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RPGM WIP Inma Sugoroku 2

Jooop

Member
Jun 28, 2019
445
738
Hey, I’m alive. As for the status of the translation, virtually zero progress has been made. Several months ago, I basically bought a new computer, but I forgot to move all my rpg maker engines. I haven’t worked on translation for a long time, but that didn’t help. That said, even before the new computer, I could not figure out how to actually translate the game. Somehow, Inma Sugoroku is using excel spreadsheets for the dialogue. How this works, I have no clue.

I have also not been translating the game because I learned that three new characters will be added within a month or so. This prompted me to not touch the game until they’ve been added.

I apologize for no contact in the past couple of years. I have no excuse. I simply got burned out and bored with it. I will try to return to it at some point since some interesting games have come out, but I can’t guarantee anything. I apologize for the disappointing news and lack of updates.
 

SylvieRose

Member
Jan 27, 2021
294
193
Spreadsheets??????? Is that sequel made with MV? Because such thing being possible in XP must be some high-level wizardy with how archaic the first iteration of RGSS is.

About the progress, I can totally understand you, I also had my own kinds of projects (before anyone asks, no, I'm not a translator) that stalled for over two years until I eventually gave up.
Better seek help with someone very, very experienced in RPGMaker scripting and take your time without hurry
No worry man, I believe in you
 
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a32584

New Member
Aug 16, 2018
8
2
Long time lurker here, I haven't checked this thread in I don't know how long but it's good to hear it's not dead.

Try to keep that enthusiasm, super excited to see this translated properly.
 
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kyuven

Newbie
Sep 29, 2019
63
126
Somehow, Inma Sugoroku is using excel spreadsheets for the dialogue. How this works, I have no clue.
So y'know how in the U.S. we basically do everything under the sun with Word and Power Point to the point it's expected?
That's Excel in Japan. It's not totally surprising it's used as a format although it is a bit weird.
You can make ANIMATIONS in excel! It's absurd.
That said if anyone needs a hand with proofreading or can get me the actual raw script to translate, I can offer that much. I really wanna see this game get that treatment.
 

amnesiacagent

Newbie
Dec 16, 2021
16
31
"I really wanna see this game get that treatment."

Ditto. I'd be willing to pick up a share of the translation - this game was really fun. I'm kind of on a drift in the TL scene atm so I'd be doing it pretty hobby-ish. Lemme know if that'd be okay with you.
 

azaa2

Newbie
Aug 4, 2019
53
104
I stumbled onto this thread while looking for news about the DLC.
I did some modding on the game on my own, back when it was recently released, and started a MTL for my own convenience. I ended up dropping it midway because of the sheer number of character interactions to translate and me getting tired of tinkering with the game.
If it can help anyone with the translation effort, I'm sharing this:
EDIT: I removed the link, see next page for a better and up to date patch
Looking at my notes, it was made on the version 1.2.3.

Here's the content:
- The data folder should be complete and fine to use as it is.
- The js folder too. However, as I was modding and bugfixing a lot of thing, I can't guaranteed they are 100% unaltered copies (outside of the translation itself). They should be but I prefer to warn you, I would have to look for my original game copy to check. I recommend to do file comparisons between originals and those to spot the differences. And I might have tweaked some parts of the code to make the translation fits the UI in better ways.
- The sugorokuDatas/map folder was complete too. There is a custom set of square icons inside, you don't have to use it if you don't like it.
- The sugorokuDatas/chara part is what's uncomplete. I think I did 3, possibly more, of the 9 character interactions (the kakea files) before getting tired of this project last year. Then I heard about the DLC recently and here I am. I thik I did all the charaData.csv however. No idea about the OP/Ending maps.
Finally, I don't remember for sure if it was required by the CSV files are encoded in SHIFT-JS. Just in case.

For anyone wanting to play the game with it: Don't unless you know what you doing, I won't help you. Back up your files before, at the very least.
Also, again, it was MTL. I used my own tools and tricks and I used the translation of the first Sugoroku as reference but don't expect high quality, it's an unfinished work.

I'll see if I can share my mods at a later point when the DLC is out and I got the chance and time to update them. It ranged from difficulty modifiers, better AI and some other gameplay changes.

So y'know how in the U.S. we basically do everything under the sun with Word and Power Point to the point it's expected?
That's Excel in Japan. It's not totally surprising it's used as a format although it is a bit weird.
You can make ANIMATIONS in excel! It's absurd.
That said if anyone needs a hand with proofreading or can get me the actual raw script to translate, I can offer that much. I really wanna see this game get that treatment.
Actually, the Excel files were intended for modders. The game doesn't use them in any way.
What it uses are CSV files. They are pretty much text files where values are delimited by commas. Think of them like very simplified excel tables. You can edit them just fine in a text editor, although you can in Excel too.
The dev just repurposed the system he used in the first Sugoroku, it's more or less the same format (with minor differences and some newer stuff added). I even wondered if it would be possible to quickly port over the first game characters but never bothered to try.

In my experience, however, I found it easier to ignore the excel sheets and modify the CSV direclty. This way, I could make a change, press F5 in game, hop in the recollection room or in a saved game and test it.
 
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LastSurprise

Newbie
Jan 23, 2019
75
79
So y'know how in the U.S. we basically do everything under the sun with Word and Power Point to the point it's expected?
That's Excel in Japan. It's not totally surprising it's used as a format although it is a bit weird.
You can make ANIMATIONS in excel! It's absurd.
That said if anyone needs a hand with proofreading or can get me the actual raw script to translate, I can offer that much. I really wanna see this game get that treatment.
I'll buy a copy and share the translation files if need be, I really wanna see this done too.

Let me know.
 

amnesiacagent

Newbie
Dec 16, 2021
16
31
I stumbled onto this thread while looking for news about the DLC.
I did some modding on the game on my own, back when it was recently released, and started a MTL for my own convenience.
Thanks for dropping this here. The custom mods sound like they can really spice things up. The ENG tile art looks nifty and is especially appreciated; I didn't know how I'd have tackled that.

Currently I'm TLing the generic gameplay stuff (map events, interface, skills), which Translator++ lets me access just fine.
I'll probably end up doing the kakeai dialogues a bit later, but getting a leg-up on navigating them has been + will be helpful.

My plan is to do a manual TL of the basic gameplay first, and then move onto kakeais in order of whomevers' dialogues I'm interested in; so long as I'm lonewolfing it, my approach'll be pretty whimsical.

To anyone concurrently translating, lmk if there's a part of the game you'd like so we can avoid overlapping. In this case I'll probably just keep a steady pace while saving whatever others have called dibs on for last, and only touch those if it's been dropped.
 

azaa2

Newbie
Aug 4, 2019
53
104
Currently I'm TLing the generic gameplay stuff (map events, interface, skills), which Translator++ lets me access just fine.
I'll probably end up doing the kakeai dialogues a bit later, but getting a leg-up on navigating them has been + will be helpful.
A bit of a late reply (I don't pass here often enough, sorry) but I don't think Translator++ will be very useful, I remember most of the texts actually being inside the javascript files.
For the data/json files in general, I believe only the system file and the map n°4, 6, 10, 12 and 13 got meaningful text to translate, the rest being either unused strings or stock rpg maker ones. Plus the character opening maps (in their op_en folder).
EDIT: I forgot some other maps had some NPCs would could talk to, during the board game sequences.
There is also the usual Translator++ pitfalls to consider, as it can sometimes translate strings it shouldn't (such as in-event javascripts), causing the games to misbehave.

I wouldn't mind some sort of group effort to get some sort of translation patch going though, but I don't have time to participate right now.
Whenever I do, I'm interested in giving another shot at this game. I'm thinking to perhaps repurpose a script I made not long ago to get a better basic MTL going, at the very least. No promises but I'll see in due time.
 
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ujmujmk

Newbie
Nov 21, 2018
21
10
A bit of a late reply (I don't pass here often enough, sorry) but I don't think Translator++ will be very useful, I remember most of the texts actually being inside the javascript files.
For the data/json files in general, I believe only the system file and the map n°4, 6, 10, 12 and 13 got meaningful text to translate, the rest being either unused strings or stock rpg maker ones. Plus the character opening maps (in their op_en folder).
There is also the usual Translator++ pitfalls to consider, as it can sometimes translate strings it shouldn't (such as in-event javascripts), causing the games to misbehave.

I wouldn't mind some sort of group effort to get some sort of translation patch going though, but I don't have time to participate right now.
Whenever I do, I'm interested in giving another shot at this game. I'm thinking to perhaps repurpose a script I made not long ago to get a better basic MTL going, at the very least. No promises but I'll see in due time.
I think you missed where the character dialogue is stored. About a year ago I translated one of the characters as proof of concept using Translator++. While doing that I found that for some reason the character text is stored inside .XLSX files, which is something Translator++ can translate. I think they are named "kakeai".

These files are located within the sugorokuDatas\chara\ folders. Each folder is dedicated to an individual character.

It has been a while, but one thing I can remember is that after translating with Translator++, the option to inject a translation won't work. You have to export the translated file and manually insert the file.
 

azaa2

Newbie
Aug 4, 2019
53
104
I think you missed where the character dialogue is stored. About a year ago I translated one of the characters as proof of concept using Translator++. While doing that I found that for some reason the character text is stored inside .XLSX files, which is something Translator++ can translate. I think they are named "kakeai".

These files are located within the sugorokuDatas\chara\ folders. Each folder is dedicated to an individual character.

It has been a while, but one thing I can remember is that after translating with Translator++, the option to inject a translation won't work. You have to export the translated file and manually insert the file.
No I didn't forget, the character dialogues are stored in and loaded from the kakeai.csv files. The XLSX ones are here for modding (as editing a CSV by hand can be a pain). You're supposed to edit them and then export them to CSV, if you wish.
However, you do raise a good point if Translator++ can handle XLSX files (I haven't used it in like 5 years, pardon my lack experience with it). It should be possible to use it then export everything to CSV then.
It leaves the files without a provided XLSX equivalent (such as the ones in sugorokuDatas/map, and the charaData.csv) but the CSV could be converted into XLSX and then back to CSV after Translator++ did its job.
If it can be somehow automated along the way to make testing faster/easier, it sounds like a good solution then.
Unless you mixed them and Translator++ can handle the CSV, which would be even better.

In the meantime, I experimented as promised with some python scripts I had at my disposition, and I managed to export and MTL all major strings of the json, js and csv files in one big file:
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The end result is better than I expected for the little time I put in it. But there are a few problems, such as the line breaks of the kakeai.csv dialogues being "eaten" by the translation, in some cases, I don't know why.
I'm tempted to just double check everything by hand, it might be worth the effort, even if the task is a bit daunting.
I'll keep playing around with it in the next few weeks, for now, and maybe give Translator++ a spin (I'm waiting the DLCs anyway and my game copy is probably outdated as I used it for modding. I'd rather have someone more used to it attempt a translation patch, if possible.).

EDIT: Translator++ can import translation tables from Excel files if I'm understanding it right but I don't see a way to translate them inside.
On another note, I fixed a few of my other issues and got pretty much two third of it working and properly translated (pretty much everything but the Kakeai files).
I think I'll just go over those by hand, I'll have to check if everything is fine anyway (such as text overflowing from the text boxes, for example).

EDIT²: Fixed a few more things and tested my patcher. All is good.
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I also went back to the first game to retrieve the character, item and locations names, to be sure it's consistent with its translation.
I just need to check out the kakeai machine translations. It will take a while tho. I'll try to get a few kaekai files daily, I'm hoping to be done by the end of next week.
Then a final checkup of everything and it should be good as a workable patch, if someone wants to refine it later. I'll probably join the tools and files used, so it can be used on any version of the game, as I'm v1.2.3 and the latest version is 1.24 (or maybe I'll try updating, I'll see...).

EDIT 3: I just saw the DLC is releasing really soon, so I might just jump to adding it to the MTL patch too.
I'm nearly done on my side, I updated to 1.2.4 and added its relevant content (it was just a few more strings), fixed the final issues and almost checked all the kakeai (I only have the ones from Mea folder left).
Then it's play testing time until I can get my hands on the DLC too.

EDIT 4: I got what looks to be a functional 1.2.4 tonight (Mea's files didn't take long to check, as she has a lot less transformations as the other characters) but the 2.0/DLC came out, so I'll take care of it too.
There is a lot more to translate, my conservative estimate will be two more weeks to translate and check what's new then playtest, without burning myself out.
I'll perhaps try to automate more tasks, or it will never end at this pace.
 
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Gibletar

New Member
Apr 14, 2020
4
3
No I didn't forget, the character dialogues are stored in and loaded from the kakeai.csv files. The XLSX ones are here for modding (as editing a CSV by hand can be a pain). You're supposed to edit them and then export them to CSV, if you wish.
However, you do raise a good point if Translator++ can handle XLSX files (I haven't used it in like 5 years, pardon my lack experience with it). It should be possible to use it then export everything to CSV then.
It leaves the files without a provided XLSX equivalent (such as the ones in sugorokuDatas/map, and the charaData.csv) but the CSV could be converted into XLSX and then back to CSV after Translator++ did its job.
If it can be somehow automated along the way to make testing faster/easier, it sounds like a good solution then.
Unless you mixed them and Translator++ can handle the CSV, which would be even better.

In the meantime, I experimented as promised with some python scripts I had at my disposition, and I managed to export and MTL all major strings of the json, js and csv files in one big file:
You don't have permission to view the spoiler content. Log in or register now.
The end result is better than I expected for the little time I put in it. But there are a few problems, such as the line breaks of the kakeai.csv dialogues being "eaten" by the translation, in some cases, I don't know why.
I'm tempted to just double check everything by hand, it might be worth the effort, even if the task is a bit daunting.
I'll keep playing around with it in the next few weeks, for now, and maybe give Translator++ a spin (I'm waiting the DLCs anyway and my game copy is probably outdated as I used it for modding. I'd rather have someone more used to it attempt a translation patch, if possible.).

EDIT: Translator++ can import translation tables from Excel files if I'm understanding it right but I don't see a way to translate them inside.
On another note, I fixed a few of my other issues and got pretty much two third of it working and properly translated (pretty much everything but the Kakeai files).
I think I'll just go over those by hand, I'll have to check if everything is fine anyway (such as text overflowing from the text boxes, for example).

EDIT²: Fixed a few more things and tested my patcher. All is good.
You don't have permission to view the spoiler content. Log in or register now.
I also went back to the first game to retrieve the character, item and locations names, to be sure it's consistent with its translation.
I just need to check out the kakeai machine translations. It will take a while tho. I'll try to get a few kaekai files daily, I'm hoping to be done by the end of next week.
Then a final checkup of everything and it should be good as a workable patch, if someone wants to refine it later. I'll probably join the tools and files used, so it can be used on any version of the game, as I'm v1.2.3 and the latest version is 1.24 (or maybe I'll try updating, I'll see...).

EDIT 3: I just saw the DLC is releasing really soon, so I might just jump to adding it to the MTL patch too.
I'm nearly done on my side, I updated to 1.2.4 and added its relevant content (it was just a few more strings), fixed the final issues and almost checked all the kakeai (I only have the ones from Mea folder left).
Then it's play testing time until I can get my hands on the DLC too.

EDIT 4: I got what looks to be a functional 1.2.4 tonight (Mea's files didn't take long to check, as she has a lot less transformations as the other characters) but the 2.0/DLC came out, so I'll take care of it too.
There is a lot more to translate, my conservative estimate will be two more weeks to translate and check what's new then playtest, without burning myself out.
I'll perhaps try to automate more tasks, or it will never end at this pace.
After waiting on a translation for 2 years, I don't think +2 weeks more going to be troublesome. Keep up the good work but definitely don't burn yourself out. I'm personally just happy that it's being actively translated again.
 
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a32584

New Member
Aug 16, 2018
8
2
EDIT 4: I got what looks to be a functional 1.2.4 tonight (Mea's files didn't take long to check, as she has a lot less transformations as the other characters) but the 2.0/DLC came out, so I'll take care of it too.
There is a lot more to translate, my conservative estimate will be two more weeks to translate and check what's new then playtest, without burning myself out.
I'll perhaps try to automate more tasks, or it will never end at this pace
I am pretty hyped to gave this translated in any capacity especially with the new characters thanks man.
 
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