> But, we probably wouldn't be able to use it, right? Because we need to use RLDev with rlBabel for English linebreak, variable width, and glosses. Yeah, you are right. Our translation do not have features such as glosses, and Chinese text just like japanese can break a line anywhere, we have less thing to worry. I have recently wrote a rlBabel like DLL myself, by referencing Haelth's code. It will be used for an "open source translation toolset" I have announced on the forum eariler. There is some custom screen rendering code exists in rlBabel and that is what makes the fancy features you mentioned becomes real. However, I did not implement it as it is not a top priority thing, so currently it won't support the features. > I noticed in KeyFC Kanon translation, there is a modified executable and an external DLL. What did you change to it, and why didn't you use DLL.000? This is where things get complicated. The first reason it probably that we do not know Reallive can automatically load external DLLs. I think we started working on Clannad almost as soon as it is released, and by that time there isn't much information about the game engine. So we have to develop our own "hack" into Reallive, as well as text encoding methods. The second is all about "copyright". I think, Text AVG have a higher popularity in the Chinese language group than English, so there are also more people interested in localizing games. However, the problem is that, unlike a small number of ppl tend to group together, larger number of ppl tend to make several groups. Each group of course want to gain more popularity, and releasing works first is very improtant, and of course translation quality is another important factor. We are lucky to have several very hard-working, highly skilled translators, so that we always release translations first with the best quality - this could explain why the forum is so popular today. But about two years ago, we had a big problem. A person approaches our group saying he is very interested in joining our group. We believed in him, and provided a lot of our materials with him, including how text are encoded in our patch. He disappeared for a short while, and then one of our translators accidentally "googled" out another forum, announcing making their own CLANNAD tranlsations, and the forum master is exactly that guy! Meanwhile, I started to notice Haelth's work. Since I am amazed by his work, I went to his forum where I found a post by Haelth, claimming to support "compatibility" to KeyFC's translationed SEEN. He saying something like, KeyFC is nice enough to share their encoding method with us, but the fact is that, I am probably the first person in our translation group knew the existance of RLDev! I guessed what happened is that, that guy "steal" the material from us wanting to "jump start" on translating CLANNAD and beat us. But he is too lazy to even try decoding script himself. So he approached Haelth for help, claiming we "agree to share" our encoding with him. We are horrified, so we stopped making new releases at that moment, and for about 8 months - becuase anything we release could potentially be decoded right away and used to steal popularity from our forum! Then, the decision is made to change our encoding, and "encrypt" our translations. I worked with the guy who "hacks" Reallive for two month, and developed the "encrypted encoding". Finally, I private messaged Haelth myself, told him what happened, and kindly asked him to never acknowledge anyone's request to decode KeyFC's tranlsation again. He replied kindly, saying he would be cautious in the future. So the long story could explain your next question: > Also, I noticed presence of unicows.dll, does that mean that you store script data internally as UTF8? We use fully customized encoding and DLL's, there really isn't anything related to RLDev. Somewhere is the middle of text decoding, the text is transformed into Unicode, and that is why we have "unicows.dll "