YourGameName>\ to the new hypothetical path C:\MyQuest\ or G:\GAMES\MyGame\ etc.);
#After the first steps for transferring the game folders, you will be able to load the project from the program.
====-e2---WriteError! and Your GAMEDISK folder not found!====
To work around this problem, the user had to create an empty folder and rename it to C:\GAMEDISK or D:\GAMEDISK, then navigate to the "File/Make Game Disk" menu item, select no compression, and choose the hard disk "C:\" or "D:\" (where the GAMEDISK folder was previously created). In fact, new makers had to select the THE PREVIOUS/PARENTAL folder in the GAMEDISK folder. No other hard drives were to be used to solve this problem permanently, as RPG Maker 95 did not have a stable file path to start on.
====error null user32.dll====
The translated version of RPG maker 95 had major problems working with the Windows 95 operating system and often generated the aforementioned error related to user32.dll; therefore, the most experienced makers recommended to update the old operating system in the newer Windows 98 and Windows 98 SE (Second Edition) and reinstall RPG Maker 95 with the "Custom" function by replacing the GAME.EXE file of the BUG_FIX folder with the homonymous of the GAMEDISK folder. This has been a popular practice for years to make other applications other than RPG Makers work that had similar bugs.
Category:Features