02-14-2019, 07:39 PM
Changing stuff like vsync might not be a wise move most of the time because stuttering, lag or ridiculous speed increases might happen then. I would need to check the other options to see which of them would allow anybody to set their values in game. Window size is possible already and normally people would think it should met their expectations and stop asking for more features. 
As far I know the mkxp and HiddenChest license won't stop you from distributing it freely. The only think is that you should include any readme like files included in their original packages, i.e. zip or rar files, and a link to the place where you found it, especially the source code website, available in a near future because the current one is a bit outdated. One of the reasons behind developing mkxp is allowing Linux players to play RM games natively. Since RM developers never planned to offer compatibility with any Linux distro, it can only be considered a plus. Concerning Windows binary executables, we could say that you are just adding some optional components. If you want to make your game as independent as possible to ensure nobody will be going after you, then you would need to rewrite all the scripts available on the script editor. (Even so it is not a must.
) Just take in consideration that if you go commercial, you will need to make some payments to Kadokawa eventually.
mkxp and its forks are nothing but a reimplementation of Ruby based RM engines. It is not reverse engineering, but just the reinvention of the wheel so to say.
Remember mkxp and HiddenChest are just players not editors. The day you get a custom editor (with original features), you would be forced to stop using RM default data or you could eventually get in troubles.

As far I know the mkxp and HiddenChest license won't stop you from distributing it freely. The only think is that you should include any readme like files included in their original packages, i.e. zip or rar files, and a link to the place where you found it, especially the source code website, available in a near future because the current one is a bit outdated. One of the reasons behind developing mkxp is allowing Linux players to play RM games natively. Since RM developers never planned to offer compatibility with any Linux distro, it can only be considered a plus. Concerning Windows binary executables, we could say that you are just adding some optional components. If you want to make your game as independent as possible to ensure nobody will be going after you, then you would need to rewrite all the scripts available on the script editor. (Even so it is not a must.

mkxp and its forks are nothing but a reimplementation of Ruby based RM engines. It is not reverse engineering, but just the reinvention of the wheel so to say.

Remember mkxp and HiddenChest are just players not editors. The day you get a custom editor (with original features), you would be forced to stop using RM default data or you could eventually get in troubles.