That's because they're files from the RTP. In the process of working with my handy-dandy program to catch every single file reference, you'll probably notice missing translations popping up for files that are nowhere to be found in any of the folders. Great for finding what you haven't translated! A translation completeness checker, which tells you what messages have not been changed when comparing the original project to the translated project. This can really help for games that repeat messages a lot. A translation consistency checker - point it to the original project and the translated one, and it'll match up original lines with their translations, then point out if other instances of the same line don't have the same translation. Modification lets you do stuff like level up party members, add items, etc. The former is maybe not that useful (though it does show the full call stack and line positions of active events), but it's cool. Various checks that you can run on a game: verifying that there are no broken file references, searching for unused files that could be gotten rid of, checking for line overflow, etc. This may be more convenient than the editor for some, and with use of the encoding options, can make translations into languages besides Japanese and English easier! StringScripts include only messages and other strings, and you can easily edit and re-import them, provided the order and number of the message commands don't change. While the aforementioned scripts cannot be imported back into the game, there IS an export/import function which allows exactly that. Did a game update and you want to update your translation? Extract scripts from both that strip out all the messages, and suddenly that becomes much easier. Extracting data to text files, which can help with comparing versions of a game. The most notable functions beyond filename replacement are: I've made many improvements to the program since the early versions when I first made this post. The C# source is included too, because everyone needs to know the dark secrets of these file formats. Read the Readme for detailed information on how to use it. This is a program I wrote, initially, to solve this exact problem. How would we normally do this? Manually, through sheer tedium, because RPG Maker does not like change. To avoid all this, you ideally want to edit every filename into one comprised of standard ASCII characters. (You see, another thing RM2K was not set up for is "other languages.") Such files might even get extracted with messed up names by users, and you may have trouble putting them in. But a particular problem is this: when you bring filenames with more than plain ASCII into the equation, RPG Maker - if not run in the proper locale to understand the characters in the filename - is going to get confused about what the filename even is, and fail to find it even if it does exist. Where'd that file go? I'm gonna show an error and close now." (But not if it's a music or sound file, because. If you point it to a file, then change the name of that file, it's just going to say "Dude, I have no idea what you just did. If you just want to do a translation based on one of my English versions, consider using my program linked in Part 1, maybe look at Part 4 or 5, but mostly it's Part 7 that has useful info for you.Įarly versions of RPG Maker were not set up for, among other things, simple changes. I've tried to make it as easy to understand as possible - and as part of that, I've officially released a highly useful program of my own creation with lots of helpful features. So, skip steps if they don't look like they're relevant to what you're doing. Obviously my experience is in Japanese to English translations, and a lot of this won't really matter if you're translating from one of my English versions. This post goes into every single technical aspect I've ever dealt with in translating RPG Maker 200X games. Load index.html into any decent modern browser.(Toggle Theme) (Size Up) (Size Down) So You Want To Translate an RPG Maker 2000/2003 Game.I don't have any default engine saves, but it would be easy to make something similar for them as well. This is for games that compress the save using LZ-String, default saves can be directly edited with a text editor. Simple Proof of concept to view, edit (with js console), and save RPG Maker MV Save Files.
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