A game's scripts are a long list of commands: show this picture, play this sound, say this line. The converter rewrites each one for CONscripter. The bar shows how many made it across; a missing command is one the converted game skips or does only roughly.
| Game | Converted | % | Missing | Updated |
|---|
A made-up scene in the syntax of Nitroplus NSS (the engine of Muramasa and Django, described in the repo's docs) beside the CONscripter lines the converter writes for it. The right side is the converter's own output for the same commands.
scene a.nss
{
MusicStart("bgm/track01", 1000);
<PRE @box0>
<voice name="名前">「こんにちは」
</PRE>
Zoom("bg", 800, 1500, 1500);
SoundPlay("se/k001");
Wait(500);
}
*scene_1
bgmfadein 1000
bgm "bgm\track01.ogg"
【名前】「こんにちは」\
; unsupported: Zoom (a.nss #7)
dwave 1,"se\k001.ogg"
delay 500
end
The highlighted ; line is a missing command: Zoom has no equivalent in this converter, so it leaves a comment where the command stood and the scene plays on without it. Here 3 of the 4 commands converted, so this scene would score 75%.
Open a game to see which commands don't convert yet, how often the game uses them, and why.
Commands in parts of a game no player can reach, such as a debug menu, are skipped on purpose and count as converted. A command that converts with some of its settings ignored counts partly: one with one of three settings ignored counts two thirds. The numbers come from the converter's own test run and are read live from its main branch, so they can lag a change by up to 5 minutes. Under the date is the version of the converter they were measured on.