EASYRPG-PLAYER(6)
โจ EASYRPG-PLAYER(6) โจ
okay bestie, sit down, hydrate, because we're about to talk about easyrpg-player ๐ 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. ๐
๐ธ NAME ๐ธ
easyrpg-player โ an Interpreter for RPG Maker 2000/2003 games ๐ฎโจ
like, that's the whole vibe. it plays your RPG Maker games. it's giving main character energy for a binary ngl ๐
๐ SYNOPSIS ๐
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 ๐ญ you can run it with zero flags and it will simply exist and do its thing.
๐ฆ DESCRIPTION ๐ฆ
okay so here's the tea โ EasyRPG Player is an open source interpreter for RPG Maker 2000 and RPG Maker 2003 games. ๐น๏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. ๐ซถ
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. ๐ โจ
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. ๐ง
okay that's part one, we're not done, more is coming โ don't go anywhere bestie ๐
โจ OPTIONS โจ
๐ Engine options
okay bestie these are the ones that decide how the whole engine behaves, buckle up ๐
--autobattle-algo ALGOโ picks which AutoBattle algorithm you wanna run. your choices are:RPG_RTโ the default RPG_RT compatible algo, RPG_RT bugs included, no cap we keep the bugs ๐RPG_RT+โ same default RPG_RT compatible algo, but with the bug fixesATTACKโ likeRPG_RT+, except it's only physical attacks, no skills
-c,--config-path PATHโ set a custom configuration path. if you don't say anything, it uses the config folder in your home directory. default is$XDG_CONFIG_HOME/EasyRPG/Player๐--encoding ENCODINGโ instead of autodetecting the encoding or reading the one inRPG_RT.ini, it uses the encoding you name.ENCODINGis the number of the codepage used in Windows. the common ones:932โ Japanese (Shift-JIS)936โ Simplified Chinese (GB2312)949โ Korean (Unified Hangul)950โ Traditional Chinese (Big5)1250โ Central European1251โ Cyrillic1252โ Western European (Latin 1)
Note: for games that only use ASCII (English games) use 1252.
--enemyai-algo ALGOโ picks which EnemyAI algorithm to use. the options:RPG_RTโ the default RPG_RT compatible algo, RPG_RT bugs includedRPG_RT+โ the default RPG_RT compatible algo, with bug fixes
--engine ENGINEโ turns off autodetection of the simulated engine. your options:rpg2kโ RPG Maker 2000 (v1.00 - v1.10)rpg2kv150โ RPG Maker 2000 (v1.50 - v1.51)rpg2keโ RPG Maker 2000 RPG Maker 2000 (English release, v1.61)rpg2k3โ RPG Maker 2003 (v1.00 - v1.04)rpg2k3v105โ RPG Maker 2003 (v1.05 - v1.09a)rpg2k3eโ RPG Maker 2003 RPG Maker 2003 (English release, v1.12)
--font1 FILEโ path to a font to use for the first font. the game's system graphic decides whether font 1 or 2 gets used. when no font is selected, or the selected font is missing certain glyphs, the built-in pixel font steps in ๐--font1-size PXโ size of font 1 in pixels. default is12.--font2 FILEโ path to a font to use for the second font. see font 1 for the deets.--font2-size PXโ size of font 2 in pixels. default is12.--font-path PATHโ sets the path where the settings scene goes looking for fonts. the user can pick from any font in that directory. lowkey more flexible than using--font1or--font2directly. default path isconfig-path/Font.--language LANGโ loads the game translation from thelanguage/LANGfolder ๐ธ--load-game-id IDโ skips the title scene and loadsSaveID.lsd(IDgets padded to two digits).--log-file FILEโ path to the logfile. the Player writes diagnostic messages in there. default logfile is$XDG_STATE_HOME/EasyRPG-Player.log.--new-gameโ skips the title scene and starts a brand new game, straight in, main character energy โจ--no-log-colorโ turns off colors in the terminal log.--no-rtpโ 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 ๐ญ--patch-antilag-switch SWITCHโ disables event page refreshing when the switchSWITCHis set toON.--patch-common-thisโ 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 VARโ directly access subscreens of the default menu by settingVAR. see also:https://dev.makerpendium.de/docs/patch_db/main-en.htm?page=direct_menu--patch-dynrpgโ 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-easyrpgโ enables EasyRPG extensions like support for 32 bit images and large charsets ๐--patch-key-patchโ enables support for the Key Patch by Ineluki.--patch-maniac [N]โ enables support for the Maniac Patch by BingShan. the values forN: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-unlockโ 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-cmdsโ supports all RPG Maker 2003 event commands in any version of the engine.--no-patchโ 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 PATHโ instead of using the working directory, the game inPATHgets used.--record-input FILEโ records all button inputs toFILE๐ฎ--replay-input FILEโ replays button input fromFILE, 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 ๐ฆ--rtp-path PATHโ addsPATHto the RTP directory list and uses this one with highest precedence.--save-path PATHโ instead of storing save files in the game directory, they get stored inPATH. the directory must exist.
Note: when using the game browser all games will share the same save directory!
--seed SEEDโ seeds the random number generator ๐ฒ
๐ฌ Video options
--fps-limitโ together with--no-vsyncthis sets a custom frames per second limit. if you don't specify one, the default is60fps. set it to0or use--no-fps-limitto disable the frame limiter. this option may not be supported on all platforms.--fps-render-windowโ renders the frames per second counter in both fullscreen and windowed mode. can be disabled with--no-fps-render-window.--fullscreenโ start in fullscreen mode ๐ฅ๏ธ--game-resolution RESOLUTIONโ forces a different game resolution. RPG Maker games are designed for 320x240. this option fakes certain metrics to make games run at higher resolutions. > โ ๏ธ rendering in a different resolution can cause graphical glitches or break games entirely. the possible options:originalโ 320x240 (4:3), the default resolutionwidescreenโ 416x240 (16:9)ultrawideโ 560x240 (21:9)
--pause-focus-lostโ pauses the game when the window has no focus. can be disabled with--no-pause-focus-lost.--scaling MODEโ how the video output gets scaled. the modes:nearestโ scale to screen size using nearest neighbour algorithm. this is fast, but causes scaling artifacts.integerโ likenearestbut scales to a multiple of the game resolution to avoid artifacts.bilinearโ likenearestbut applies a bilinear filter to avoid the artifacts.
--show-fpsโ 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-windowto always show the counter inside the window. can be disabled with--no-show-fps.--stretchโ ignores the aspect ratio and stretches video output to the entire width of the screen. can be disabled with--no-stretch.--vsyncโ 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.--windowโ start in windowed mode.
๐ Audio options
--disable-audioโ disables audio (in case you prefer your own music) ๐ง--music-volume VOLUMEโ sets the volume of background music to a value from0to100.--sound-volume VOLUMEโ sets the volume of sound effects to a value from0to100.--soundfont FILEโ addsFILEto 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 Pโ 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--soundfontdirectly. the default path isconfig-path/Soundfont.
๐ Debug options
--battle-test MONSTERPARTYโ 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 TERRAINโ 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-titleโ hides the title background image and centers the command menu.--start-map-id IDโ overwrites the map used for new games and usesMapID.lmuinstead (IDgets padded to four digits).
Note: incompatible with --load-game-id.
--start-position X Yโ 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 IDsA,B,...
Note: incompatible with --load-game-id.
--test-playโ enables TestPlay (Debug) mode ๐
๐ Other options
-v,--versionโ displays program version and exits.-h,--helpโ displays help and exits.
for compatibility with the original RPG Maker runtime, these legacy arguments are supported too ๐
BattleTest IDโ same as--battle-test. the argument list starts at the 4th argument.HideTitleโ same as--hide-title.TestPlayโ same as--test-play.Windowโ same as--window.
๐ฆ ENVIRONMENT ๐ฆ
RPG2K_RTP_PATHโ 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_PATHโ same energy, but for the RPG Maker 2003 RTP. Full path to a directory containing an extracted one. ๐RPG_RTP_PATHโ full path to a directory containing a combined RTP. one directory, both vibes.
Note โจ All the*_RTP_PATHvariables 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-pathcommand line option supports directory lists too. iykyk ๐ซถ
SDL_SOUNDFONTSโ 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 ๐ Use colon (:) or semicolon (;) as the separator. And if you wanna specify a soundfont on the command line instead, use--soundfont. ๐
๐ธ FILES ๐ธ
๐ EasyRPG.ini
Sets game-specific settings to alter the engine behaviour. It follows a simple Key=Value syntax in multiple sections. lowkey elegant.
โจ Options in section Game:
NewGame=1โ literally the same as--new-game. periodt.FakeResolution=1โ whenWinW/WinHinRPG_RT.iniare being used, this enables the metric faking algorithm that--game-resolutionuses. matching fits โจEngine=ENGINEโ same as--engine. no notes.
๐ Options in section Patch (see also options starting with --patch):
AntiLagSwitch=SWITCHโ same as--patch-anti-lag-switch SWITCH. yes the switch is part of it, don't skip it.CommonThisEvent=1โ same as--patch-common-this.DynRPG=1โ same as--patch-dynrpg.KeyPatch=1โ same as--patch-key-patch.Maniac=1โ same as--patch-maniac.PicUnlock=1โ same as--patch-pic-unlock.RPG2k3Commands=1โ same as--patch-rpg2k3-commands.
Note ๐ซถ 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 ๐ 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.
๐ RPG_RT.ini
The game configuration file. It follows a simple Key=Value syntax in multiple sections. same energy as the other one.
๐ Options in section RPG_RT:
GameTitle=TITLEโ 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 ๐ญFullPackageFlag=1โ indicates that the game does not use assets from the Runtime Package (RTP). self-contained queen ๐WinW=WIDTHโ set a custom screen width in pixels. Use this in combination withWinH. The x and y coordinates are at the top-left corner. This behaviour can be altered withFakeResolution.WinH=HEIGHTโ set a custom screen height. that's the other half of the duo.
Note ๐ฆ 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=ENCODINGโ 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 ๐
Note ๐ 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.)
๐ญ REPORTING BUGS ๐ญ
Found a bug? Not the vibe, but thank you for your service. Report it at the issue tracker:
https://github.com/EasyRPG/Player/issues
๐ COPYRIGHT / AUTHORS ๐
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.
๐ฆ SEE ALSO ๐ฆ
mkxpโ 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 ๐
okay that's the whole page bestie!! ๐ this was EasyRPG Player, dated 2026-03-04, section 6 of the manual โ go play some games, you've earned it. mwah ๐
๐ฆ 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
- ๐ girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms