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Others Partial WIP Mihashira War Chronicles [RJ01334100] [Acid Style]

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TokenFoxxed

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Sep 11, 2020
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For help using the engine, and with terminology such as Palette, Flow, etc. I'd recommend the Action Editor 4 help section over at . The owner of the site, TokenFoxxed , was also recently active over in the Action Editor 4 thread which is awesome!
Kept you waiting, huh ?

I've been quite busy the past few days taking a look at your translations wondering how I could help you. After getting time to understand what could be useful and what wouldn't, I paused my work on reimplementing the full engine to focusing on a subset of it, namely the file parsing. I just released this small beta tool, that could drastically revolutionize how your work with Aquedi4. Please note that it's rolling ideas, so it may really break from day to another if I feel like it (or simply my parsing got better. Right now it's missing a lot, and more an half finished attempt at making some demo than a real tool).

As disclaimer this is only tested with a few WoY stages, and only tested for perfect replicate (eg convert to json and back to stage) and only works with stg4_1020 (at some point I'd make an upgrade to 1020 tool but it's a **lot** more of work. To upgrade to 1020 just open and save the stage from the 1020 editor)
Drop the Japanese stage, translate the field using vs code or smth that handle big files, upload it back and get a stg4_1020 that's hopefully valid and test it in game. If the engine crash, or the editor won't open, then you made it. You created some illegal file. Congrats !
Otherwise if you're extremely unlucky it would work as expected and the translation will work. Boring.



Feeling cute, may delete the tool anytime later :)

(Edit) Here's the tl;dr-torial nobody asked about on how to speedrun translate :

Get a powerful diff tool. WinMerge did good with japanese. Poke around existing translated stage vs original, and dump both. Open both original and translated json export of stage in WinMerge. You'll notice diff (use alt+down to jump to next diff) which some are related to "message" with japanese content. Now you're in. Remember about the max size to not overflow, and line break should be a special \r\n thing (carriage return). Pack translations on the new scene, then upload your modified json and check the result in editor or in game. You should be able to edit a lot, including adding and removing stuff.

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Also if you feel helpful, they're parts of data where it's just "unk" or "something" or "bytes..." With values. If you find what make any of this values change, please let me know. It's very time consuming to hunt for them and I burned almost one year to get there...
End of the tl;dr-torial! Back to NepStation News from Planeptune !

On a more serious tone, I'm very happy seeing people taking interested in Aquedi4. The wiki linked above have the full English (MTL, I value my free time enough to not learn Japanese xD) docs, feel free to poke some issues in the GitHub issues for the website or suggests change / new pages.
I'd really want at some point to make a guide on how to translate, but first I need to assess what's the state of the art.

Not being very familiar with forums, that got me wondering if you're interested to create a discord server about Aquedi4 specifically? If you're interested to discuss about the engine internal and need a quick reply from me that'd be an efficient way...

Oh and one last thing, do you have a translated editor 1020 ? Mine is partially, but if you have your own that's tested working I could use it... Or merge your editor translations with mine ! (Deepseek do some fairly good job at translating contextual japanese from my experience)

Big thanks for your interest in Aquedi4, Foxxo.
 
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BIG ROCKET

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Jul 16, 2024
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Sure! First you need to determine what text you're after. It may originate from either a Character (located in the Character Palette) or an Item (located in the Item Palette).

Let's take the example of a conversation, which usually originates from an Item. In the Item Palette we can see this scroll, and those often contain conversations:

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Opening up that Item, we can see it contains one Flow. Select the Flow, hit 'Edit' then 'Flow Settings' (bear in mind that these buttons will be in Japanese):

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Within the Flow Settings, you're looking for any line that begins with the Japanese word for 'Message':

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Click the message, click Edit, and you'll be greeted with the Message window where you can make your edits. Bear in mind that each line must be no longer than precisely 30 characters, in order to fit into the textbox scroll .bmp. You will have to create a manual line break after every 30 characters in order to do this.

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That's the process for translating one line. Repeat that for each line you find in that Item's Flow, and you'll have translated a conversation or part of one!

Follow this process for each and every Item and Character in the Stage Palette, and the Common Palette where required (though bear in mind that these will more likely require re-doing after each patch the dev releases) - and you'll then have translated a Stage.

For help using the engine, and with terminology such as Palette, Flow, etc. I'd recommend the Action Editor 4 help section over at . The owner of the site, TokenFoxxed , was also recently active over in the Action Editor 4 thread which is awesome!
Man, I've run into some new problems.
1759502054353.png
1759502068366.png
Where can I find and translate text like this?
 

TokenFoxxed

Newbie
Sep 11, 2020
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View attachment 5307529
Where can I find and translate text like this?
The first one should be in the stage you're editing. If you share the name of it I may assist you on that matter.

The second one is part of the "World Map". From the editor, you need to go "Project (P)"> "World Map (W)"
1759505728803.png
Then switch to "Event" mode :
1759505762313.png
and locate the event you want to edit, double click on the grid index and change text. Then save and you should be good.

Alternatively, you can use this broken tool :


Get the WorldMap.dat form data/WorldMap.dat, drop it in there and download the JSON.

look for the string you wish to translate : 1759505834788.png
Change it :
1759505853044.png
Save the file, upload it on the page and get back a WorldMap.dat to save on the data/WorldMap.dat (keep a backup of the old one just in case !)

Good luck with the translation :)
 

BIG ROCKET

New Member
Jul 16, 2024
7
5
13
The first one should be in the stage you're editing. If you share the name of it I may assist you on that matter.

The second one is part of the "World Map". From the editor, you need to go "Project (P)"> "World Map (W)"
View attachment 5307726
Then switch to "Event" mode :
View attachment 5307728
and locate the event you want to edit, double click on the grid index and change text. Then save and you should be good.

Alternatively, you can use this broken tool :


Get the WorldMap.dat form data/WorldMap.dat, drop it in there and download the JSON.

look for the string you wish to translate : View attachment 5307730
Change it :
View attachment 5307732
Save the file, upload it on the page and get back a WorldMap.dat to save on the data/WorldMap.dat (keep a backup of the old one just in case !)

Good luck with the translation :)
The first file name was "01_Cave-1.stg4_1020" and the text I presented was not in the same area as the dialog text, so I couldn't find it.
 

TokenFoxxed

Newbie
Sep 11, 2020
26
53
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The first file name was "01_Cave-1.stg4_1020" and the text I presented was not in the same area as the dialog text, so I couldn't find it.
Okay, I loaded it in the stage converter. While you could just translate the JSON strings and call it a day, here's how to locate the exact text location (spoiler, you need patience and counting, plus folding items in VS Code):

First let's use OCR (QwenVL have an excellent OCR) to find your text :
1759513440411.png
It can also assist with translation or understanding :
1759513463506.png

Then let's search for that text (sometime it fails, try again or with a better screenshot) :
1759513519705.png

Ok, you could either replace it and re-create the stage file, but let's show the hard long way using the editor:
1759513561999.png
The sparline says it's part of the "characters" on the "palette", the number one. If we jump to that (click the "1" and then the "1")
1759513637267.png
And then scroll down a bit, you'll notice this :
1759513675931.png
Be sure to have the "Stage Palette" (not the common !) visible :
1759513716579.png
Then locate the number "1":
1759513732670.png
Strings matches. Noice. Let's now see what's above the condition we're looking for (use folding for easier navigation):
1759514153049.png
So we're under "flows", the 4rth element. The memo "ハシタカ移動1ギャラリーから" is also useful to locate it:
1759514206176.png
Great ! Let's now find where your message is. Back to the JSON, let's look under the memo where to find that text :
1759514318613.png
So it's a command, the 2nd one. Let's translate that to the editor :
1759514345646.png
Great success ! We found the text ! Now you can change it and enjoy :D

Hope you liked my tutorial, please done forget to like and subscribe for more and leave a thumbs up !

Footnote : It seems that is able to handle the JSON file also, no issue. Plus their sparkline is better and more dept-y than CS Code:
1759514734097.png
So yeah that may be an alternative way to explore too. I'm just discovering and building stuff along the way too, so I really don't know yet where to go...

Foxxo ~
 
Last edited:

BIG ROCKET

New Member
Jul 16, 2024
7
5
13
Okay, I loaded it in the stage converter. While you could just translate the JSON strings and call it a day, here's how to locate the exact text location (spoiler, you need patience and counting, plus folding items in VS Code):

First let's use OCR (QwenVL have an excellent OCR) to find your text :
View attachment 5308138
It can also assist with translation or understanding :
View attachment 5308139

Then let's search for that text (sometime it fails, try again or with a better screenshot) :
View attachment 5308142

Ok, you could either replace it and re-create the stage file, but let's show the hard long way using the editor:
View attachment 5308144
The sparline says it's part of the "characters" on the "palette", the number one. If we jump to that (click the "1" and then the "1")
View attachment 5308147
And then scroll down a bit, you'll notice this :
View attachment 5308148
Be sure to have the "Stage Palette" (not the common !) visible :
View attachment 5308150
Then locate the number "1":
View attachment 5308152
Strings matches. Noice. Let's now see what's above the condition we're looking for (use folding for easier navigation):
View attachment 5308180
So we're under "flows", the 4rth element. The memo "ハシタカ移動1ギャラリーから" is also useful to locate it:
View attachment 5308184
Great ! Let's now find where your message is. Back to the JSON, let's look under the memo where to find that text :
View attachment 5308204
So it's a command, the 2nd one. Let's translate that to the editor :
View attachment 5308205
Great success ! We found the text ! Now you can change it and enjoy :D

Hope you liked my tutorial, please done forget to like and subscribe for more and leave a thumbs up !

Footnote : It seems that is able to handle the JSON file also, no issue. Plus their sparkline is better and more dept-y than CS Code:
View attachment 5308229
So yeah that may be an alternative way to explore too. I'm just discovering and building stuff along the way too, so I really don't know yet where to go...

Foxxo ~
Thanks buddy, this inspired me and was very helpful.
 

Artix0

Well-Known Member
Modder
Jun 26, 2017
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I've been quite busy the past few days taking a look at your translations wondering how I could help you. After getting time to understand what could be useful and what wouldn't, I paused my work on reimplementing the full engine to focusing on a subset of it, namely the file parsing. I just released this small beta tool, that could drastically revolutionize how your work with Aquedi4. Please note that it's rolling ideas, so it may really break from day to another if I feel like it (or simply my parsing got better. Right now it's missing a lot, and more an half finished attempt at making some demo than a real tool).

As disclaimer this is only tested with a few WoY stages, and only tested for perfect replicate (eg convert to json and back to stage) and only works with stg4_1020 (at some point I'd make an upgrade to 1020 tool but it's a **lot** more of work. To upgrade to 1020 just open and save the stage from the 1020 editor)
Drop the Japanese stage, translate the field using vs code or smth that handle big files, upload it back and get a stg4_1020 that's hopefully valid and test it in game. If the engine crash, or the editor won't open, then you made it. You created some illegal file. Congrats !
Otherwise if you're extremely unlucky it would work as expected and the translation will work. Boring.



Feeling cute, may delete the tool anytime later :)
That's awesome, thanks so much for working on it! Looking forward to trying it out, it may be quite the timesaver ;)

Not being very familiar with forums, that got me wondering if you're interested to create a discord server about Aquedi4 specifically? If you're interested to discuss about the engine internal and need a quick reply from me that'd be an efficient way...
Yeah I'd be totally up for joining an AE4 Discord if you were thinking of making one! I don't use Discord as much as I do F95, but I'm not gonna lie I'd really benefit from some specific advice sometimes especially when I'm trying to create entire new Scenes/interactions as part of the Remix mod :ROFLMAO:

Oh and one last thing, do you have a translated editor 1020 ? Mine is partially, but if you have your own that's tested working I could use it... Or merge your editor translations with mine ! (Deepseek do some fairly good job at translating contextual japanese from my experience)
Yes sure thing! I've attached my partially-translated editor below, it focuses on just the areas that I use most but I think that's over half of what's translatable in Resource Hacker.

This brings me onto a question I had related to what you said in the other thread about translating the editor - your file parsing tool looks absolutely awesome and especially as we have new people coming in and wanting to translate the game to other languages, that's going to be so useful!

But the REAL time sink for me at least - and the reason that it takes me so long to make mods and translations for this game (or other AE4 games like Kemomimi) - is simply the fact that the engine's in Japanese. I keep having to hold my phone to the screen to translate the commands list:

1759601300648.png

Which is cumbersome and annoying, sure, but even worse is that it has to be done for every single dropdown in every single command!:

1759601323154.png 1759601646345.png

Is there any other way we can possibly translate these, or is it just going to be part of your hard work re-coding the Editor itself?

A weighty question, I know, but MAN there's so many fun things I want to add to this game and holding/waiting for Google Translate is slowing me down so hard :KEK:
 
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TokenFoxxed

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Yeah I'd be totally up for joining an AE4 Discord if you were thinking of making one!

[...]

is it just going to be part of your hard work re-coding the Editor itself
Please go ahead and create a group or a server and drop me the link. I'm unable to create nor configure a discord server on my phone... But I do can join one ! (I'm already in the f95 one, TokenFoxxed). I could share you so much, including wip and things I'm working on, also a *lot* of various tools I have. Looking at game in this forum, I already have tool and patcher for some of them. I just didn't know people are interested in moding japanese games so I kept everything for me...

Also for that I see two options, either the lazy but working one (3 hours of work if everything is happy) that's just text hooking and replacing. Would work but require you to run some shady exe that may anger your AV (but totally legit, dw). Second is the way I was choosing of reimplements everything. Long but better in long term. 3rd is to hack stuff atop json. Even longer but would allow you to copy paste things, duplicate, and even generate automatically stuff. My dream is to get to the 2nd then 3rd way but I definitely can build some hook tonight and share it privately for review.
The only thing I need from you is to teach me / show me what you use and how you use. I've spent months working on the engine, but I'm still unable to know how to add command on a block... That's what I mean saying "I'm not an user, nor expert about how to build games with the engine"

Oh and also I've started to work on something... That is very similar to rpg maker MV... With Aquedi4. My new idea that could help you... More on this one day !

Update: I managed something

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soo ... One done, 4983 more to go ! I'm gonna burn qwen and DS datacenter tonight :D

*Wake the duck up samurai, we have datacenters to burn !*

Aaand... Voilà !

1759611162900.png

Yah it's bad, "Vnsh" for Vanish is not ideal... But I only have 4 bytes memory available, and passing new pointers seems to break the program very bad. God ShiftJIS is hate. So it's either 'CrcMov' and 'Prpl', or '円移動' and '赤紫' ... i'm PrplHrt all the way !

---

Update2:

After hours of burning credits and screaming at Frida 17 for breaking docs and not letting me downgrade, I finally hacked something together. Is is bad, it screams, your AV will scream at it. But yeah, it's atrocious mix of python + js ffi just because I don't want to compile stuff. Link expire in 48 days, but should be plenty enough times to test it. If you're still playing with that tool in 48 days that'd mean I failed to make anything better... Sad.



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How to use ?

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Oh and, funnily enough I'm not able to download your translated editor, can you try putting it on a password protected zip file, to defeat the AV ? Big thanks !

---

Update 3:
I finally managed to download and merge your patches. Get the all in one editor here :


You can check the omoshiro-game/English_patch repo for source and release / issue report.

From now on I'll try moving to better translator tools that greatly simply your task. Please let me know if you need anything else.

Also I'm still up for that discord server idea, but what about making it a bit larger than just Aquedi4? I feel I could share so many cool tools I have with modders that are interested... If I manage to find them !

Foxxo ~
 
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BIG ROCKET

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Jul 16, 2024
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That's awesome, thanks so much for working on it! Looking forward to trying it out, it may be quite the timesaver ;)



Yeah I'd be totally up for joining an AE4 Discord if you were thinking of making one! I don't use Discord as much as I do F95, but I'm not gonna lie I'd really benefit from some specific advice sometimes especially when I'm trying to create entire new Scenes/interactions as part of the Remix mod :ROFLMAO:


Yes sure thing! I've attached my partially-translated editor below, it focuses on just the areas that I use most but I think that's over half of what's translatable in Resource Hacker.

This brings me onto a question I had related to what you said in the other thread about translating the editor - your file parsing tool looks absolutely awesome and especially as we have new people coming in and wanting to translate the game to other languages, that's going to be so useful!

But the REAL time sink for me at least - and the reason that it takes me so long to make mods and translations for this game (or other AE4 games like Kemomimi) - is simply the fact that the engine's in Japanese. I keep having to hold my phone to the screen to translate the commands list:

View attachment 5311556

Which is cumbersome and annoying, sure, but even worse is that it has to be done for every single dropdown in every single command!:

View attachment 5311557 View attachment 5311575

Is there any other way we can possibly translate these, or is it just going to be part of your hard work re-coding the Editor itself?

A weighty question, I know, but MAN there's so many fun things I want to add to this game and holding/waiting for Google Translate is slowing me down so hard :KEK:
Yeah, and AE4 doesn’t seem to support adding other fonts. I really can’t imagine what players who use minority languages will do, and how they will translate into other minority languages.
 
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Artix0

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Please go ahead and create a group or a server and drop me the link. I'm unable to create nor configure a discord server on my phone... But I do can join one ! (I'm already in the f95 one, TokenFoxxed). I could share you so much, including wip and things I'm working on, also a *lot* of various tools I have. Looking at game in this forum, I already have tool and patcher for some of them. I just didn't know people are interested in moding japanese games so I kept everything for me...
Oh no worries! Just a heads up I probably won't be the best server owner / mod as I'm not active all the time haha, but I've gone ahead and created an - anyone who's interested in the engine is welcome to join and discuss! :BootyTime:

Oh and also I've started to work on something... That is very similar to rpg maker MV... With Aquedi4. My new idea that could help you... More on this one day !
Oooooh very cool! Can't wait to see how it goes! :illuminati:

After hours of burning credits and screaming at Frida 17 for breaking docs and not letting me downgrade, I finally hacked something together. Is is bad, it screams, your AV will scream at it. But yeah, it's atrocious mix of python + js ffi just because I don't want to compile stuff. Link expire in 48 days, but should be plenty enough times to test it. If you're still playing with that tool in 48 days that'd mean I failed to make anything better... Sad.

Man this is amazing. Thank you so much for your hard work on this, and I really appreciate the info around checking legitimacy and how to use the tool as well! For now it's sadly 0x00000001 crashing for me before the Disclaimer window has a chance to appear:

1759689135756.png

I did rename my Editor_v1020 EN.exe back to Editor_v1020.exe, so I know it's not that. But once I can get it running it seems like it's gonna make things a lot more efficient - it's time for me to get cooking! :coffee:

Oh and, funnily enough I'm not able to download your translated editor, can you try putting it on a password protected zip file, to defeat the AV ? Big thanks !

Foxxo ~
Sure thing, I've attached a new password protected 7z file - the password is AE4English.
 
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TokenFoxxed

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AE4 doesn’t seem to support adding other fonts.
sadly yes, there only exists a small pre-defined list of supported fonts. It could be possible to swap them on the engine, but any detour/patching effort on the engine can create unexpected behaviour. This is a road I'd like to avoid for now.

For now it's sadly 0x00000001 crashing for me before the Disclaimer window has a chance to appear:
Damn I love spending hours testing my binary on various VM just to get feedback that it won't work on prod...
Lemme dig it and see what could be the issue !

Also I joined the server ! Thanks !
 
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Artix0

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MIHASHIRA ENG TRANSLATION V 0.5.1

1761276024241.png



Welcome to Version 0.5.1 of the Unofficial Mihashira English Translation! Here's what's included so far (* indicates new to this version):

- All Art & Image Translations (Front Cover, Icons, Nameplates etc.) - for certain translated stages, boss nameplates have now been extended to accommodate the English name.*
- World Map & Equip Screen - improved translation for certain stages, and corresponding Free Gallery doors*
-
Dojos and QoL Features

- Opening & Tutorial Stages
- Stages 1 ~ 9
- H Scenes 1 ~ 3
- Valley Stage - The Great Ravine*
- City Stage - Battle of Hinomoto*
- Estate Stage - The Mansion Trap*
- H Scene 4 - Hashitaka & Ikaru Capture Scene*

- New QoL - the Free Gallery, as a general feature, is now unlocked throughout the game as you progress, rather than all at once at the end.*

Beat any stage on Normal difficulty to unlock it in the Free Gallery. Enemies are unlocked progressively too, but not sure how the engine calculates this yet. After beating stages where they appear, maybe?

- Adjusted female scout's dialogue profile name from 'Soldier' to 'Scout'.*
- Slight bugfix to vanilla Oni sprite in H scene 4*
- v0.5.1 Hotfix - fixed missing database entry for extended boss nameplates



Note that this translation works with the v 1.0.7 / 26th Mar patch - it will not work with earlier versions, and may or may not be compatible with future ones until updated! To install, simply extract the contents of the zip (bmp, data, and the .exe) into your main game folder and select Replace. Feel free to keep a backup of your originals if you want to go back to the JP version!

If you experience any issues, please give me a shout and I'll fix/adjust stuff as needed. Hope you enjoy!

Grab Your Forum Signatures:

SigFanHa.gif SigFan2Ik.gif

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Future versions are coming soon. Consider supporting the developer on !
 
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5.00 star(s) 4 Votes