EASYRPG-PLAYER(6)

๐Ÿ“ฆ
version 0.8.1.1 ยท 4 versions
, in fedora 43, fedora 44

โœจ EASYRPG-PLAYER(6) โœจ

okay bestie, sit down, hydrate, because we're about to talk about easyrpg-player ๐Ÿ’– this is the manual page for version 0.8.1.1 of the thing, and it's a long one, so we're doing this in parts. this is part one. grab a snack. ๐Ÿ“


๐ŸŒธ NAME ๐ŸŒธ

easyrpg-player โ€” an Interpreter for RPG Maker 2000/2003 games ๐ŸŽฎโœจ

like, that's the whole vibe. it plays your RPG Maker games. it's giving main character energy for a binary ngl ๐Ÿ’…


๐ŸŽ€ SYNOPSIS ๐ŸŽ€

so the shape of the command is literally just:

easyrpg-player [<optional flags>...]

that's it. that's the whole thing. you run it, you can throw some optional flags at it, and the flags are optional โ€” hence the name, bestie, the manpage is telling you ๐Ÿ˜ญ you can run it with zero flags and it will simply exist and do its thing.


๐Ÿฆ‹ DESCRIPTION ๐Ÿฆ‹

okay so here's the tea โ˜• EasyRPG Player is an open source interpreter for RPG Maker 2000 and RPG Maker 2003 games. ๐Ÿ•น๏ธ

the goal, the aspiration, the dream: it aims to support all features of unmodified games. all of them. no cap. if you didn't touch the game files, the Player wants to run it exactly how it was meant to run. ๐Ÿซถ

and THEN โ€” because that wasn't enough slay for one program โ€” it also has some support for some additional binary patches. not full support, not "all", just some support for some patches. the manpage said what it said and i'm not adding to it, periodt. ๐Ÿ’…โœจ

lowkey important: it says "unmodified games" for a reason. that's the target. the patch support is the lil bonus on top, not the main quest. ๐Ÿงš

okay that's part one, we're not done, more is coming โ€” don't go anywhere bestie ๐Ÿ’œ

โœจ OPTIONS โœจ


๐ŸŽ€ Engine options

okay bestie these are the ones that decide how the whole engine behaves, buckle up ๐Ÿ’–

  • --autobattle-algo ALGO โ€” picks which AutoBattle algorithm you wanna run. your choices are:
    • RPG_RT โ€” the default RPG_RT compatible algo, RPG_RT bugs included, no cap we keep the bugs ๐Ÿ’€
    • RPG_RT+ โ€” same default RPG_RT compatible algo, but with the bug fixes
    • ATTACK โ€” like RPG_RT+, except it's only physical attacks, no skills
  • -c, --config-path PATH โ€” set a custom configuration path. if you don't say anything, it uses the config folder in your home directory. default is $XDG_CONFIG_HOME/EasyRPG/Player ๐Ÿ 
  • --encoding ENCODING โ€” instead of autodetecting the encoding or reading the one in RPG_RT.ini, it uses the encoding you name. ENCODING is the number of the codepage used in Windows. the common ones:
    • 932 โ€” Japanese (Shift-JIS)
    • 936 โ€” Simplified Chinese (GB2312)
    • 949 โ€” Korean (Unified Hangul)
    • 950 โ€” Traditional Chinese (Big5)
    • 1250 โ€” Central European
    • 1251 โ€” Cyrillic
    • 1252 โ€” Western European (Latin 1)
Note: for games that only use ASCII (English games) use 1252.
  • --enemyai-algo ALGO โ€” picks which EnemyAI algorithm to use. the options:
    • RPG_RT โ€” the default RPG_RT compatible algo, RPG_RT bugs included
    • RPG_RT+ โ€” the default RPG_RT compatible algo, with bug fixes
  • --engine ENGINE โ€” turns off autodetection of the simulated engine. your options:
    • rpg2k โ€” RPG Maker 2000 (v1.00 - v1.10)
    • rpg2kv150 โ€” RPG Maker 2000 (v1.50 - v1.51)
    • rpg2ke โ€” RPG Maker 2000 RPG Maker 2000 (English release, v1.61)
    • rpg2k3 โ€” RPG Maker 2003 (v1.00 - v1.04)
    • rpg2k3v105 โ€” RPG Maker 2003 (v1.05 - v1.09a)
    • rpg2k3e โ€” RPG Maker 2003 RPG Maker 2003 (English release, v1.12)
  • --font1 FILE โ€” path to a font to use for the first font. the game's system graphic decides whether font 1 or 2 gets used. when no font is selected, or the selected font is missing certain glyphs, the built-in pixel font steps in ๐ŸŽ€
  • --font1-size PX โ€” size of font 1 in pixels. default is 12.
  • --font2 FILE โ€” path to a font to use for the second font. see font 1 for the deets.
  • --font2-size PX โ€” size of font 2 in pixels. default is 12.
  • --font-path PATH โ€” sets the path where the settings scene goes looking for fonts. the user can pick from any font in that directory. lowkey more flexible than using --font1 or --font2 directly. default path is config-path/Font.
  • --language LANG โ€” loads the game translation from the language/LANG folder ๐ŸŒธ
  • --load-game-id ID โ€” skips the title scene and loads SaveID.lsd (ID gets padded to two digits).
  • --log-file FILE โ€” path to the logfile. the Player writes diagnostic messages in there. default logfile is $XDG_STATE_HOME/EasyRPG-Player.log.
  • --new-game โ€” skips the title scene and starts a brand new game, straight in, main character energy โœจ
  • --no-log-color โ€” turns off colors in the terminal log.
  • --no-rtp โ€” disables support for the Runtime Package (RTP). heads up: this leads to checkerboard graphics and silent music/sound effects in games that depend on the RTP ๐Ÿ˜ญ
  • --patch-antilag-switch SWITCH โ€” disables event page refreshing when the switch SWITCH is set to ON.
  • --patch-common-this โ€” enables usage of This Event in common events in any version of the engine. by default this behavior is only enabled for RPG Maker 2003 v1.12.
  • --patch-direct-menu VAR โ€” directly access subscreens of the default menu by setting VAR. see also: https://dev.makerpendium.de/docs/patch_db/main-en.htm?page=direct_menu
  • --patch-dynrpg โ€” enables limited support for the DynRPG patch from Cherry. the patches aren't loaded from DLL files, they're re-implemented by the engine. see also: https://rpg-maker.cherrytree.at/dynrpg/getting_started.html
  • --patch-easyrpg โ€” enables EasyRPG extensions like support for 32 bit images and large charsets ๐Ÿ’…
  • --patch-key-patch โ€” enables support for the Key Patch by Ineluki.
  • --patch-maniac [N] โ€” enables support for the Maniac Patch by BingShan. the values for N:
    • 1: enable the patch (default)
    • 2: enable the patch but do not adjust variable ranges to 32-bit.

not adjusting the variable ranges is useful if you are adding the patch to an existing game, as this reduces the likelihood that the game will stop working.

  • --patch-pic-unlock โ€” picture movement isn't interrupted by messages in any version of the engine. by default this behavior is only enabled for RPG Maker 2003 v1.12.
  • --patch-rpg2k3-cmds โ€” supports all RPG Maker 2003 event commands in any version of the engine.
  • --no-patch โ€” disables all engine patches.
Note: providing any patch option disables the patch autodetection of the engine. to disable a single patch, prefix any of the patch options with --no-.
  • --project-path PATH โ€” instead of using the working directory, the game in PATH gets used.
  • --record-input FILE โ€” records all button inputs to FILE ๐ŸŽฎ
  • --replay-input FILE โ€” replays button input from FILE, as generated by --record-input. if the RNG seed (--seed) and the state of the save file directory are the same as they were when the log was recorded, this should reproduce an identical run to the one recorded. it's giving time travel fr fr ๐Ÿฆ‹
  • --rtp-path PATH โ€” adds PATH to the RTP directory list and uses this one with highest precedence.
  • --save-path PATH โ€” instead of storing save files in the game directory, they get stored in PATH. the directory must exist.
Note: when using the game browser all games will share the same save directory!
  • --seed SEED โ€” seeds the random number generator ๐ŸŽฒ

๐ŸŽฌ Video options

  • --fps-limit โ€” together with --no-vsync this sets a custom frames per second limit. if you don't specify one, the default is 60 fps. set it to 0 or use --no-fps-limit to disable the frame limiter. this option may not be supported on all platforms.
  • --fps-render-window โ€” renders the frames per second counter in both fullscreen and windowed mode. can be disabled with --no-fps-render-window.
  • --fullscreen โ€” start in fullscreen mode ๐Ÿ–ฅ๏ธ
  • --game-resolution RESOLUTION โ€” forces a different game resolution. RPG Maker games are designed for 320x240. this option fakes certain metrics to make games run at higher resolutions. > โš ๏ธ rendering in a different resolution can cause graphical glitches or break games entirely. the possible options:
    • original โ€” 320x240 (4:3), the default resolution
    • widescreen โ€” 416x240 (16:9)
    • ultrawide โ€” 560x240 (21:9)
  • --pause-focus-lost โ€” pauses the game when the window has no focus. can be disabled with --no-pause-focus-lost.
  • --scaling MODE โ€” how the video output gets scaled. the modes:
    • nearest โ€” scale to screen size using nearest neighbour algorithm. this is fast, but causes scaling artifacts.
    • integer โ€” like nearest but scales to a multiple of the game resolution to avoid artifacts.
    • bilinear โ€” like nearest but applies a bilinear filter to avoid the artifacts.
  • --show-fps โ€” enables display of the frames per second counter. in windowed mode it shows inside the window, in fullscreen mode it shows in the titlebar. use --fps-render-window to always show the counter inside the window. can be disabled with --no-show-fps.
  • --stretch โ€” ignores the aspect ratio and stretches video output to the entire width of the screen. can be disabled with --no-stretch.
  • --vsync โ€” enables vertical sync. vsync may or may not be supported on all platforms. check the engine log to verify whether or not vsync actually is being used. can be disabled with --no-vsync.
  • --window โ€” start in windowed mode.

๐Ÿ”Š Audio options

  • --disable-audio โ€” disables audio (in case you prefer your own music) ๐ŸŽง
  • --music-volume VOLUME โ€” sets the volume of background music to a value from 0 to 100.
  • --sound-volume VOLUME โ€” sets the volume of sound effects to a value from 0 to 100.
  • --soundfont FILE โ€” adds FILE to the list of soundfonts used for playing MIDI files and uses this one with highest precedence. the soundfont must be in SF2 format.
  • --soundfont-path P โ€” sets the path where the settings scene looks for soundfonts. the user can choose from any soundfont in the directory. this is more flexible than using --soundfont directly. the default path is config-path/Soundfont.

๐Ÿ› Debug options

  • --battle-test MONSTERPARTY โ€” starts a battle test with the specified monster party. this one's for starting battle tests in RPG Maker 2000.
  • --battle-test MONSTERPARTY FORMATION CONDITION TERRAIN โ€” starts a battle test with the specified monster party, formation, start condition and terrain. this one's for starting battle tests in RPG Maker 2003.
  • --hide-title โ€” hides the title background image and centers the command menu.
  • --start-map-id ID โ€” overwrites the map used for new games and uses MapID.lmu instead (ID gets padded to four digits).
Note: incompatible with --load-game-id.
  • --start-position X Y โ€” overwrites the party start position and moves the party to position (X, Y).
Note: incompatible with --load-game-id.
  • --start-party A [B ...] โ€” overwrites the starting party members with the actors with IDs A, B, ...
Note: incompatible with --load-game-id.
  • --test-play โ€” enables TestPlay (Debug) mode ๐Ÿž

๐ŸŒˆ Other options

  • -v, --version โ€” displays program version and exits.
  • -h, --help โ€” displays help and exits.

for compatibility with the original RPG Maker runtime, these legacy arguments are supported too ๐Ÿ‘‘

  • BattleTest ID โ€” same as --battle-test. the argument list starts at the 4th argument.
  • HideTitle โ€” same as --hide-title.
  • TestPlay โ€” same as --test-play.
  • Window โ€” same as --window.

๐Ÿฆ‹ ENVIRONMENT ๐Ÿฆ‹

  • RPG2K_RTP_PATH โ€” bestie, this is the full path to a directory that has an extracted RPG Maker 2000 Runtime Package (RTP) sitting in it. That's it, that's the whole vibe.
  • RPG2K3_RTP_PATH โ€” same energy, but for the RPG Maker 2003 RTP. Full path to a directory containing an extracted one. ๐Ÿ’–
  • RPG_RTP_PATH โ€” full path to a directory containing a combined RTP. one directory, both vibes.
Note โœจ All the *_RTP_PATH variables support directory lists, using colon (:) or semicolon (;) as the separator. Super useful when you've got multiple translated RTP versions or directories with extra files lying around. And yes, the --rtp-path command line option supports directory lists too. iykyk ๐Ÿซถ
  • SDL_SOUNDFONTS โ€” a list of soundfonts in sf2</> format to use when playing MIDI files. The first existing soundfont is the one that gets used. iconic behaviour honestly.
Note ๐ŸŽ€ Use colon (:) or semicolon (;) as the separator. And if you wanna specify a soundfont on the command line instead, use --soundfont. ๐ŸŒˆ

๐ŸŒธ FILES ๐ŸŒธ

๐Ÿ’… EasyRPG.ini

Sets game-specific settings to alter the engine behaviour. It follows a simple Key=Value syntax in multiple sections. lowkey elegant.

โœจ Options in section Game:

  • NewGame=1 โ€” literally the same as --new-game. periodt.
  • FakeResolution=1 โ€” when WinW/WinH in RPG_RT.ini are being used, this enables the metric faking algorithm that --game-resolution uses. matching fits โœจ
  • Engine=ENGINE โ€” same as --engine. no notes.

๐ŸŽ€ Options in section Patch (see also options starting with --patch):

  • AntiLagSwitch=SWITCH โ€” same as --patch-anti-lag-switch SWITCH. yes the switch is part of it, don't skip it.
  • CommonThisEvent=1 โ€” same as --patch-common-this.
  • DynRPG=1 โ€” same as --patch-dynrpg.
  • KeyPatch=1 โ€” same as --patch-key-patch.
  • Maniac=1 โ€” same as --patch-maniac.
  • PicUnlock=1 โ€” same as --patch-pic-unlock.
  • RPG2k3Commands=1 โ€” same as --patch-rpg2k3-commands.
Note ๐Ÿซถ Providing any patch option disables the patch autodetection of the engine. so like, be aware, bestie.

Example:

[Game]
NewGame=1
Engine=rpg2k

[Patch]
CommonThisEvent=1
Maniac=1
Note ๐Ÿ’œ Values in the configuration file will overwrite auto-detected ones, BUT command line parameters take precedence. so the command line is the final boss, fr fr.

๐ŸŒˆ RPG_RT.ini

The game configuration file. It follows a simple Key=Value syntax in multiple sections. same energy as the other one.

๐Ÿ’– Options in section RPG_RT:

  • GameTitle=TITLE โ€” the title shown in the titlebar. The string must have the same encoding as the game (see also --encoding). don't skip the encoding part, it'll bite you ๐Ÿ˜ญ
  • FullPackageFlag=1 โ€” indicates that the game does not use assets from the Runtime Package (RTP). self-contained queen ๐Ÿ‘‘
  • WinW=WIDTH โ€” set a custom screen width in pixels. Use this in combination with WinH. The x and y coordinates are at the top-left corner. This behaviour can be altered with FakeResolution.
  • WinH=HEIGHT โ€” set a custom screen height. that's the other half of the duo.
Note ๐Ÿฆ‹ These resolution options were invented by the Maniac Patch, but they are processed even when the patch is disabled. Using a custom resolution disables --game-resolution. so like, one or the other, bestie.

โญ Options in section EasyRPG:

  • Encoding=ENCODING โ€” same as --encoding.

Example:

[RPG_RT]
GameTitle=My Game
FullPackageFlag=1
WinW=640
WinH=480

[EasyRPG]
Encoding=1252

Encoding=1252 sets the correct encoding for most English games. slay ๐ŸŽ€

Note ๐Ÿ’œ Values in the configuration file will overwrite auto-detected ones, however, command line parameters will take precedence. (yes we said it again, it's that important.)

๐Ÿ˜ญ REPORTING BUGS ๐Ÿ˜ญ

Found a bug? Not the vibe, but thank you for your service. Report it at the issue tracker:

https://github.com/EasyRPG/Player/issues

EasyRPG Player is Copyright ยฉ 2007-2025 the EasyRPG authors, see file AUTHORS.md for details.

This program is free software; you can redistribute it and/or modify it under the terms of the GNU GPL version 3. See the file COPYING or http://gnu.org/licenses/gpl.html for details.


๐Ÿฆ‹ SEE ALSO ๐Ÿฆ‹

  • mkxp โ€” An open source RGSS (Ruby Game Scripting System) interface implementation that aims to support games created by "RPG Maker XP", "RPG Maker VX" and "RPG Maker VX Ace".

For additional information about EasyRPG software and related projects there is a wiki: https://wiki.easyrpg.org ๐ŸŒˆ


okay that's the whole page bestie!! ๐Ÿ’– this was EasyRPG Player, dated 2026-03-04, section 6 of the manual โ€” go play some games, you've earned it. mwah ๐Ÿ’…

๐Ÿ“ฆ where this page comes from
  • fedora 43: easyrpg-player 0.8.1.1-4.fc43 ยท GPL-3.0-or-later AND CC-BY-SA-4.0 AND (Unlicense OR MIT-0) AND (MIT AND CC0-1.0) AND BSD-3-Clause AND Baekmuk AND LicenseRef-Fedora-Public-Domain AND MIT AND GPL-2.0-or-later WITH Font-exception-2.0
  • fedora 44: easyrpg-player 0.8.1.1-5.fc44 ยท GPL-3.0-or-later AND CC-BY-SA-4.0 AND (Unlicense OR MIT-0) AND (MIT AND CC0-1.0) AND BSD-3-Clause AND Baekmuk AND LicenseRef-Fedora-Public-Domain AND MIT AND GPL-2.0-or-later WITH Font-exception-2.0
  • ๐Ÿ’– girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms