

This helps to convert non-Unicode encodings to Unicode, having enough room to fit any previous encoding to the new universal. Games created with a non-Unicode editor contain non-Unicode texts. As explained in the previous article, Unicode is a standard for writing characters and texts using an universal encoding.īefore existing an universal standard, some languages were using their own character encoding, sharing often the same bytes representing different glyphs. Any size.In the previous article we introduced the non-Unicode application problem. Up to x pixelsyou can use variable width and height. No material to do for the RTP replacement. RPG Maker can open x 8 characters72x 1 character24x32 1 inanimated character. Can hold 8 animated characters, two rows with 4 characters each row.Įach sprite character is in a 3x4 sprite grid, 3 animation planes and 4 directions. There is no material to do for the RTP replacement. Only supported ona bit larger battle animations than Battle, x x sprite frames for row. You can do xMultipleOf96 up tofor example: x96, x, x, x, x If the image height is not a multiple the sprites a grid of 5 96x96 sprite frames for row could be shown cut. You can do larger graphics, as x and larger, if the EasyRPG project wants to go higher resolution in the future, specially if you are not making the battle background using pixel art: it's easy to scale down the graphic up to x Oficially, x pixels. If you want to contribute graphics to the RTP replacement, best use a proportion like x to do it.Ī good practice is not to put any important decoration under the 80 last horizontal pixel rows, the battle menu goes there. The features are 8 bit palette and a maximum of x pixels.

Information chunks about alpha transparency, transparent color key, multiplane APNGgamma, color profiles, etc.

RPG Maker and supports it with following restriction. BMP is a bitmap format used initially in Windows.
