Tool RPGM SLR Translator - Offline JP to EN Translation for RPG Maker VX, VX Ace, MV, and MZ

Shisaye

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Dec 29, 2017
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Hello, thanks for your hard work and sharing this amazing tool.

I would like to know if it is possible to translate this game:
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more specifically this version:
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into another language using your software as a base.

One thing I couldn't even do in Translator ++ was show the story's dialogues. Maybe because it's a very big game?

Thanks in advance.
I'm sorry, but I do not even remotely have the hardware to even try that one.
If I try to parse it normally in SLR (conversion to yaml with psych to make it readable) it just gives up after reaching Commonevents.

To try a different approach I've converted the Commonevents.rvdata2 to json using a more efficient ruby script, and it became a 121mb file. :FacePalm:
Trying to open it with N++ just makes my rig freeze for several minutes and once it runs out of juice the program closes.
 
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forkranger

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Feb 14, 2018
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Hello,

I followed the guide for VX as best I can, but when it gets to Export, it just freezes and won't move any further. I have to close with Task Manager. Tried it twice. Game is [RJ356908] [Unko morimori maru].
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I have been on Japanese Locale for years.
 

T...M

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Sep 1, 2024
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I'm sorry, but I do not even remotely have the hardware to even try that one.
If I try to parse it normally in SLR (conversion to yaml with psych to make it readable) it just gives up after reaching Commonevents.

To try a different approach I've converted the Commonevents.rvdata2 to json using a more efficient ruby script, and it became a 121mb file. :FacePalm:
Trying to open it with N++ just makes my rig freeze for several minutes and once it runs out of juice the program closes.
Thank you very much for trying, as I thought it is a very long game which makes it difficult to translate.
 

Shisaye

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Dec 29, 2017
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Hello,

I followed the guide for VX as best I can, but when it gets to Export, it just freezes and won't move any further. I have to close with Task Manager. Tried it twice. Game is [RJ356908] [Unko morimori maru].
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I have been on Japanese Locale for years.
If the "Processing" text was still pulsing, then it most likely wasn't actually frozen, just incredibly slow...

Sadly SLR does not have functional multithreading and does not use all available ram either. If you combine that with the nightmare that is VX encoding and the way translation pairs are determined you can have export times of literal hours.

When dealing with big games like this, please make sure that you have properly checked everything before exporting and do not export everything at once.

Using a 3.4GHz CPU I've gone through the translation process of that game.

Initial Parsing.
Initial.png
(That is roughly 15 minutes.)

After going through the standard translation process I've exported Game, Actors, Armors, Classes, Enemies and Items as one package.
1gameitems.png
(That is roughly 9 Seconds.)

Next Commonevents on its own because it's huge.
2commonevents.png
(That is roughly 104 minutes.)

Next the first 100 maps.
3firstmaps.png
(That is roughly 6 minutes.)

The rest of the maps
4othermaps.png
(That is roughly 3 minutes.)

Finally the rest.
5rest.png
(That is roughly 36 seconds.)

And yes I just used 2 hours just to prove that it works. :HideThePain:
 
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natsugajeel2000

Active Member
Jan 4, 2018
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Hi. Just tried using this to translate a craxy nirin game, and one error came up called shisaeye innerquote, which i can't find mentioned amongst the errors on your tutorial?

1740167621224.png
 

Shisaye

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Dec 29, 2017
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Hi. Just tried using this to translate a craxy nirin game, and one error came up called shisaeye innerquote, which i can't find mentioned amongst the errors on your tutorial?

View attachment 4574429
Huh, I thought I had that one in the list.
When an original cell starts and ends with " or ', and does not have any of them inside the text, but the translation does, it's detected as an error because a lot of the time that would break a script and crash the game.
The way to fix it would be to just remove those extra " or ' in the translation.

Technically (which is also probably why I forgot to explain the error code) those additional script boundaries in the translation should automatically be fixed by the system by replacing all inner quotes with non breaking ones or deleting them, but apparently that failed here for whatever reason. :confused:

What game exactly are we talking about?
 

natsugajeel2000

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Jan 4, 2018
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Huh, I thought I had that one in the list.
When an original cell starts and ends with " or ', and does not have any of them inside the text, but the translation does, it's detected as an error because a lot of the time that would break a script and crash the game.
The way to fix it would be to just remove those extra " or ' in the translation.

Technically (which is also probably why I forgot to explain the error code) those additional script boundaries in the translation should automatically be fixed by the system by replacing all inner quotes with non breaking ones or deleting them, but apparently that failed here for whatever reason. :confused:

What game exactly are we talking about?
The game Run Eros: https://thef95zone.info/threads/run-eros-v1-02-crazy-nirin.164459/. As the mtl here sucked, and I had already tried it previously for the Cecily game from crazy nirin, I tried it for this, but wanted to ask before procedding as if it was a game breaking bug?
 

Shisaye

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The game Run Eros: https://thef95zone.info/threads/run-eros-v1-02-crazy-nirin.164459/. As the mtl here sucked, and I had already tried it previously for the Cecily game from crazy nirin, I tried it for this, but wanted to ask before procedding as if it was a game breaking bug?
Oh.
I'm still going to look into it because that error shouldn't actually be possible if everything is working correctly, but that game seems to have a better translation already and an SLRMTL shouldn't be required, maybe try that one:
https://thef95zone.info/threads/run-eros...tion-to-english-complete.161125/post-11307141
 

natsugajeel2000

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Jan 4, 2018
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Oh.
I'm still going to look into it because that error shouldn't actually be possible if everything is working correctly, but that game seems to have a better translation already and an SLRMTL shouldn't be required, maybe try that one:
https://thef95zone.info/threads/run-eros...tion-to-english-complete.161125/post-11307141
Huh didnt see the gpt one.I played it a while back and it was crap mtl, must have been google one before someone made this. Also, do you know what translator would work for games from Splush Wave? They do good DQ style games, but I don't know what the engine is, it isnt RPG maker or Wolf?
 

Shisaye

Engaged Member
Modder
Dec 29, 2017
3,234
5,719
Hi. Just tried using this to translate a craxy nirin game, and one error came up called shisaeye innerquote, which i can't find mentioned amongst the errors on your tutorial?

View attachment 4574429
I've fixed the issue in 1.125 and added the error code to the list.

The problem was that the original cell had \ escaped " directly after a \n command. That seems to have really annoyed Sugoi causing it to eat one of the " and not escaping the other.
So it was correctly detected as a broken cell, but kinda misleading because it didn't actually had more ", it had less.
Huh didnt see the gpt one.I played it a while back and it was crap mtl, must have been google one before someone made this. Also, do you know what translator would work for games from Splush Wave? They do good DQ style games, but I don't know what the engine is, it isnt RPG maker or Wolf?
I'm sorry, but that one just has generic encrypted .dat files.
It's probably possible to make them readable, but cracking/hacking is really not my field.
 

natsugajeel2000

Active Member
Jan 4, 2018
670
340
I've fixed the issue in 1.125 and added the error code to the list.

The problem was that the original cell had \ escaped " directly after a \n command. That seems to have really annoyed Sugoi causing it to eat one of the " and not escaping the other.
So it was correctly detected as a broken cell, but kinda misleading because it didn't actually had more ", it had less.

I'm sorry, but that one just has generic encrypted .dat files.
It's probably possible to make them readable, but cracking/hacking is really not my field.
Ok thanks for letting me know. A lot of the best games are the ones that take a lot of effort to translate. One of the translation threads for a game made by them does give tools, but looks way too much for an amateur: https://thef95zone.info/threads/translation-request-dragon-mahjongg-darkness.128059/

On an unrelated note, where do you get the fonts for stint and size that come at the end of the translation when it comes to word wrapping? I use default now but when I tried stint for two games, there was not font file, just the data and js.
 

Shisaye

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On an unrelated note, where do you get the fonts for stint and size that come at the end of the translation when it comes to word wrapping? I use default now but when I tried stint for two games, there was not font file, just the data and js.
I'm not entirely sure how you mean that.
The size and stint settings are presets to work with changed font. They do not change the font themselves.
They are basically the same as typing in 40 or 52. (Default is 24)

Stint Ultra Condensed Regular is a free Google font and it's also included in the Additional Tools package.
As for the "size" setting, that one isn't actually meant for a different font, it's just meant for a different font size.
 

natsugajeel2000

Active Member
Jan 4, 2018
670
340
I'm not entirely sure how you mean that.
The size and stint settings are presets to work with changed font. They do not change the font themselves.
They are basically the same as typing in 40 or 52. (Default is 24)

Stint Ultra Condensed Regular is a free Google font and it's also included in the Additional Tools package.
As for the "size" setting, that one isn't actually meant for a different font, it's just meant for a different font size.
Oh my bad. Didn't see the additonal font folder. I just typed in stint when the wordwrap came and thought it would generate the font like it generated the folder for data and js
 

natsugajeel2000

Active Member
Jan 4, 2018
670
340
Hi Shisaye,

Tried to translate this game:
there are no errors yet the log only finds one batch to translate, and when I load the game after exporting clearly nothing is translated and is in JP. I saw you made a post regarding another dieselmine game, Arle the Soceress, but couldnt understand your post? Attached a link to the game, as it was hard to find online:
 

Shisaye

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Modder
Dec 29, 2017
3,234
5,719
Hi Shisaye,

Tried to translate this game:
there are no errors yet the log only finds one batch to translate, and when I load the game after exporting clearly nothing is translated and is in JP. I saw you made a post regarding another dieselmine game, Arle the Soceress, but couldnt understand your post? Attached a link to the game, as it was hard to find online:
The text of that game is not in the data json, but is encrypted into ".sl" files located in the scenario folder.
I have a tool for decrypting/decoding .sl files, but to actually load them into SLR you would need to use a custom parser based on regex.

Do you want me to try to make that work on your end in case you come across sl files again (that is very rare though), or would you rather have me translate this game?
 

natsugajeel2000

Active Member
Jan 4, 2018
670
340
The text of that game is not in the data json, but is encrypted into ".sl" files located in the scenario folder.
I have a tool for decrypting/decoding .sl files, but to actually load them into SLR you would need to use a custom parser based on regex.

Do you want me to try to make that work on your end in case you come across sl files again (that is very rare though), or would you rather have me translate this game?
Would prefer if you could make a patch please, that stuff just goes over my head. Most dieselmine get translated anyway, was just this one that took long to find after finding it on dlsite thanks. Should I make a translation thread?
 

Shisaye

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Would prefer if you could make a patch please, that stuff just goes over my head. Most dieselmine get translated anyway, was just this one that took long to find after finding it on dlsite thanks.
I'll work on it soon, I forgot where I put my sl parser so I'll likely have to make a new one, but ultimately this shouldn't take long.
Should I make a translation thread?
If there is none and you want it on this website then yes. Otherwise I'll just post the patch on anime-sharing.
 
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natsugajeel2000

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Shisaye

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Done, but there's a lot of picture based text like the quests, and it's using dieselmines stupid automatic word wrapping, which makes the dialogue look terrible.


For anyone wondering since I've realized how little information seems to be out there about it.
I've attached the tool to decrypt sl files to this post.
To use it just drag the sl file onto the executable and it will become a txt. Once you're done, drag the txt on the executable to turn it back to a sl.

To load the txt files created that way into SLR translator you can use the built in custom parser system.
Save this as tpm and you can use it in that parser menu option.
JavaScript:
{"files":[{"pattern":"*.txt","rules":[{"type":"regex","pattern":"/^([ ]|[^;@\\n\\s][^;@\\[]+?)\\r\\n[\\r\\n;@]/gm","captureGroups":"1"}]}]}
I've also noticed that Sugoi was crashing a bunch because of non breaking spaces after punctuation within text. It will now no longer send those spaces to Sugoi in 1.126.
You wont notice a difference for most games because most devs don't do that, but when they do, they tend to do it a lot, and for those cases this will increase translation quality quite a bit.
 
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natsugajeel2000

Active Member
Jan 4, 2018
670
340
Done, but there's a lot of picture based text like the quests, and it's using dieselmines stupid automatic word wrapping, which makes the dialogue look terrible.


For anyone wondering since I've realized how little information seems to be out there about it.
I've attached the tool to decrypt sl files to this post.
To use it just drag the sl file onto the executable and it will become a txt. Once you're done, drag the txt on the executable to turn it back to a sl.

To load the txt files created that way into SLR translator you can use the built in custom parser system.
Save this as tpm and you can use it in that parser menu option.
JavaScript:
{"files":[{"pattern":"*.txt","rules":[{"type":"regex","pattern":"/^([ ]|[^;@\\n\\s][^;@\\[]+?)\\r\\n[\\r\\n;@]/gm","captureGroups":"1"}]}]}
I've also noticed that Sugoi was crashing a bunch because of non breaking spaces after punctuation within text. It will now no longer send those spaces to Sugoi in 1.126.
You wont notice a difference for most games because most devs don't do that, but when they do, they tend to do it a lot, and for those cases this will increase translation quality quite a bit.
Thanks a lot for this