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Resource MKXP Bootstrap for Console Compatibility 2026-01-26

I mean how would I achieve getting this to run on a console?
You need a Wii U app that can run RPG Maker XP/Essentials—typically RetroArch with the mkxp-z core, or a dedicated mkxp(-z) port. You can’t run it by dropping the folder alone; the engine/runtime has to exist on Wii U first.
 
You need a Wii U app that can run RPG Maker XP/Essentials—typically RetroArch with the mkxp-z core, or a dedicated mkxp(-z) port. You can’t run it by dropping the folder alone; the engine/runtime has to exist on Wii U first.
You should really make this clearer in the thread. The vast majority of people who use this website aren't necessarily familiar with the mkxp-z side of things and are going to see a resource with the title "Console Compatibility" in the title and think they've found a script that gives them plug and play compatibility with all the consoles you've listed in the script, when in reality they'll also have to track down additional software that for most of those platforms does not exist. (Yes, mkxp-z libretro does exist but it's unstable, I have not had any luck getting any Essentials games to run on even the Windows version of mkxp-z libretro and the console ports are either broken or missing renderers therefore preventing them from being able to run any games)
 
You should really make this clearer in the thread. The vast majority of people who use this website aren't necessarily familiar with the mkxp-z side of things and are going to see a resource with the title "Console Compatibility" in the title and think they've found a script that gives them plug and play compatibility with all the consoles you've listed in the script, when in reality they'll also have to track down additional software that for most of those platforms does not exist. (Yes, mkxp-z libretro does exist but it's unstable, I have not had any luck getting any Essentials games to run on even the Windows version of mkxp-z libretro and the console ports are either broken or missing renderers therefore preventing them from being able to run any games)

Good idea. Brain has been so scattered lately that I didnt think of it.

As far as the broken/missing renderers, if you're referring to this script, for some reason EeveeExpo did what it did to the script. I should re-post it elsewhere and link it instead.
 
As far as the broken/missing renderers, if you're referring to this script, for some reason EeveeExpo did what it did to the script. I should re-post it elsewhere and link it instead.

Oh no, I'm talking specifically about the libretro (RetroArch) version of mkxp-z. It has builds for the PlayStation 3, PlayStation Vita, Wii U and 3DS but none of them do anything right now as they lack the OpenGL version support required to run mkxp-z and therefore need a software renderer writing for them. This isn't really something you can fix on the Ruby side of things so I wouldn't worry about them yet.

I assume your script is designed for whenever these platforms eventually are supported by mkxp-z, though if that is the case I'd look into how mkxp-z libretro describes itself to the games it is running - it isn't transparent about what platform you are running it on, instead treating mkxp-z like an RPG Maker emulator, so the result of System.platform will always be "libretro" no matter what platform you are actually running the game on.


We do have code block formatting here, it's the </> symbol at the top of the text editor. Anything you put inside a code block shouldn't get messed up by the forum auto-formatting.
 
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