Password for all Archives: "DRLF4"
General Explanation
I finally decided to also share, in one place, all the RPG Maker plugins I worked on along my prestigious (Lol) current career in Game Modding and Game Development. Those have been made as the need arose, generally simply modifying existing Plugins to add a few more features I felt feasible to introduce in a reasonable amount of time. Usually, after I made those, I then re-shared them in the Forum posts that contained the original Plugins, when possible. These are also the plugins I still keep around as they are quite useful for what I plan to generally make. This might help people that also want to create their own Game Projects, or some Mods to existing games (in RPG Maker).
I categorized them into:
- Modified: those are plugins that I changed directly, and when loaded into your Game Project, you need to replace the original plugin that I modified them from;
- Additions: the plugins that add new features to existing ones, and need to be loaded, in the Game Project, alongside (usually under) the original plugins they add features to;
- Standalones: Inspired by the original plugins, this ones add new features whilst either keeping all the features of the old ones, or being completely separate; This ones also need to be loaded separatedly from the original ones (in the case of GDN, for example, that one also has the features of the original "Iarva Note Files")
Of course, all these modifications are kept public and in view of the original devs of the original plugins. If any such dev wishes me to remove the modified version of their plugins, I will do so without an issue.
- Modified:
* [Astfgl66] Quick Time Events
In this one, I really just wanted to be able to give QTE Tooltips briefly before the QTE would start. It took a bit of fenagling and improvisation, but I managed to make it possible, via a separate script method, similar to the original one, but also with the option to provide a written tooltip to "explain" the following QTE to the player (to prompt them for what keys they should hit etc.)
* [Mrcopra] Event After Load
Very minor change, I just "fused" the 2 versions Mrcopra made (one that would always run the CommonEvent specified on Save Load, the other in which it was conditioned by a specified Switch), to give the option to toggle whether the Plugin requires a specific Switch or not.
* [Ozu_File] Create and Manipulate Files via script calls
In this one, I extended the "file.write" function by making a new function, "file.Dwrite", which can automatically create a New Folder if the path specified does not have the folder mentioned. Not much beside that.
* [pEcOsGhOsT] Encounter Effect Disabler
This one I modified to such an extent, it might as well be its own plugin. But, in the spirit of the initial developer, I kept it as a Modification on its initial idea. He initially found a few of the methods used by the MV engine to do battle transitions, but even then, he missed 1-2 spots.
Since I wanted Seamless Battle Transitions for my own projects (to use SumRndmDde's "Timed Attack" plugins for QTEs "outside of combat"), I added the possibility to remove each and every effect that a Battle has, to the point of simply looking like you're still On-Map, but using the Battle Interpreter (and thus, being able to use In-battle Skills, functions etc). Took a bit to track down each method in the MV code, but it was clearly doable, and helpful long-term (at least for me).
* [Pasunna] Screen Animation
Unironically forgot about this one briefly (maybe I forgot about others, too....). In here, I made a few new plugin parameters that allow for global offsets for the 2 functions used in the plugin. I personally needed those since in a previous project I worked for, there was another zoom plugin also used, and this plugin, for its Screen Animations, uses the default zoom values to calculate distances. Therefore, you'd need a global offset to fix the mismatch caused by the other zoom plugin. Of course, it's not perfect, but the option's still there if you need it.
- Additions:
* [SumRndmDde] (S) Timed Attack plugins
Also for my own needs, and ended up likely being my 2nd most complex MV plugin project to make, after the GDN (Iavra Note Files Standalone). I made 2 big additions, that work for all Timed Attack plugins:
- The option to modify a Timed Attack's properties via Script function. Before this, you were limited to specifying all of the properties in the Notetags that marked the Skills with Timed Attack functionality. Now, you can dynamically change those properties (except for the type of Timed Attack, that one still has to be set from the Notetags), so that you may even possibly have further randomization aspects to those Timed Attacks. Or, as is in my case, you can much more easily use those as QTEs, by changing their properties to suit the current QTE's needs.
- The option to change the X&Y offsets of each Timed Attack, individually and globally, and also specify if the Visuals should follow a Sideview format of battles or not. SRD himself made most of the Timed Attacks with Sideview battles in mind, which made them have weird visual positions when in Non-Sideview battles. I adjusted this via Plugin Parameters, then even made new Properties for the Timed Attacks that can provide individual visual offsets, so that you can have individual positions, even if it's a Sideview battle or not!
* [Yanfly]
Plenty of plugins from this dev, and already a number of them were useful enough to extend them with a few new functionalities:
- For SkillCore: option to hide/show selectively the MP/TP/HP cost of skills, either via Plugin Paramters or via individual skill notetags. This can be used, in conjunction with custom costs, to show different costs from the standard MP/TP/HP ones (such as Money Cost / other resources etc.)
- For SkillRewards: adds a skill Notetag that can add a delay on the animation to show for the skill (if it's already-specified conditions have been met). Also, if you have the SkillCooldowns plugin, adds functionality for that one, allowing for Global Cooldown changes to all your skills (instead of just changes on only specific skills)
- For SkillRewards "EffectCode" section of the plugin parameters: adds some further Percentage-based effects (using the previous additions to the SkillRewards, that use SkillCooldowns plugin functions)
- Standalones:
* [Iavra] Note Files (Loading Notetags from external file)
(GDN: Global Default Notetags)
This one, by far, must've been the longest MV plugin project I worked on, especially since the code used in this was a lot more different than the standardized format I got used to withint Yanfly plugins, or even some of the other plugins floating out there. My idea was already ambitious enough, to inverse the normal function of Iavra's Note Files to make it possible to set "Default" Notetags per all entries of each specific type, instead of just specific entries. Then, also make it compatible with the original Note Files plugin. In that, I ended up failing, frankly still to mysterious reasons, and instead I decided to integrate the original Note Files plugin within my new one, to make a Standalone capable of both. In which I finally succeeded.
This is generally useful to have a lot more "group" control over Notetags, from Files outside of the Editor. Reduces the amount of copy-pasting Notetags, and makes it easier to modify them from their source file.
General Explanation
This one is extremely important. Long story short, applications that don't use the universal system for some of their important code/text (named the Unicode), have to rely instead of the "system" used by your own PC. The "System Locale", to be exact. Normaly, unless you (or your computer) hails from the Nippon lands, or any other fairly foreign area, you'll have the basic English System Locale. All good and well, until you want to play some of those cool Japanese games, at which point, you could have errors, corrupted game, or not even be able to unpack an archive properly. The System Locale can be changed, for your PC, although the steps for this depends on your OS (google "changing System Locale" and your OS to see the proper steps). However, even after setting it to the good ol' Japanese, you could have the reverse problem, in which some applications relying on your basic System Locale now commit Seppuku out of disgrace. I'd know of this, as I've gamed on the Japanese System Locale for a good chunk of my gaming career. There is a nice solution for this....:
This being it, the solution. After installing this program, you can set Locale Profiles (like, say, have the 2 relevant ones, the English and Japanese one), and switch them at will, per-application, by Right-clicking the needed program and choosing the proper Context Menu option given by the Locale Emulator. It's best to keep the overal System Locale on the language more relevant for your general activities (for me, it remained Japanese), and use the Locale Emulator as your fix for the programs that remained loyal to the English agenda.
In all fairness, I will mention that, this days, most programs use Unicode, or don't have the same issues, so you might really not have much of a problem simply setting the System Locale to Japanese and then forgetting about it. Still, it's better to be prepared for any eventualities.
Archive Unpacking Issue
This one can persist, even with the Japanese System Locale. I had the problem on my end, did not even realise it until quite recently. Whenever you unpack files that end up with weird-looking characters, not really part of either the English alphabet or the Japanese alphabets, that's also your problem right there, the "Name Encoding" issue. The easy fix to it: in WinRAR (it's a free program, and a must-have overall), press "CTRL + E" (or go into Options\Name Encoding), then choose the Japanese option from that list. Afterwards, if you wish to stick with that option, you can go pull up those settings again and choose the "Save current" option at the top. The Name Encoding affects browsing and extraction of archives, keep that in mind for what option you choose to keep in general.
- F95zone
Pretty good forum, has threads on a lot of Adult Games, especially Western ones / Translated Japanese ones. Communities are still alive on most threads (of games that are not Abandoned), plenty of help that goes around usually, and all in all a good place to search most games. (It can be considered a Piracy forum at times, but I still value it for the actual help with each game's info and progress, helping me make the Files for them)
- ULMF
Another big forum, this time for more obscure Japanese titles, or in most cases, those that are not translated as of yet. Still can help, especially with Japanese adult games, although if you find a game with threads in this forum and F95, usually you would find more info and people on the F95 side
Forum for Vore games, them being usually way more indie than most Adult games (with some notable exceptions of games from bigger productions that also include the Vore fetish). While lots of them lack in Scene quality and in Gameplay, there are quite a few gems there, as well.
Forum for mainly Size Difference / Giantess fetishes, though those can often include Vore, as well. To access the forum, you need to Register (and Log In) first.
A very useful small utility program, it can help enable the ability to Resize some program windows that would otherwise be unresize-able. My personal first use of this was for Sex Toy mod programs, which had small windows that did not fully fit their own buttons (and were normally unresizable).
The program might not work on all program windows, but it's still worth trying it out; it's free after all, and pretty lightweight, too.
Extremely useful program, especially if you, like me, have a bigger monitor screen, and are playing indie games / RPG Maker games (VX Ace) that give you extremely small windows to play in. Instead of ruining your eyes, I'd recommend getting this program and easily scaling the games to be fullscreen and at high-quality, too! (with minimal weird screen effects). Keep in mind, this program does cost, but it's quite a worth 1-time small enough purchase IMO. Alternatively, you can try to use the "Resize Enable" program described above to manually resize each window to the size of your Screen.
If you decide to use Lossless Scaling, these are the settings I currently use and can recommend (for keeping the same color scheme and with minimal issues):
My go-to Table, made with a few features added (found on the internet for the most part) and tweaked by me. I use this Table on most games, and also as a base when I make dedicated tables to certain games. All of the Hotkeys used, and values for most things, are changable within its Lua code, if you know what to do there (I did mark, via comments, what is easily changable)
It's current features are:
- Improved Speedhack hotkeys: Hold Tilde ('~') key, in combination with any number from 1 to 9 to set the game speed to be times that number (where possible, most games don't go over x3), or in combination with F1 to decrease speed by 1, F2 to decrease by 0.5, F3 to increase by 0.5 and F4 to increase by 1.
- Attach to Process: you can Attach manually to the Foreground Process (the program at the topmost of your desktop, the one you're focusing at that moment on) via pressing Numpad 7+8+9 (needs Numlock on); you can also insert, in the Lua code of the Table, the name of the Process you wish the Table to Auto-attach to (and will attach to that process at any point that process starts), and you can toggle that Auto-attach on/off afterwards by pressing Numpad 0+1+2
- Address list in New Window (FreeER's Extension): click, at the top, on the "FreeER's Extensions" button, then "Popout Address List", to have the Address List show in a separate window (much easier to view more values at the same time this way)
Quick online save editor, for lots of save formats. Includes most RPG types, Renpy, and even Unity. Worthwhile to check when wanting to edit Save Files, but do keep in mind the limit on file uploading for non-supporters of that website (will be timed-out for a few minutes between files)
Used for MV games (also for MZ; just make, for the duration of the patch, an "www" folder to put what normally for an MV game would be there, then after the patch, pull back out the files from there). Normally used to hook the text of the game for your Translation software of choice, it also has some useful Cheats, such as an in-game cheat menu, text-skipping via CTRL and even included Speedhack (via Alt+<NumberFromOneToNine>), those 3 Hack features show at the end of the choice menu. I recommend first unchecking the "ClipLoggerOnStart" option on the 1st choice menu of the program, especially if you don't intend on actually translating the game with this. This program works only with RPGMakerMV games.
While it is included in the normal Hook Patcher (being the in-game cheat menu), its latest version (adds about 3 new menus in-game) is not included, and personally, I use this one standalone instead (on top of the Hook Patcher's own Cheats)
- MTool
An Insane Tool, capable of so much stuff, from just its panel! Not just cheats (that can be enabled as an in-game menu, as well), but also instant-save functions (can save instances of the game, individual from the game's own save system), functions of the editor of the games, and more! It has support for most RPG type-games, and growing, since the developer keeps on updating the tool (the Cheat menu will vary depending on the game type). It's still free, even from its Patreon page, although there are certain perks for its supporters, like easier updating (and yea, almost every time you'll open the tool, another update will be avaliable, but at least it's a fast process overall). It can even translate the games! If you want to support any one guy for general Tools, go to this dude, he actually deserves all the love.
- Via the Editors (for RPGMaker games, mostly)
==== 0) You'll need the specific Editor for the game you want to cheat/mod.
== 0.5) Afterwards, you'll need the project file (the file that comes when you make any new project in any of the editors) for the specific game version.
==== 1) Put that project file in the game's folder (for MV games, in the "www" folder instead).
==== 2) With the editor, open the game via that file, and you should get the game in the editor, ready to be modified to your liking (although, considering how this method is basically an improvisation, for MV games onwards you usually don't get any visuals on the map editor, and you'll have to guess via the names instead).
**** *) This method does involve some know-how, and for more help in editing within the Editor, you'll have to check some tutorials for that (and slowly learn to make your own game, while at it).
- ERDO (Enabling Renpy Developer Options) utility (Made by me)
Link to Utility: [HERE]
This one integrates and automates the further 2 File-changing Guides for Renpy, in an easy-to-use Batch-powered utility. Works on Windows, have not tested on other Operating Systems. To use, simply paste the 2 files (that comprise the Utility) into the folder of your Renpy game (right next to it's Executable (".exe") file), then run the "(Run this!)" batch file. Choose from that menu. That simple!
The utility was made by me, using some quick knowledge on Batch files, CMD, and using the FART (Find and Replace Text) CMD Utility, that you can also find directly on the Developer's Site [Right Here].
- TSSO (Turn Splash Screens Off) utility (Made by me)
Link to Utility: [HERE]
Spiritual brother to ERDO, this one's made to quickly, and seamlessly, disable (the script of) Splash Screens (in RPG Maker games). Much like the other one, it's approved on Windows, probably won't work directly on other OSes (without emulation at least). Like before, you place the files in the game folder (next to the ".exe" file), run the Run-able file, and choose the proper option from there.
Currently, the only options within it is to remove the RPG Maker MV splash screen (it appears on a number of more-simple MV games) and the Dieselmine circle splash screens. I'll probably add more Options to this tool as I find more Splash Screens more-commonly used (that annoy me enough to automate their removal).
This utility, once again, was made by me, using some quick knowledge on Batch files, CMD, and this time using another CMD Utility called "Xchang32", which is part of a pack of Utilities you can find [Right Here]. (I changed from "FART" since it had issues searching for certain custom characters, usually Japanese ones)
Welp, one of these had to exist already, right? This quick Copy&Paste free integration makes it so that you can open a special menu within your renpy games (Alt+M) for a variety of custom options, such as direct access to the Save/Load/Autosave menu (even if the game has disabled it), the option to search for Variable Names / Value Names / Labels (labels being, in essence, "locations" in your renpy game, that the code can "jump" to when requested) and to also remember those found results, basically giving you Cheat-Engine-level of searching for specific values of your Renpy game. It does help a lot in finding your needed variables, without having to scroll through immense Console logs you'd have otherwise used in that search. Further, this integration allows you to see whenever the game provides Choices, how many separate choices there are (and also if there are hidden, locked, ones as well).
However, there is still a reason to consider using my ERDO utility... Specifically, the Console-enabling option of it). Although yes, Universal Renpy Mod allows, in its settings, to enable the console with a different hotkey.... But regardless! If you're used to ERDO, you can simply have both of them at once (since they don't conflict), and you get the use of the Standard console alongside the features of the Universal Renpy Mod!
However, there is still a reason to consider using my ERDO utility... Specifically, the Console-enabling option of it). Although yes, Universal Renpy Mod allows, in its settings, to enable the console with a different hotkey.... But regardless! If you're used to ERDO, you can simply have both of them at once (since they don't conflict), and you get the use of the Standard console alongside the features of the Universal Renpy Mod!
- Enable, and use, just the Console Commands (for Renpy games)
==== 1) In the game folder, inside "renpy" folder, then the "common" folder, search for the "00console.rpy" file, then open it via Text editor
==== 2) Search for "config.console = False" and set it to True instead of False (make sure it's uppercase, it's important); Save the change
==== 3) Now, ingame, press "Shift+o" (the letter 'o', not the number)
==== 4) For actual commands, either look up on the forums if they are known, or do some digging yourself; How to dig for more:
== 4.1) Use this commands first:
"dir()" - will give you the list of in scope variables:
"globals()" - will give you a dictionary of global variables
"locals()" - will give you a dictionary of local variables
== 4.2) You will get a huge list, and will be incomplete still. To get the full version, use this command:
"print(<EITHER_OF_THE_PREVIOUS_THREE>)" - will print the list to the "log.txt" file of the game (used if list is too long to be showed in console)
== 4.3) Now, even the "log.txt" file won't actually show the complete list, and to make it do so, you'll have to do an erroneous command so that it will show the error (and above it, the actual full list); example of invalid command to use: "say(fku)"
== 4.4) Now, browse through the list for Variables, and try to modify them yourself via Commands, depending on the type of variable (eg: "<Variable_Name> = 1", "<Variable_Name> = True" etc)
**** *) This also involves a bit more knowledge, so long as there aren't some easy commands for the game already found by the community.
- Enable all Developer Options (for Renpy games)
==== 1) In the game folder, inside "game" folder, search for the "options.rpy" file, then open it via Text editor
==== 2) On a new line, wherever you wish in the File, paste this: "define config.developer = True"; Save the change
==== 3) The list of all the Developer Hotkeys:
== [Shift + O ] = Console
== [Shift + D ] = Developer Menu
== [Shift + E ] = Opens "script.rpy" file (you'll have to specify a program to open the ".rpy" file)
== [Shift + R ] = Reloading (Current game is saved, then game scripts & game are reloaded (placing you back in the same dialogue)
== [Shift + I ] = Style Inspecting
== [Shift + Y ] = Style Dumping
- MTool
As stated previously, extremely good for translation as well, patching the game directly. Will have to have the tool open whenever the game is open for the translation to take effect (when patching any game with the tool, it also makes a shortcut in the game's folder to open the game + the tool, for ease of access). There is a certain translation limit per month, that can be increased with Patreon tiers, however even free, it should be enough for most casual uses (needs only to be translated initally, to then use that translation afterwards). Still, this guy actually deserves huge Love for this awesome, yet not so widely known, tool.
With the arrival of the File Translation feature of the Sugoi Translator Toolkit, I immediately thought of using it with MTool. MTool has its own Sugoi integration (at one of the Patreon paid tiers), but I wasn't sure how updated it was, compared to the recent Sugoi Toolkit version. Not only that, but by using the TranslatorFile feature of Mtool, you could attempt to make a Manual Translation of that File, so long as you'd be able to have that file be processed by Sugoi...
The problem, now, comes from keeping the format of the .json file given by MTool. If you directly input it into the Sugoi File Translation, it would easily end up messing with the format of the file, and loading it back into Mtool would either not work, or give erroneous results. However, some Discord users managed to make some Scripts, in which they first take the Mtool-given file, convert it into a Translate-able file by Sugoi (for you to then put into the File Translator), then also allow you to take the Translated file from Sugoi and convert it back into the format for MTool.
Long story short, follow the instructions I've compiled in the files (including the prerequisite programs, in which order to Run the ".bat" files made by me. I also credited there the Discord users that originally made the scripts themselves. If this helps you... Cool!
The translation tool I was using before MTool. Still, pretty good tool to make Translation Patches for RPG-type games (also has support for multiple RPG-types, like RPGMaker and Wolf RPG, just like MTool). Can also be helpful when trying to make manual Translation, since it gives you access to each translated line, which can be manually changed. Can run into some issues, particularly in games using custom scripts, as it can end up auto-translating essential code lines and make the game not work, so it might require some fine-tuning according to the errors the game throws. Also, if the game keeps text in an custom format (eg: some of the [Dieselmine] group's games), it won't be able to reach (and translate) that text. Still, worth using as a base for making manual Translation patches.
(Linked a Tutorial page for setting up, which also contains the links to each part of the setup) Textractor is a program for hooking up VNs primarily (although it can also work on other game types that use specific hooks for their dialogue texts), and quite good at it, even allowing for extensions to be added to it. DeepL, meanwhile, is a pretty accurate translation service, and quite easy to setup with other translators (such as shown in the Tutorial linked). While you still depend on an active internet connection for the DeepL service, the whole setup can help translate VN games with a better quality than the average machine translation. Like with most Translator programs, however, you can choose to use another translation service with it, keeping in mind Textractor uses the computer's Clipboard as the destination of the hooked text.
(Linked the Reddit post with the proper links) A sizable Toolkit with much of everything you'd wish for in terms of Japanese Translation, having the Setups for each option already set up for you to simply use quickly from there. While it also has the options for Visual Novel OCR / Manga OCR and adaptation for DeepL (Impressive already), it also has it's own Offline Model (v2.0), which, according to the creator, boasts potentially higher, or at least on par, quality of translation with high-hitters such as DeepL, and all that while being, of course, Offline. Very impressive stuff, you might get some good mileage out of this. (In case you have an error using the program, follow the instruction in the Youtube description of the video from the link from the Reddit post. Replacing that "node_modules" folder with the one from the description fixed all problems for me at least).
Translator Patch usable for Unity Games. While it does provide multiple versions of XUAT (depending on your chosen method of patching it into the Unity game), I personally use the Rei Patcher version (standalone executable) for quick Patching of the games. Instructions on how to patch are on its github page (for each of the versions of XUAT, too). The now-patched game will have the japanese text translated as-you-go, and it does it real-time, so you might need to wait few seconds per each japanese text to see it change into english. It's possible to alter the english patch generated (from the AutoTranslator\Translation" newly-generated folder in the game's folder), and even share it.
Following the instructions on the Github page, you can get your XUAT to work using your downloaded Sugoi Translator Toolkit, essentially boosting the quality of the translations, whilst still maintaining a fast speed of translation, too!
Quick, small, OCR (Optical Character Recognition) program, helps get text from any picture or anything visual on the screen, obvious help as an alternate to the text hooking method employed by other Translator programs. Most usually used in translating Manga/Doujinshi (since they are, essentially, images), still useful to have for a quick snap of some text in an image that cannot be translated by the usual means.
- OmegaT
A detailed, complex, but powerful and efficient Computer-Assisted Translation tool (which is something useful for repeated Translations that create Dictionaries and Glossaries on the PC). This program is usually used by more full-time Translators (as it's benefits are better seen in time). However, it can still be used even by beginners in a small part, by pairing it with MTool, specifically its function to Export the Text to Translate (which exports it in a format readable by OmegaT; at least after also installing the needed plugin: "Okapi Filters Plugin for OmegaT"), then Load back said edited file, after you Manually Translated the file. Of course, you could also Translate that ".json" file yourself, with a Text Editor and another Translator. Might help if you end up having to translate a game's text with MTool that goes over the alloted size limit for your Patreon Tier. Still, prepare for the annoyance of Pseudo-Manually Translating the game. Or, you know, just get into actually making a full Translation Patch this way, while you're at it! (Definitely on the Expert side of things)
A quick pack of several Decrypter tools for many types of game files. Explained in the pack's thread as well, but I'll point out the tools that I personally usually use (you're free to play around with the others as well):
* All decrypter (RPG Maker XP/VX/VXAce)
Run-able executable. Select the game's data archive file (".rgssXX" file), select what files to extract (usually, you'll go with All of them), and the extracted files will show up in an adjacent "Extract" folder. Now you can delete the initial data archive file, and drag this files into the game folder (you can test, it should work the same).
* EnigmaVBUnpacker (RPG Maker MV)
Used to Unpack MV games that show up only as an executable file (packed with Enigma Virtual Box), instead of a whole game folder. If you want an even newer version (and also another unpacker for MV games, for the Molebox Launcher), link to the dedicated website would be [This One].
Best solution to play those types of games on the phone! You simply get the needed games (their normal files) on the phone, and use the Emulator to select said games (either through the Emulator itself, or through your own File Explorer, by opening the needed ".exe"/".ph"/".html" files with JoiPlay), to then add them as entries within the Emulator. The base Apk has support for most RPGMaker games (it will prompt you, for VX and VX Ace games, to download their RTPs on your phone; then, select said RTPs, and they will be saved into the Emulator), while the "plugin" secondary apks it has give support for MV games, Renpy games, and as of recently, even Flash games (if you still have some of those). It's in active development on their Patreon (that I linked above), check it from time to time to get the updated apks and simply run said new apks to update your current Emulator and its plugins.
In-function, it does boast quite a number of features. For each game entry, you can, if needed, Decrypt/Encrypt their files (useful for RPGMaker games), unpack/pack their Scripts (where relevant), and a few more miscelaneous functions like this. You can also set up the Settings for either the whole Emulator, or for each individual game entry you have in it (considering that the settings include the GUI aspect and the Button setup, it's useful for some games to have unique ones). In-games, you can open the lower-screen panel for the actual buttons (or close it, if the game supports selecting its options directly, such as for Renpy or RPGMaker MV games). The upper-screen panel holds more game-related options, such as Speedhack (just one custom speed, but adjustable in the settings), Closing/Reloading the game, and Cheats (specific to the type of game; eg.: for Renpy games, it will try to take you to the Developer Options, and, for MV games, it will give you a cheat menu similar to (if not exactly the) Emerald Cheat menu Plugin).
In-function, it does boast quite a number of features. For each game entry, you can, if needed, Decrypt/Encrypt their files (useful for RPGMaker games), unpack/pack their Scripts (where relevant), and a few more miscelaneous functions like this. You can also set up the Settings for either the whole Emulator, or for each individual game entry you have in it (considering that the settings include the GUI aspect and the Button setup, it's useful for some games to have unique ones). In-games, you can open the lower-screen panel for the actual buttons (or close it, if the game supports selecting its options directly, such as for Renpy or RPGMaker MV games). The upper-screen panel holds more game-related options, such as Speedhack (just one custom speed, but adjustable in the settings), Closing/Reloading the game, and Cheats (specific to the type of game; eg.: for Renpy games, it will try to take you to the Developer Options, and, for MV games, it will give you a cheat menu similar to (if not exactly the) Emerald Cheat menu Plugin).
The Emulator, much like all emulators, is not perfect just yet (also part of the reason while it's still gets updates. Some games might have issues running, or some of their features might be bugged / non-functional (higher chance for games that have mechanics/scripts that stray further from the basic features of the type of games they are). While you can also check the Compatibility List found in the Emulator, best way to check is to try it out yourself for your desired games, and see how far you get. I recommend prepping proper saves for your games from the PC, so that you can play on the phone directly from the parts you wish to (or circumvent the parts of the game that currently would not work in the emulator).
Even for games that have dedicated Android versions, you might wish to look into playing their PC versions through the Emulator, particularly for games with Modding capabilities, as rarely are said Mods usable through the normal Android versions (one such example would be Monster Girl Dreams, with an active Mod community; would be a shame to miss out on said mods on the phone)
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