- Add auto-detected RPG Maker and generic loose-PNG profiles - Make scanning read-only and patch images through validated transactions - Preserve RPG Maker compatibility with backups and legacy migration - Document the workflow and expand image manager coverage - Enable core RPG Maker dialogue and choice codes by default
3.9 KiB
Workflow: RPG Maker
Open Workflow and select RPG Maker in the engine selector. Use each step's ? button for short in-context help. This page is the overview.
Steps at a glance
| Step | What it does |
|---|---|
| 0 Project | Detect MV/MZ/Ace, list JSON, import into files/ |
| 1 Pre-process | Optional dazedformat, format plugins.js (MV/MZ), copy gameupdate/ |
| 2 Setup | Speaker flags, Parse Speakers, Project Setup → vocab / quirks / game skill |
| 3 TL Phase 1 | Phase 0 DB → Phase 1 dialogue → Phase 1b code 111 cache |
| 4 TL Phase 2 | Risky codes (122, plugins, etc.) after you audit |
| 5 Export | MV/MZ: plugins.js helpers. Ace: Ruby .rb scripts. Then export / pack |
| 6 Images | Check image setup, then decrypt → AI translate → review → patch (MV/MZ) |
| 7 Playtest | TL Inspector / Forge (MV/MZ; hidden for Ace) |
Example: first RPG Maker run
- Step 0 - select the game root that contains
www/(MV) ordata/(MZ). - Import core DB + one small map (for example
Map001.json) before importing everything. - Step 2 - Parse Speakers, then run Project Setup in Cursor on the game folder.
- Step 3 - run Phase 0, skim
translated/andlog/, then Phase 1 on the small map. - Play in-game. If it looks good, import the rest of the maps and continue.
Speaker flags (Step 2)
Enable only what the game uses:
- INLINE401 - name stuck to dialogue on the same line
- FIRSTLINE - first dialogue line is the speaker name
- FACENAME - last resort from face filenames
Project Setup's speakers block recommends ENABLE / SKIP with evidence.
Phase tips
- Keep vocab.txt focused - huge glossaries raise cost and can hurt quality.
- Use Batch mode with Claude Sonnet 4.6 for large map / CommonEvents runs (Anthropic Message Batches, ~50% off).
- On Mistral (free), stay on Normal mode - Batch is Claude-only.
- Use Normal mode when you want live iteration on a handful of files.
- Phase 2 can break games if you translate logic keys - audit with the Plugin Prompt first.
Images (Step 6, MV/MZ)
Step 6 keeps the engine-aware Image Manager on the separate Images page, selects the RPG Maker workflow through auto-detection, and verifies that you are ready to use it:
- Step 0 points to the actual game root containing
img/orwww/img/. - Encrypted projects have a valid key in
System.json. <game>/vocab.txtexists for the copied AI skill.- Editable PNGs are under
.dazedtl/images/<game-relative>/img/.... - No PNGs were accidentally placed beside that expected
img/tree.
Click Open Images, decrypt the images you want to translate, then click Copy skill in the Image Manager and paste it into Codex, Cursor, Copilot, or a similar coding agent. Review the resulting PNGs before using Patch selected or Patch all.
Do not edit the runtime images directly. The Image Manager maintains editable copies and patches the reviewed results back into the game.
Ace note (Ruby scripts, not plugins.js)
Ace has no plugins.js. UI / menu strings often live in Ruby scripts packed inside Data/Scripts.rvdata2.
- Unpack - Step 0 runs RV2JSON
-c, which writesace_json/(JSON data +ace_json/scripts/*.rb). - Edit like plugins.js - In Step 5 the Plugins row becomes Scripts. Copy vocab → game, copy the Ace scripts prompt, open
ace_json/scripts/in Cursor/VS Code, and translate only player-visible string literals (same safety rules as plugins.js: never keys, method names, or logic comparisons). - Pack - Click Export Active or Export ALL. The tool writes translated JSON into
ace_json/, then runs RV2JSON-u, which packsace_json/(including the edited.rbscripts) back intoData/*.rvdata2(includingScripts.rvdata2).
Dialogue/DB files still go through the normal translate pipeline; script UI text is an IDE pass on the .rb files, then Export packs them.