So far I have tested over three hundred working plugins (see list), and there's a good chance that even if they aren't listed, most simple plugins will just work 'out of the box' with no tweaks.įOSSIL now automatically detects where plugins are in the list, and applies patches directly before or after the appropriate plugin.įor example, WAY_Core needs us to back up the plugin manager commands before WAY_Core actually runs and changes them. Since FOSSIL isn't a port, you still need to have the original, unaltered MV plugins, and put them into your game as usual. I don't want this to be 'my' plugin, I want the whole community to be able to use all the MV and MZ plugins with the newest engine, and I think everyone here who makes MV plugins knows enough to help improve it.įOSSIL is a single plugin that must go at the beginning of your plugin list. I'm super excited about the possibilities with FOSSIL, and I hope a lot of people join in (hence why I'm crediting FOSSIL TEAM). If that's the case, please post about it in this thread. In my test projects there weren't any noticeable changes, but it's entirely possible I accidentally broke something. I have tried my best to minimize any side-effects from FOSSIL's existence. Instead of having to track down people who might have left the community, and asking them if we can copy their plugin and make a changed version, we can just use FOSSIL and make MZ understand what the plugin is trying to do. Plus, this way, we can make old MV plugins work in MZ while still respecting any licensing they have. That way, you don't have to actually change how the plugin tries to create a window - FOSSIL just translates it into terms MZ can understand, and then it's fixed everywhere. In MV, when you make a window, what you hand the engine can be very different - it might just be 'how many lines of text there are in this window', or it could be 'the x coordinate, y coordinate, width, and height'.īefore any of those commands get to the core engine, FOSSIL converts them into the rectangle that MZ expects. For instance, when you make a window in MZ, the engine expects you to hand it a single 'rectangle' which tells it exactly where the window should go, and how big it should be. FOSSIL does basic interoperability things - it makes MZ able to understand commands from old MV plugins. That way, we'll have the best of both worlds. Instead of having to change every single MV plugin to work with MZ, I'm going to see if we can change MZ so it can work with the old plugins, and still keep all the engine upgrades. I decided to try to figure out a way to speed things up. MV had such a huge number of great plugins (thanks to the tireless work of Yanfly, Moghunter, SRD, Galv, and too many other authors to list here) that it will be a long time before they all get rewritten to work with the new engine. The only problem is that it's competing with RMMV's deep library of plugins. I got a copy of RPG Maker MZ a little while ago, and I think the editor is even better than RPG Maker MV. Project FOSSIL (Fixing Old Software / Script Interoperability Layer) is a single RPG Maker MZ plugin designed to expand the use and usefulness of RPG MAKER MV plugins, by allowing them to work in RPG MAKER MZ projects.
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