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12.
Primary and Alternate Languages
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Located in ../../source/translation.rst:34
13.
Ren'Py expects each game to be written in a single primary language. This is called the ``None`` language, regardless of what language it actually is. (For example, if the game was written in English, English will be the ``None`` language.)
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Located in ../../source/translation.rst:36
14.
When the None language is selected, most of Ren'Py's translation functionality is disabled.
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Located in ../../source/translation.rst:41
15.
Alternate languages are referred to by names which can double as python identifiers. (Starts with a letter or underscore, followed by letters, numbers, and underscores.)
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Located in ../../source/translation.rst:44
16.
Generating Translation Files
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Located in ../../source/translation.rst:49
17.
When the project scripts are available, translation files can be generated by opening the project in the Ren'Py Launcher, and choosing "Generate Translations". The launcher will prompt you for the name of the language to generate, and will then proceed to create or update the translation files.
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Located in ../../source/translation.rst:51
18.
The translation files live in directories underneath the "tl" subdirectory of the game directory. For example, if you create a piglatin translation of the tutorial project, translation files will be placed under ``tutorial/game/tl/piglatin``.
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Located in ../../source/translation.rst:57
19.
There will be one translation file created per game script file. The common.rpy file will also be created to contain translations of strings found in the common code.
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Located in ../../source/translation.rst:62
20.
Translating Dialogue
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Located in ../../source/translation.rst:67
21.
As Ren'Py is a visual novel engine, we expect most translation to involve dialogue. Ren'Py includes a flexible framework that allows dialogue to be split, combined, reordered, and omitted entirely.
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Located in ../../source/translation.rst:69
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