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RPG Maker Localization — MV and MZ Translation Pipeline

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RPG Maker Localization — MV and MZ Translation Pipeline

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RPG Maker MV and MZ store all game content in JSON data files — dialogues, item names, skill descriptions, map events, and system strings are distributed across dozens of JSON files in the project’s data/ directory. There is no single string table to export; a complete RPG Maker localization requires parsing every JSON file for human-readable strings while preserving the data structure. Plugin systems (particularly Yanfly/Visustella, FOSSIL/Galvs Scripts) add their own string storage, further expanding the extraction scope. SandVox provides RPG Maker localization from JSON audit through LocQA in a running RPG Maker build.

Common Localization Challenges

  • JSON data file scope — RPG Maker MV and MZ store strings across Actors.json, Armors.json, Classes.json, CommonEvents.json, Enemies.json, Items.json, Map001.json through Map999.json, Skills.json, States.json, System.json, Troops.json, Weapons.json — each must be parsed and returned with correct JSON structure intact
  • Plugin string handling — popular plugin suites (Yanfly Engine Plugins, VisuStella MZ, FOSSIL, Galvs Scripts) store their own configurable strings in plugin parameters, which are separate from the core JSON data files and require separate extraction
  • Bitmap font requirement — RPG Maker MV uses bitmap fonts by default; CJK localization requires bitmap fonts with the required glyph coverage included as font assets; RPG Maker MZ improved this with TrueType font support, but CJK font inclusion and glyph coverage must still be verified
  • Message window character limits — RPG Maker’s message window displays a fixed number of characters per line; languages with different character widths (CJK full-width characters vs. Latin half-width) or text expansion (German, Russian) require message window size adjustments or text reformatting
  • Control codes in message strings — RPG Maker messages use control codes (\N for actor names, \V for variables, \I for icons, \C for color codes) that must be preserved exactly in translated strings; displaced or altered control codes produce visual artifacts or crashes
  • Map event dialogue — event dialogue stored in Map files is often the largest localization component; maps must be processed one by one, and dialogue context is only visible by playing the map — requiring detailed context screenshots or build access for translators

What We Deliver

  • JSON data file extraction — parsing all RPG Maker MV/MZ data files and extracting human-readable strings while preserving JSON structure
  • Plugin parameter string extraction for Yanfly, VisuStella, FOSSIL, and other common plugin suites
  • Translation using memoQ with per-project Translation Memory, RPG Maker control code protection, and terminology glossary
  • Control code validation — automated and manual verification that \N, \V, \I, \C and other control codes are preserved correctly in translated strings
  • CJK font specification and bitmap font guidance for MV; TrueType font configuration for MZ
  • JSON file reconstruction — returning translated files with correct JSON structure for direct replacement in the data/ directory
  • LocQA in running RPG Maker MV/MZ builds — message window rendering, control code behavior, font rendering, text overflow, plugin string display

How a Project Works

  1. Scoping: RPG Maker version (MV or MZ), plugin suite inventory (Yanfly/VisuStella/other), estimated string count, platform targets (PC, mobile, console port)
  2. JSON audit — parsing all data files and plugins for translatable strings; flagging control codes, conditional branches, and runtime-assembled strings
  3. String extraction to memoQ with control code protection tags
  4. Translation with RPG Maker-specific context (character name, item description, battle message) and message window character limit flags
  5. JSON file reconstruction — translated files returned in original structure for drop-in replacement
  6. LocQA in running RPG Maker build — message rendering, control codes, font coverage, window size verification

Languages Available

Japanese · Korean · Simplified Chinese · Traditional Chinese · German · French · Spanish · Brazilian Portuguese · Italian · Russian · Polish · Dutch

Frequently Asked Questions

How many strings does a typical RPG Maker game have?

String counts vary enormously by game scope. A short RPG Maker game (3–5 hours) typically has 10,000–30,000 words of translatable content across all data files. A longer title with many events and plugin-generated content can reach 50,000–100,000+ words. The word count is dominated by dialogue in Map files and CommonEvents.json. We provide an exact word count after running the JSON extraction pass — scope the project before committing to a timeline.

What happens to control codes during translation?

RPG Maker control codes (\N[1] for actor name #1, \V[5] for variable #5, \I[3] for icon #3, \C[2] for color change) must be preserved exactly in translated strings — they cannot be reordered or omitted. We use memoQ’s tag protection system to lock control codes as non-translatable inline tags, so translators can only modify the surrounding text. Automated QA checks verify all control codes are present and correctly formatted before delivery. This prevents the most common RPG Maker localization bug: dialogue that crashes or displays incorrectly because a control code was altered.

Does RPG Maker MZ support CJK languages better than MV?

MZ has improved CJK support over MV. MV uses bitmap fonts by default — CJK requires a complete bitmap font asset with the required glyph ranges, which is large and limited in flexibility. MZ supports TrueType fonts, which handles CJK more naturally, but you still need to include a font file with the required glyph coverage and configure the message system to use it. Both require explicit font setup for CJK — CJK does not render correctly out of the box in either MV or MZ without font configuration.

Can SandVox localize RPG Maker games deployed on consoles?

Yes. RPG Maker MZ titles can be deployed on Nintendo Switch, PlayStation, and Xbox through official and community deployment tools (Gotcha Gotcha Games publish Switch ports; PS4/PS5 and Xbox ports go through various channels). Console deployment adds platform-specific localization requirements on top of the RPG Maker translation: trophy/achievement text, store metadata, and platform certification localization items. We scope console-specific requirements during the initial audit.

Start Your RPG Maker Localization Project

Tell us your word count, target languages, and timeline. We’ll send a fixed-price quote within one business day.