RPGM After School Exhibition HS Girl 2 - Double Melon. (Newest Release)

cgasper

Active Member
Sep 2, 2017
671
601
Here is a quick MT for those who want it.

In order to use it unpack the game using EnigmaVBUnpacker (included in rar) and rename the %DEFAULTNAME% or whatever it names the folder where the unpacked game files are into whatever you wish(If you don't do that or transfer files somewhere else it might not start properly).

Afterwards, just copy the data folder into www and you will have a basic translation.
 
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Oct 10, 2020
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Here is a quick MT for those who want it.

In order to use it unpack the game using EnigmaVBUnpacker (included in rar) and rename the %DEFAULTNAME% or whatever it names the folder where the unpacked game files are into whatever you wish(If you don't do that or transfer files somewhere else it might not start properly).

Afterwards, just copy the data folder into www and you will have a basic translation.
Although the English is kinda broken, it's really good for a game that just recently came out! Cheers!
 

Arlert9

Newbie
Oct 15, 2019
22
3
Here is a quick MT for those who want it.

In order to use it unpack the game using EnigmaVBUnpacker (included in rar) and rename the %DEFAULTNAME% or whatever it names the folder where the unpacked game files are into whatever you wish(If you don't do that or transfer files somewhere else it might not start properly).

Afterwards, just copy the data folder into www and you will have a basic translation.
there is glitch at file CommonEvent.json and Map003.json, i think that file is most fun part of the game, anyway Thanks for the Translation you save me when im at horny. <3
 

The killing Goku

Active Member
Oct 20, 2019
907
634
there is glitch at file CommonEvent.json and Map003.json, i think that file is most fun part of the game, anyway Thanks for the Translation you save me when im at horny. <3
Let's just say that the English here ain't the worst I've seen.
It honestly ain't all that bad compared to a lot of the gibberish MTL's.
So pretty good on that.

However ... the same can't really be said for the game itself.
I'm not sure where exactly the issues are to be found, but all the menu options are broken (tutorial, progress tracking/CG list, ...). Not just untranslated, they're really broken. This isn't gonna be CommonEvents.json.

Also ... the 'filtering' in the game's options is also broken. With the MTL ... from the get go you have pretty much all options there. All outfits, all 'stripping' options which are to be gated behind the 'horny' value pretty much ignore said value as well.
That ... is probably CommonEvents.json I guess.

Seems like some of the 'formulas' have gotten jumbled up somewhere and aren't considered math anymore. :eek:
 
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The killing Goku

Active Member
Oct 20, 2019
907
634
Let's just say that the English here ain't the worst I've seen.
It honestly ain't all that bad compared to a lot of the gibberish MTL's.
So pretty good on that.

However ... the same can't really be said for the game itself.
I'm not sure where exactly the issues are to be found, but all the menu options are broken (tutorial, progress tracking/CG list, ...). Not just untranslated, they're really broken. This isn't gonna be CommonEvents.json.

Also ... the 'filtering' in the game's options is also broken. With the MTL ... from the get go you have pretty much all options there. All outfits, all 'stripping' options which are to be gated behind the 'horny' value pretty much ignore said value as well.
That ... is probably CommonEvents.json I guess.

Seems like some of the 'formulas' have gotten jumbled up somewhere and aren't considered math anymore. :eek:
So I've found where the issue lies in the corrupt game interface.

I've started fixing it, but it ended up taking way longer than I was planning on. Been working on fixing this json file for a few hours now and I think I'm mostly done.
Seems like it's just the CG preview images that still need mapping fixes.

Considering it's now almost 6AM & I have work in the morning I'm done for tonight. I'll see if I can get some time to fix the leftovers tomorrow night.

Though if anyone wants to finish up (or just go with it for now) ... see the attached new version.
 
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Arlert9

Newbie
Oct 15, 2019
22
3
So I've found where the issue lies in the corrupt game interface.

I've started fixing it, but it ended up taking way longer than I was planning on. Been working on fixing this json file for a few hours now and I think I'm mostly done.
Seems like it's just the CG preview images that still need mapping fixes.

Considering it's now almost 6AM & I have work in the morning I'm done for tonight. I'll see if I can get some time to fix the leftovers tomorrow night.

Though if anyone wants to finish up (or just go with it for now) ... see the attached new version.
Thanks for the hard work, yeah me too i have try to fix it too, but idk it gonna work or not, just fixing the code that got spaced because of the machine translation. some random glitch is too much line to fix all of the files
also my first time i try use Translator++ even that i will still use other ppl work, im not sure if my translation will be good or not.
 
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The killing Goku

Active Member
Oct 20, 2019
907
634
Thanks for the hard work, yeah me too i have try to fix it too, but idk it gonna work or not, just fixing the code that got spaced because of the machine translation. some random glitch is too much line to fix all of the files
also my first time i try use Translator++ even that i will still use other ppl work, im not sure if my translation will be good or not.
Well, I'm sure I'll get most of the game interface up to snuff while fixing the items.json.
I started it, so don't wanna leave it half baked either. It's tedious AF though.

Dunno bout the choice formula yet issues though, so if somebody figures that one out that'd be nice.
 

The killing Goku

Active Member
Oct 20, 2019
907
634
Well, I'm sure I'll get most of the game interface up to snuff while fixing the items.json.
I started it, so don't wanna leave it half baked either. It's tedious AF though.

Dunno bout the choice formula yet issues though, so if somebody figures that one out that'd be nice.
Damn the tedium. Anyway ... after a few more hours of messing about with the json files ... here's a more logical items.json.
There's still some overlap in text with images in costume descriptions due to the EN text needing more character space to say stuff. I ain't got all costumes unlocked to test with, but I can tell with the little I already have to check.

Also ditched the whole 'Valley Uniform' for a more apt 'Volleyball uniform' and 'Clothes' with 'School Uniform'.
I didn't go in and re-edit the whole translation though.

This thing takes care of the tutorial menu, CG menu, costume descriptions, locales descriptions and also quick travel, etc.
 

The killing Goku

Active Member
Oct 20, 2019
907
634
Well, I'm sure I'll get most of the game interface up to snuff while fixing the items.json.
I started it, so don't wanna leave it half baked either. It's tedious AF though.

Dunno bout the choice formula yet issues though, so if somebody figures that one out that'd be nice.
Fixing up CommonEvents now ... first version, with apparently working commands now.
Translation totally messed up the embedded scripting.

Same for the map3 (changing outfits). A bunch of broken formulas fixed in both.
Items and such also included.

So yeah ... no extensive testing yet, but still.

@Silentce & co, the RPGM specialists ... I assume, and really hope this is just build output duplication. I can't imagine RPGM being so inept that you have to specify the very same formula hundreds of times on each object you use it on. :unsure:
 
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Silentce

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I have been summoned I see. Tell me what exactly isn't working; what embedded scripts do you see having issues? Screenshots are helpful as well as errors. If the game is coded like my previous doublemelon project was It might be easy to go in and find problems. Give me a list of some broken stuff and I will see if I can fix it. :)
 

The killing Goku

Active Member
Oct 20, 2019
907
634
I have been summoned I see. Tell me what exactly isn't working; what embedded scripts do you see having issues? Screenshots are helpful as well as errors. If the game is coded like my previous doublemelon project was It might be easy to go in and find problems. Give me a list of some broken stuff and I will see if I can fix it. :)
Actually it's working now. I just think I fixed it in build output (the translated, but messed up data json files), so as a fellow techy, I was just curious as to the inner workings of the RPGM design experience (and whether it'd have been way quicker & easier would I have had the RPGM design studio applications).
 
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Silentce

Quiet Eldritch Horror
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I mean most errors happen because of syntax. Putting the wrong thing in the wrong place, etc. If you deployed your patch using something like T++ it can cause issues in various ways such as putting spaces where they don't belong. RPGM MV at least is like just javascript using object oriented programming to make it easier. So most times as long as you adhere to the rules of javascript and MVs own ruleset for how it handles text codes, you shouldn't have errors.
 

The killing Goku

Active Member
Oct 20, 2019
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Well, as for me, I've never worked in RPGM before. In this case I ended up fixing what I believe Translator++ broke.
Indeed generating incorrect syntax or moving syntax thinking it's part of the sentence or translating XML tags that shouldn't be.

But I assume the data folder filled with json files is actually build output generated by RPGM. I ended up finding the exact same formulas hundreds of times spread out across the CommonEvents.json, so I was just thinking ... let's hope the DEV didn't have to put it there manually 1000 times, but managed to centralise that in functions. :unsure:

Took ages though to fix it all.
 

Silentce

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Nope it does use a uniform formula to build the json. The engine has a grid of squares for events and map tiles so I think it starts from the upper left and orders the code line by line going tile by tile. I haven't actually experimented with it to confirm myself but that is how I expect it works. That is also how T++ knows where to put the translated text back after it is done.