FantasM ( Really Good Giantess Vore Game )

5.00 star(s) 3 Votes

Lovethis

New Member
Mar 14, 2019
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The green haired "auntie" (unsure of what her official name is) brings the party there after clearing Fort Frak. The one out past the school to the left. It's the last main story area.
gotcha thanks. That explains why I haven't seen the monsters there bc I haven't finished off the fort frak. Any tips for the boss?
 

DiddleKidPlusDiddler

Active Member
Apr 6, 2022
572
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gotcha thanks. That explains why I haven't seen the monsters there bc I haven't finished off the fort frak. Any tips for the boss?
I'm not really too sure if I have advice better than the generic "git gud". That one is focused on breast attacks more, so maybe grab some defensive stuff towards breast attacks. Might need some ranged attacks if I'm remembering right.
 

Unzahabis

New Member
May 24, 2020
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2
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Just double checking, since I have 3 different Fantasm f95zone links, but this is the translated version? 0.83 translated?
 

Rockaron

New Member
Mar 16, 2025
2
3
12
HI, A few days ago I fully followed PhantomKuro's steps on toon667's uploaded version 84 of FantasM to translate most of it to English via Translator++ and the supplied data folder(Page 99). I then preceded to do my very first playthrough of this game using this version. After about 30 hours in, I have arrived at the Underground Laboratory to the point where I must tell 4 cells of captured prisoners about a plan to escape. This is where I started having a problem that can stop my progression through the main plot. I have discovered that there are two cutscenes that froze the game once they reached a certain point during the cutscene. (Music still plays, but no input can change the game during this state)

The first one is avoidable and not too big of an issue. It is the defeated cutscene if you fail at defeating an ORCA TANKER in the snow caves. It freezes the game once the cutscene reaches the scene where one of the party members gets swallowed. (Oral)

The second occurrence is the main problem. When you reach the bottom right Jail cell of the Underground Lab to tell the prisoners about the plan (as is required for the main objective), a cutscene starts, and the BLUE GUARD comes in to swallow a few of the prisoners. The cutscene then plays out normally until it FREEZES RIGHT AFTER THE BLUE GUARD SWALLOWS TWO PEOPLE AT ONCE.

1753961301110.png 1753959610296.png


Thus making this important mission impossible to complete, sadly.
I would like to know if anyone found a solution or workaround to this cutscene freeze problem so that I may continue this game's main plotline.
Or else I'm forced to focus only on the side stuff...
 
Last edited:

PhantomKuro

Newbie
Oct 15, 2024
42
66
96
HI, A few days ago I fully followed PhantomKuro's steps on toon667's uploaded version 84 of FantasM to translate most of it to English via Translator++ and the supplied data folder(Page 99). I then preceded to do my very first playthrough of this game using this version. After about 30 hours in, I have arrived at the Underground Laboratory to the point where I must tell 4 cells of captured prisoners about a plan to escape. This is where I started having a problem that can stop my progression through the main plot. I have discovered that there are two cutscenes that froze the game once they reached a certain point during the cutscene. (Music still plays, but no input can change the game during this state)

The first one is avoidable and not too big of an issue. It is the defeated cutscene if you fail at defeating an ORCA TANKER in the snow caves. It freezes the game once the cutscene reaches the scene where one of the party members gets swallowed. (Oral)

The second occurrence is the main problem. When you reach the bottom right Jail cell of the Underground Lab to tell the prisoners about the plan (as is required for the main objective), a cutscene starts, and the BLUE GUARD comes in to swallow a few of the prisoners. The cutscene then plays out normally until it FREEZES RIGHT AFTER THE BLUE GUARD SWALLOWS TWO PEOPLE AT ONCE.

View attachment 5095332 View attachment 5095290


Thus making this important mission impossible to complete, sadly.
I would like to know if anyone found a solution or workaround to this cutscene freeze problem so that I may continue this game's main plotline.
Or else I'm forced to focus only on the side stuff...
I'll try to make some time to look into these issues and determine what part of my translation is responsible for this. In the meantime, if you took my advice and kept the original "Data" folder renamed to something else, I highly recommend trying to get past this cutscene by playing the game in Japanese until you can make a save file that is past it. To do this:

-Rename the "Data" folder you're currently using to something else, like "ENGData".
-Rename "JPData" (or whatever it was you called the folder with the original files obtained through decrypting Game.rgssad) back to "Data"
-Start the game

If you deleted that folder, but still have Game.rgssad, you should be able to do another decryption to get the original Japanese "Data" folder again. Make sure you do the first of the above steps before decryption.

If you deleted both that folder AND Game.rgssad, you should be able to re-download toon667's game files, which will give you a new Game.rgssad file to decrypt and obtain the original Japanese "Data" folder from. Again, make sure you do the first of the above steps.

As a tip, a handful of important things for gameplay do have translations in the original files, so after you start the game in Japanese:
-open the menu
-select the option that is second from the bottom
-locate the language setting at the bottom of Settings
-change it to English
This won't affect most dialogue, but it'll at least give you English battle options.

If this succeeds and you want to change it back to the machine translation, simply reverse the renaming steps I gave you. It's important to always start with the folder currently named "Data", because if you don't, you could end up merging the folders or overwriting one with the other.

EDIT: Oh, actually, it'd be helpful if you could attach the save file you're using to your next reply, please and thank you.
 
Last edited:

Rockaron

New Member
Mar 16, 2025
2
3
12
I'll try to make some time to look into these issues and determine what part of my translation is responsible for this. In the meantime, if you took my advice and kept the original "Data" folder renamed to something else, I highly recommend trying to get past this cutscene by playing the game in Japanese until you can make a save file that is past it. To do this:

-Rename the "Data" folder you're currently using to something else, like "ENGData".
-Rename "JPData" (or whatever it was you called the folder with the original files obtained through decrypting Game.rgssad) back to "Data"
-Start the game

If you deleted that folder, but still have Game.rgssad, you should be able to do another decryption to get the original Japanese "Data" folder again. Make sure you do the first of the above steps before decryption.

If you deleted both that folder AND Game.rgssad, you should be able to re-download toon667's game files, which will give you a new Game.rgssad file to decrypt and obtain the original Japanese "Data" folder from. Again, make sure you do the first of the above steps.

As a tip, a handful of important things for gameplay do have translations in the original files, so after you start the game in Japanese:
-open the menu
-select the option that is second from the bottom
-locate the language setting at the bottom of Settings
-change it to English
This won't affect most dialogue, but it'll at least give you English battle options.

If this succeeds and you want to change it back to the machine translation, simply reverse the renaming steps I gave you. It's important to always start with the folder currently named "Data", because if you don't, you could end up merging the folders or overwriting one with the other.

EDIT: Oh, actually, it'd be helpful if you could attach the save file you're using to your next reply, please and thank you.
I did keep the old "JPData" since the beginning as you recommended, just incase something like this happens. I then did as you said and temporarily renamed the "Data" folder to "ENGData" and the "JPData" back to "Data", then proceeded to load my latest save, changing the language in settings from Japanese to English to make things easier to understand for a bit. Then I went to the BLUE GUARD's cutscene where she consumed the prisoners. The dialogue was all obviously in Japanese, but the cutscene finished as was intended and everything worked out well. After this, I just did the vice versa for the data folder names so that I can continue the game like I normally did.

Thanks to your help I can continue the main plotline, and I wish you the best of luck in finding the root to this problem within the data folder.

Here was the latest save I used just before completing that cutscene:
 

PhantomKuro

Newbie
Oct 15, 2024
42
66
96
HI, A few days ago I fully followed PhantomKuro's steps on toon667's uploaded version 84 of FantasM to translate most of it to English via Translator++ and the supplied data folder(Page 99). I then preceded to do my very first playthrough of this game using this version. After about 30 hours in, I have arrived at the Underground Laboratory to the point where I must tell 4 cells of captured prisoners about a plan to escape. This is where I started having a problem that can stop my progression through the main plot. I have discovered that there are two cutscenes that froze the game once they reached a certain point during the cutscene. (Music still plays, but no input can change the game during this state)

The first one is avoidable and not too big of an issue. It is the defeated cutscene if you fail at defeating an ORCA TANKER in the snow caves. It freezes the game once the cutscene reaches the scene where one of the party members gets swallowed. (Oral)

The second occurrence is the main problem. When you reach the bottom right Jail cell of the Underground Lab to tell the prisoners about the plan (as is required for the main objective), a cutscene starts, and the BLUE GUARD comes in to swallow a few of the prisoners. The cutscene then plays out normally until it FREEZES RIGHT AFTER THE BLUE GUARD SWALLOWS TWO PEOPLE AT ONCE.

View attachment 5095332 View attachment 5095290


Thus making this important mission impossible to complete, sadly.
I would like to know if anyone found a solution or workaround to this cutscene freeze problem so that I may continue this game's main plotline.
Or else I'm forced to focus only on the side stuff...
Alright, well, I've looked into this security guard scene and...I don't know why this is happening. There does seem to be some error caused by the translation of Map728 specifically, which messes with the interactivity of the scene - it's supposed to take a button press to advance her from tasting the two (or more) people in her mouth, while there's no text box on screen. While using the translated version of that map, the scene simply stops advancing instead of offering the opportunity to interact. I also tried viewing the scene on my own save using the reflection pool room, and in that version, it advances the scene automatically as if I'd pressed a button - still messed up but in a different way. Replacing only Map728.rxdata with its original Japanese counterpart does fix the issue, which is how I know it's a problem with this map and not something in Scripts.rxdata.

As said, there's no text box related to this interactivity, and on top of that, none of the lines of text viewable on Map728 through Translator++ appear to have anything to do with the interactivity of the scene - the only script related lines are nameplates, and one scene label I leave untranslated anyway. I don't know why translating this map introduces this issue, and I can't figure out how to correct it without simply leaving the entire map's text alone.

This all also applies to the Snow Orca Tanker defeat scene handled by Map279, except the part about progressing as if a button was pressed when viewed through the reflection pool room.
 

DiddleKidPlusDiddler

Active Member
Apr 6, 2022
572
595
199
Alright, well, I've looked into this security guard scene and...I don't know why this is happening. There does seem to be some error caused by the translation of Map728 specifically, which messes with the interactivity of the scene - it's supposed to take a button press to advance her from tasting the two (or more) people in her mouth, while there's no text box on screen. While using the translated version of that map, the scene simply stops advancing instead of offering the opportunity to interact. I also tried viewing the scene on my own save using the reflection pool room, and in that version, it advances the scene automatically as if I'd pressed a button - still messed up but in a different way. Replacing only Map728.rxdata with its original Japanese counterpart does fix the issue, which is how I know it's a problem with this map and not something in Scripts.rxdata.

As said, there's no text box related to this interactivity, and on top of that, none of the lines of text viewable on Map728 through Translator++ appear to have anything to do with the interactivity of the scene - the only script related lines are nameplates, and one scene label I leave untranslated anyway. I don't know why translating this map introduces this issue, and I can't figure out how to correct it without simply leaving the entire map's text alone.

This all also applies to the Snow Orca Tanker defeat scene handled by Map279, except the part about progressing as if a button was pressed when viewed through the reflection pool room.
That's really weird. Maybe it'd be worth decrypting and looking into it with RPGmaker XP editor... :unsure: Maybe translate portions of the map file one at a time, to try and narrow down which part is the cause?
 
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LinkFast

New Member
Oct 4, 2024
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I'm just gonna throw my hat into the ring and say it might be a case of Variable Syntax Error.
Basically, the Engine is looking for a variable that no longer exists because it was either translated or localized to ENG.

For example, the Key_Press or Button_Press for Left and Right might be:
"A / < = LEFT" and "D / > = RIGHT"

However that might just be the English Localization version of RPG Maker.
The actual Game .exe was compiled in the JP Version. So in actuality, it might be:
"A / < = 左 [Hidari]" and "D / > = 右 [Migi]"

Which means that even if the Scene is looking for a Key_Press or Button_Press, it wants: "ENTER / Z = 入力 [Nyūryoku]"
But all it's getting is: "ENTER / Z = INTERACT"
Thus causing a Syntax Error that makes the Game throw out an Error Command.

In fact, I think this is actually what causes a lot of the Syntax Errors of ???????? Error Boxes when you press a Dialog Box with no Apparent Story Interaction. The earliest being the Quest Golem or Later Commands in the Tutorial Stage.
Because it has no registration key for what you did since the story does not register it yet, it gets lost in translation.

While the best and most tedious solution would be trying to find all the Syntax Errors related to Keyboard Commands, the optimal approach would be finding what Variables store Key_Press and Button_Press and NOT TRANSLATE THEM.

That way, you can leave most as is and simply do a quick check to see which variables are related to story commands.
Provided the actual story text itself doesn't just simply use the word "Left" and "Right" throughout the sentence.

Again, this could all just be entirely plausible and there's a much more severe problem under the hood.
But I'm just giving a possible idea of where the problem may lie based on my growing understanding of coding...

Also because I ran into that exact situation once when self-translating the Old RPG Maker Games from scratch since they also throw in the actual code and variables into the translation files in Translator++.

Hope this new perspective helps you figure out the actual core problem!
 

PhantomKuro

Newbie
Oct 15, 2024
42
66
96
I'm just gonna throw my hat into the ring and say it might be a case of Variable Syntax Error.
Basically, the Engine is looking for a variable that no longer exists because it was either translated or localized to ENG.

For example, the Key_Press or Button_Press for Left and Right might be:
"A / < = LEFT" and "D / > = RIGHT"

However that might just be the English Localization version of RPG Maker.
The actual Game .exe was compiled in the JP Version. So in actuality, it might be:
"A / < = 左 [Hidari]" and "D / > = 右 [Migi]"

Which means that even if the Scene is looking for a Key_Press or Button_Press, it wants: "ENTER / Z = 入力 [Nyūryoku]"
But all it's getting is: "ENTER / Z = INTERACT"
Thus causing a Syntax Error that makes the Game throw out an Error Command.

In fact, I think this is actually what causes a lot of the Syntax Errors of ???????? Error Boxes when you press a Dialog Box with no Apparent Story Interaction. The earliest being the Quest Golem or Later Commands in the Tutorial Stage.
Because it has no registration key for what you did since the story does not register it yet, it gets lost in translation.

While the best and most tedious solution would be trying to find all the Syntax Errors related to Keyboard Commands, the optimal approach would be finding what Variables store Key_Press and Button_Press and NOT TRANSLATE THEM.

That way, you can leave most as is and simply do a quick check to see which variables are related to story commands.
Provided the actual story text itself doesn't just simply use the word "Left" and "Right" throughout the sentence.

Again, this could all just be entirely plausible and there's a much more severe problem under the hood.
But I'm just giving a possible idea of where the problem may lie based on my growing understanding of coding...

Also because I ran into that exact situation once when self-translating the Old RPG Maker Games from scratch since they also throw in the actual code and variables into the translation files in Translator++.

Hope this new perspective helps you figure out the actual core problem!
Thanks for the input!

The issue I'm running into is that there are no such variables visible in the translatable text Translator++ gives me. At least, not in the aforementioned Map files causing the issues. What you're describing might be present somewhere in the Scripts file, but I've already tried getting through the scenes with the Maps being in English and the Scripts in Japanese, and still ran into the error, so I'm certain the cause of the issue is not to be found in the Scripts file. Add to that I've already troubleshot the Scripts file fairly extensively, as well as identified as many of the errors in the Maps files that result in Syntax Error messages during gameplay as I could find (most of them caused by script text being surrounded by apostrophes, meaning any other apostrophes within need to be preceded with forward slashes). I assume if this was also a Syntax Error, the game would return an error message and crash just like the other ones did.

Does that help narrow your hypothesis any?
 

nvoim

Member
Nov 9, 2019
218
124
178
Next update is out. It only adds a single boss enemy, currently without defeat scenes.

She wears a necklace with chains on it, which she wraps around party members. I'll admit I found it to be pretty disappointing but maybe someone likes it.
 

DiddleKidPlusDiddler

Active Member
Apr 6, 2022
572
595
199
Thanks for the input!

The issue I'm running into is that there are no such variables visible in the translatable text Translator++ gives me. At least, not in the aforementioned Map files causing the issues. What you're describing might be present somewhere in the Scripts file, but I've already tried getting through the scenes with the Maps being in English and the Scripts in Japanese, and still ran into the error, so I'm certain the cause of the issue is not to be found in the Scripts file. Add to that I've already troubleshot the Scripts file fairly extensively, as well as identified as many of the errors in the Maps files that result in Syntax Error messages during gameplay as I could find (most of them caused by script text being surrounded by apostrophes, meaning any other apostrophes within need to be preceded with forward slashes). I assume if this was also a Syntax Error, the game would return an error message and crash just like the other ones did.

Does that help narrow your hypothesis any?
Maybe something translated within the map file is some sort of reference call to/from somewhere else? Maybe for example something in scripts is looking for a specific Japanese string/variable/name in that specific scene, and it's not there in Japanese? :shrug:
 

Mirkuzzo96

Member
Feb 3, 2020
196
143
63
someone have the save file for the version 84 please? i deleted the earlier version of the game when i repaired my pc so i lost my saves, i don't want to play it from the start
 

Sublevel13

New Member
Aug 4, 2025
1
0
1
Is it possible to put the game in fullscreen or at least increase the window size? In the game it says Alt + Enter for fullscreen, but that does nothing.
 
5.00 star(s) 3 Votes