ParoParo

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Dec 16, 2019
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Some files have garbage names like "ùğé┐æ¥éÓéÓâYâè_0026" and the game gives error. I use 7zip btw.
you probably havent changed your language for non unicode to Japanese. That kind of thing happens for alot of japanese games if you dont do that. You'll probably want to redownload it after you change it.
 
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sandsea_urchin

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May 7, 2019
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masterdragonson So, specifically, in Masterdragonson's Data Edits (For Use in Story Mode).zip:
Your scripts.rvdata breaks the MC somehow. Consequences:
- can't adjust levels (in rec room)
- game over kills MC, instead of playing the defeat scene
I'm trying to look into it, but that's looking for a needle in a truckful of hay :unsure:
 
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NanasBananas

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Dec 29, 2018
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Still haven't found the bug lazydude mentioned...
I think they might be referring to the extended holds after game-overs disappearing. At least that's what I'm experiencing. With your edit, the moment my health drops to 0 the screen fades to black and it asks me if I want to load a save, return to title or quit. Without the edit the MC cums and before the screen fades you can choose to instead keep watching the scene for a while.

EDIT: looks like sandsea_urchin noticed, and beat me to the comment by half a minute... I'm talking about the same issue.
 
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masterdragonson

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Jan 30, 2018
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masterdragonson So, specifically, in Masterdragonson's Data Edits (For Use in Story Mode).zip:
Your scripts.rvdata breaks the MC somehow. Consequences:
- can't adjust levels (in rec room)
- game over kills MC, instead of playing the defeat scene
I'm trying to look into it, but that's looking for a needle in a truckful of hay :unsure:
Try this please.
 

sandsea_urchin

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beat me to the comment by half a minute...
I'm usually the one being ninja'ed :cry: But please ninja me next to find da bug source!

Not the one btw - I'm comparing scripts between storymode & your previous zip's. You made no change in this script (so the ones I see ain't at fault).:
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edit/hint: class Game_Interpreter
 
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masterdragonson

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I'm usually the one being ninja'ed :cry: But please ninja me next to find da bug source!

Not the one btw - I'm comparing scripts between storymode & your previous zip's. You made no change in this script (so the ones I see ain't at fault).:
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Looks like I uncommented a line in Game_Interpreter... Girl's give lose scenes again and the level up orb seems to work.
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sandsea_urchin

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Dangit I was 12 commands away. Ninjas... :ROFLMAO:

Story mode looks fine btw - with var[60] where they should rightfully be :unsure:. Is there any point to the recollection version now, or have I missed another a glaring bug?
edit: MC's level is still locked at 0 for Orb purpose. Can't lower it, can only raise it.

when 3 # Mul
$game_variables *= value
It's not this at fault, though. I'll probably just revert to the original script, the storymode one works fine.
If I may: don't mess with scripts unless you really need to.

Got it :cool:
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ValorKG

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Jan 14, 2018
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I will admit. While I was hoping that this game would get fixed one day, I didn't expect it to be done overnight.
Two things, masterdragonson and sandsea_urchin.
First, the level change is now increasing the MC's level instead of setting it. For instance, instead of going to level ten, the level is raised by ten. This means the player can't lower their level once they raise it. Frankly, while that's a glitch, I'm not too concerned. The player has the ability to save before they encounter the glitch and push comes to shove, starting a fresh file and going to the rec room takes thirty seconds. Still, it is something to think about.

Secondly, in addition to fixing the glitch, it seems that you found a way to create some text replacement effects going on for the enemy names. It's more complex than I know about and frankly, I can't understand the last page of your replies. But, if you have the ability to do that, I have a simple request. Could you replace the MTL enemy names with the more appropriate names below?

Succubus - Succubus
Villager - Schoolgirl
Goblin - Goblin
Nightmare - Nightmare
Amazon - Gyaru
Undine - Swimmer
Tsukineko - Lunar Beast

Thank you so much for your hard work. If I knew how to do this last part myself I would. If you could send me these new names, I will upload the FINAL (for real this time) version of this game.
 
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masterdragonson

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I will admit. While I was hoping that this game would get fixed one day, I didn't expect it to be done overnight.
Two things, masterdragonson and sandsea_urchin.
First, the level change is now increasing the MC's level instead of setting it. For instance, instead of going to level ten, the level is raised by ten. This means the player can't lower their level once they raise it. Frankly, while that's a glitch, I'm not too concerned. The player has the ability to save before they encounter the glitch and push comes to shove, starting a fresh file and going to the rec room takes thirty seconds. Still, it is something to think about.
That should have been fixed with the latest debugging sandsea_urchin provided

Secondly, in addition to fixing the glitch, it seems that you found a way to create some text replacement effects going on for the enemy names. It's more complex than I know about and frankly, I can't understand the last page of your replies. But, if you have the ability to do that, I have a simple request. Could you replace the MTL enemy names with the more appropriate names below?

Succubus - Succubus
Villager - Schoolgirl
Goblin - Goblin
Nightmare - Nightmare
Amazon - Gyaru
Undine - Swimmer
Tsukineko - Lunar Beast

Thank you so much for your hard work. If I knew how to do this last part myself I would. If you could send me these new names, I will upload the FINAL (for real this time) version of this game.
Looks like these are set at the Check Points.
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I'll go through and see if I can find them all
 
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ValorKG

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Jan 14, 2018
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When I try to load save 1 in Recollection Mode, I get this Error, anyone else had this happen or any Idea how to fix this?
Already tried using Locale Emulator
I recognize errors just like this. I redownloaded the copy of F95 and didn't get this glitch. So I'm not quite sure why you get an error and I don't if we're using the same copy of the files. But take heart! It's possible that by the end of the day, there will be no need for recollection mode at all!

That should have been fixed with the latest debugging sandsea_urchin provided
Looks like these are set at the Check Points.
I'll go through and see if I can find them all
Alright, I'm implemented Urchin's fix. Level setting now works perfectly. Now I wait with bated breath for the name edits. Thanks, my man.
 

masterdragonson

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Let's see

I went through the Safe Zones and the Recollection Room changing $game_variables[10]="X" and Options as needed.
Could have probably just used that code I provided earlier but f it, in for a penny, in for a pound(ing):LOL:

Changed the "Debug Code" to reflect the new changes. Kept the old code as a safety precaution in case I missed any.
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Even if I do have a glitchy version of RPG Maker VX it's still in English so I thought why not upload a version with "RGSS202E.dll", added the RTP files because why not, and edited 'Game.ini' to remove the RTP requirement.


Edit V4: Translated 2 Error Messages
  • File Not Found
  • Font Not Found
 
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masterdragonson

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When I try to load save 1 in Recollection Mode, I get this Error, anyone else had this happen or any Idea how to fix this?
Already tried using Locale Emulator
View attachment 1040075
This says you're missing a file.
For whatever reason you either don't have or it can't find "Graphics\Characters\$サキュバス.png"
Check to see if that file exist, if it doesn't or looks like crap try extracting the game again using something like WinRar and Ctrl+E for language settings.
 
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Yohasakura1

New Member
Jul 3, 2020
3
2
I might be dumb but im at the castle area with the catgirls and i for my life cannot find a way to progress at all...
The warps all loop back to the same area... any help?
 
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ValorKG

Member
Jan 14, 2018
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I might be dumb but im at the castle area with the catgirls and i for my life cannot find a way to progress at all...
The warps all loop back to the same area... any help?
The trick to this stage is breaking an underlining assumption that's easy for humans to make. I'll put the solution in spoilers because once you know this, it all becomes clear.

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Hope the above helps.
 
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sandsea_urchin

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May 7, 2019
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Could you replace the MTL enemy names with the more appropriate names below?
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Tsukineko - Lunar Beast
That's quite easy. Dragon even provided the code before.
But, may I ask why? I do understand they make more sense like that, but the names JammingSoftware intended were (romanized):
"サキュバス" - sakyubasu
"ヴィレッジャ" - vuireja
"ゴブリンガール" - goburingaru
"ナイトメア" - naitomea
"アマゾネス" - amazonesu
"ウンディヌ" - undinu
"ルナキャット" - lunakyatu
They went out of their way to make Engurishu names. Wouldn't it be better to name Villager 'Murabito', or Nitghtmare 'Akumu'? That's probaly what Adam went for with the moonkittens.
Anyway, you're the translator, so you decide - not arguing about that, I'm aware how much time you must have spent on this. :D

You also mentioned the plurals:
For this reason, rather than using \C[2]\V[10]\C[0]s, I replaced all of those instances with \C[2]Succubi\C[0]
That's no issue at all; we might as well implement the \V[10]s = Succubi (or leave the s when it's OK) while we're at it. (after colors get processed).
I have no idea where these lines are in commonevents. Are there many? They'd need to be reverted to their V[10] form if we're to do this (and do this right (y))

edit
version with "RGSS202E.dll", added the RTP files because why not, and edited 'Game.ini' to remove the RTP requirement.
I'd really, really advise against that. There's nothing wrong with providing the .dll and changing the .ini to Library=system/RGSS202E.dll or smtg.
However, not everything is in the dll. I remember some old games having cryptic issues when trying something like that.
As I've said, it's usually a bad idea to edit something you don't need to (unless it's for your eyes only oc).

re-edit: ah, the debug code appears in a few common events, and every single place when you enter an area with new enemies (safe room, warp, etc.). Your message/symbol processing is the much better solution, however.
But that would imply we revert those plural V[10] forms at some point (or they'd also be caught in the string recognition).
 
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masterdragonson

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I'd really, really advise against that. There's nothing wrong with providing the .dll and changing the .ini to Library=system/RGSS202E.dll or smtg.
However, not everything is in the dll. I remember some old games having cryptic issues when trying something like that.
As I've said, it's usually a bad idea to edit something you don't need to (unless it's for your eyes only oc).

re-edit: ah, the debug code appears in a few common events, and every single place when you enter an area with new enemies (safe room, warp, etc.). Your message/symbol processing is the much better solution, however.
But that would imply we revert those plural V[10] forms at some point (or they'd also be caught in the string recognition).
I tend to throw caution to the wind. Finger bang it until it either works or you become infamous :cool:
Don't get me wrong caution can have it's perks. But what is the worse that can happen? Some crazy nutters get together and get things done :sneaky: Hopefully you find some joy in the madness :coffee: I'm practically insane since I keep coming to translation projects and meddling with things...

When you use RPG Maker VX (or any other iteration) it gives the option to compile with or without RTP. RTP will include some common files (Dlls, Default Graphics, Default Audio, etc.). So it's around 50mb larger for no reason other then to have these files.

Yeah it was the choice of either pressing forward or cleaning up what was done. We kinda took the road less traveled... Hindsight can be a bitch sometimes o_O
 
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