I guess I'll go ahead and make this. I think some people may find it useful. This topic will cover with any programming issues that I have dealt with or am dealing with. Obviously I was already a fairly advanced user of RPGM1 before I started this project, so this is kind of an advanced RPGM "issues" guide. However, newbie questions are certainly welcome. This is more for your benefit than mine. Here are some of the issues that I've dealt with in the past and have come to a conclusion on:
Copy and Paste "bug":
I noticed that sometimes a copied event would not work properly when the original one did. This was due to the fact that the original event had "take over the event" (take over a different page of itself) commands. When an event like this is copied, the copy will take over the original event instead of itself. To fix this you just have to go to each "take over the event" command and have it take over itself instead of the original event.
The Probability "bug":
Even RPGM1 veterans were surprised to find out that whenever you choose the percentage of a 2 or 3 way probability event, you are actually choosing the percentage for choice 2 and 3, NOT choice 1.
Custom Music issues:
If there are any musicians out there that might be interested in composing music using the sound effects in RPGM1 but maybe don't quite understand why it doesn't sound the way that it should, this info. is for you. Composing comes pretty naturally to me and it is what I studied in college so I was able to figure things out pretty easily. Here are some possible questions that an RPGM1 composer may have and the answer:
Q) Why does everything sound at once?
A) I think that most people attempting to make custom music on RPGM1 probably already know the answer to this, but just in case; you need to use the "wait" command to separate the sounds.
Q) Why does the music "drag" (slow down) so much?
A) This is related to the first question but a little more complicated. If you have already tried making music without the "wait" command, you probably noticed that while the sounds are relatively close in time proximity, they don't technically sound at the exact same time. This means that the more sounds that you have clumped together without a wait command, the more the music will drag. It's best to keep your compositions down to two voices (i.e. parts, such as bass line and melody) to keep it from dragging.
Q) What are the limitations of "writing" music in RPGM1?
A) Most notably, you won't be able to do anything for the duration of the music. Each sound can only be used in one key or mode, so you need to use sounds that work together. There aren't a whole lot of options for melodic instruments to begin with. There's about 3-4 that work pretty well; most other sounds are more percussive than melodic, and even the ones that do work well have little to no sustain, so the music will sound staccatto most of the time.
Any questions? Fire away. The questions above are just speculated, hypothetical questions. If you have a real question, feel free to ask it here. Of course you're always welcome to add your own hypothetical Q&As to the pool of knowledge.
Copy and Paste "bug":
I noticed that sometimes a copied event would not work properly when the original one did. This was due to the fact that the original event had "take over the event" (take over a different page of itself) commands. When an event like this is copied, the copy will take over the original event instead of itself. To fix this you just have to go to each "take over the event" command and have it take over itself instead of the original event.
The Probability "bug":
Even RPGM1 veterans were surprised to find out that whenever you choose the percentage of a 2 or 3 way probability event, you are actually choosing the percentage for choice 2 and 3, NOT choice 1.
Custom Music issues:
If there are any musicians out there that might be interested in composing music using the sound effects in RPGM1 but maybe don't quite understand why it doesn't sound the way that it should, this info. is for you. Composing comes pretty naturally to me and it is what I studied in college so I was able to figure things out pretty easily. Here are some possible questions that an RPGM1 composer may have and the answer:
Q) Why does everything sound at once?
A) I think that most people attempting to make custom music on RPGM1 probably already know the answer to this, but just in case; you need to use the "wait" command to separate the sounds.
Q) Why does the music "drag" (slow down) so much?
A) This is related to the first question but a little more complicated. If you have already tried making music without the "wait" command, you probably noticed that while the sounds are relatively close in time proximity, they don't technically sound at the exact same time. This means that the more sounds that you have clumped together without a wait command, the more the music will drag. It's best to keep your compositions down to two voices (i.e. parts, such as bass line and melody) to keep it from dragging.
Q) What are the limitations of "writing" music in RPGM1?
A) Most notably, you won't be able to do anything for the duration of the music. Each sound can only be used in one key or mode, so you need to use sounds that work together. There aren't a whole lot of options for melodic instruments to begin with. There's about 3-4 that work pretty well; most other sounds are more percussive than melodic, and even the ones that do work well have little to no sustain, so the music will sound staccatto most of the time.
Any questions? Fire away. The questions above are just speculated, hypothetical questions. If you have a real question, feel free to ask it here. Of course you're always welcome to add your own hypothetical Q&As to the pool of knowledge.



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