DazedTL/data/help/06-examples.md
DazedAnon 56453e922b feat(rpgmaker): integrate images into the guided workflow
- Add image readiness checks and navigation from workflow Step 6
- Keep long Image Manager folder lists bounded and scrollable
- Update workflow guidance, button labels, and regression coverage
- Disable code 357 and 108 translation by default
2026-07-26 11:22:09 -05:00

4.5 KiB

Example walkthrough

This page is a concrete story of translating one game, step by step. Use it to see the order of work. Details for each Workflow step live in the other Guide sections and in each step's ? button.

Assume: Claude Sonnet 4.6 for paid quality + Batch, or Mistral if you are on the free tier. Also assume Cursor (or VS Code) has the game folder open for glossary / UI script work.


Example A - First RPG Maker MV/MZ game

You just downloaded a small MV game. You want English dialogue, menus that make sense, and a playable build - without boiling the ocean on day one.

1. Get the tool ready

  1. Launch DazedTL (opens on this Guide).
  2. Open Configuration, set your API key and model, save.
  3. Open the game folder in Cursor so the agent can read JSON later.

2. Point Workflow at the game

  1. Open Workflow → engine RPG Maker.
  2. Step 0 - browse to the folder with Game.exe / www/ (MV) or data/ (MZ).
  3. When the file list appears, start small: check core DB files (Actors, Items, System, …) plus one early map (Map001.json). Import those into files/.

You are not importing the whole game yet. A tiny slice proves the pipeline before you burn tokens on every map.

3. Set up names and voice (Step 2)

  1. Run Parse Speakers if the game uses nameplates the tool can harvest.
  2. Copy Project Setup, paste into Cursor with the game open, let the agent return glossary / speakers / quirks / game skill.
  3. Paste each block into the Workflow editors and save.

Now the translation API has character genders, terms, and a short Translation Frame instead of guessing blind.

4. Translate a slice (Step 3)

  1. Prefer Normal mode while you are learning.
  2. Run Phase 0 (database names/descriptions).
  3. Run Phase 1 on the checked map only.
  4. Skim translated/ and log/ - do names look consistent? Does dialogue sound okay?

If something is wrong, fix vocab / quirks now before you translate fifty maps.

5. Put it in the game and play

  1. Step 5 - Export Active Files (only what you imported).
  2. Launch the game and walk that first map.
  3. Note leftovers: overflow, wrong names, Japanese in a menu.

Fix leftovers next (re-translate a file, tweak wrap width in Config, or OCR → search in the IDE). Do not jump to Phase 2 yet.

6. Scale up

When the sample map looks good:

  1. Step 0 - import the rest of the maps / CommonEvents (or the next chunk).
  2. Step 3 Phase 1 again - use Batch with Claude if the set is large; stay on Normal with Mistral.
  3. Export again and play further.

7. Risky codes and UI (only when needed)

  1. Step 4 - copy the Plugin / risky-codes prompt, audit the game in your IDE, enable only codes that hold player-visible text, then run Phase 2 carefully.
  2. Step 5 - for MV/MZ, copy vocab + the plugins.js prompt and edit plugins.js in the IDE (player-facing strings only). For Ace, edit ace_json/scripts/*.rb the same way, then Export so RV2JSON packs Scripts.rvdata2.
  3. Step 6 (MV/MZ) - check image setup, then decrypt / translate / patch any bitmap UI text.
  4. Step 7 (MV/MZ) - install TL Inspector / Forge if you want in-game inspection helpers.

What “done enough” looks like

You can play through without walls of Japanese, menus are readable, and you know how to OCR → search → re-export when something slips through. Perfect first pass is rare; the loop is translate → play → fix → expand.


Example B - Same idea on WolfDawn (short)

  1. Workflow → Wolf RPG (WolfDawn) → Step 0 extract + import.
  2. Step 2 - build vocab in Cursor from the extracted files (skip names.json value names).
  3. Step 3 - translate safe names only.
  4. Step 4 - foundation DB first; add narrative DB if the discovery report says the game is DB-heavy.
  5. Step 5 - maps / events (Batch for huge CommonEvent files on Claude).
  6. Step 6 Precheck → Step 7 Inject all → Step 8 Package → play.
  7. Step 9 - fix wrap on overflowing lines → Inject → Package again.

Same philosophy as RPG Maker: prove quality on a small slice of content, then scale; pack/inject before you judge overflow in-game.


Habits that save time

  • Git the game folder before big Export / Inject passes so you can roll back.
  • Start with one map (or one DB sheet), not the whole project.
  • Fix glossary and speaker flags early - they multiply across every later file.
  • Use Batch for bulk overnight work; Normal for quick iteration.
  • Leftover Japanese: screenshot → OCR → search in the IDE → re-translate or hand-edit → export/inject again.