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Tool RPGM MTool: RPGMaker/WolfRPG/TyranoBuilder/SRPGStudio/Kirikiri2/SGB/Bakin/Ren'Py/PGMMV Real-time cheat + one-click machine translation tool

3.80 star(s) 10 Votes

Ohanamanda

Member
Jul 20, 2017
129
43
Code:
The game failed to start, please check your anti-virus and make sure
the tools can be written to the game directory. Details:
"'chcp' is not recognized as an internal or external command,
operable program or batch file.
The system cannot find the path specifed.
Any clues as to what's causing this? Disabled AV to no avail, quarantine is empty so no files should've been affected.
Nevermind, I renamed the file which had no particularly unique characters and now it's fine? lol
Which file is that? I'm trying to fiddle with a game with this tool to translate but I don't know what to rename.
 

Phenomamd

Member
Dec 27, 2017
422
510
Which file is that? I'm trying to fiddle with a game with this tool to translate but I don't know what to rename.
Basically rename the folder the game is contained within, as well as the executable if it contains anything that isn't an English character.
I don't understand why it spits that error out, but every single time I was able to fix it by doing the aforementioned step.
 

Bloemkool

Well-Known Member
Aug 13, 2017
1,162
1,055
As a supporter what is the best Japanese to English translation engine & is there an option to prevent text running off the screen other than making the text value negative?
 
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Zippix

Well-Known Member
Sep 7, 2017
1,848
1,251
I tried the tool with a couple more kiri games from my backlog, and there was one which produced a weird bug with the translation. After the tool translates what it can find, and loads the .bin, the voiced lines will stop producing... well, voices, ergo they stop working (without anything else changed). BGM and sound effects work, voices stop.
To make things even weirder, if I "Restore original text" from the tool's 'Translate' tab, and play to the first voiced line (so the game is still running under mtool) -or even just then load the save I made before the voiced line while running translated, prior-, the voices will work just fine again.

Did a little digging myself.
Since there is absolutely no difference in the cached content (MToolData_; I checked) apart from the loaded and thus far used scenario files, and even those look fine -to my untrained eyes- and reference the right (and same) files, and tags look okay as well
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, my only guess is that something goes wrong within the .bin file, but not enough to actually produce an error in-game (which is the weirdest part for me), maybe?
For the fun of it, I checked another game from the circle, and I was able to observe the exact same problem.
The circle in question is , the game .
(there is a seeded torrent on nyaa for it (and DDL links as well, even though it's not that easy to get as one would expect); also, the other titles have the same problem I believe, so could have a look at those too)

Sorry for the wall of text, hopefully it was at least a little bit useful. Would appreciate if you could have a look - if even just out of curiosity.
Thank You!
 

Cristiany

Active Member
Dec 3, 2017
611
241
Mtool is not compatible with this game: do you can make Mtool compatible please?,i want play the game in english.
 

zths

Member
Modder
Donor
Mar 6, 2019
439
685
I tried the tool with a couple more kiri games from my backlog, and there was one which produced a weird bug with the translation. After the tool translates what it can find, and loads the .bin, the voiced lines will stop producing... well, voices, ergo they stop working (without anything else changed). BGM and sound effects work, voices stop.
To make things even weirder, if I "Restore original text" from the tool's 'Translate' tab, and play to the first voiced line (so the game is still running under mtool) -or even just then load the save I made before the voiced line while running translated, prior-, the voices will work just fine again.

Did a little digging myself.
Since there is absolutely no difference in the cached content (MToolData_; I checked) apart from the loaded and thus far used scenario files, and even those look fine -to my untrained eyes- and reference the right (and same) files, and tags look okay as well
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, my only guess is that something goes wrong within the .bin file, but not enough to actually produce an error in-game (which is the weirdest part for me), maybe?
For the fun of it, I checked another game from the circle, and I was able to observe the exact same problem.
The circle in question is , the game .
(there is a seeded torrent on nyaa for it (and DDL links as well, even though it's not that easy to get as one would expect); also, the other titles have the same problem I believe, so could have a look at those too)

Sorry for the wall of text, hopefully it was at least a little bit useful. Would appreciate if you could have a look - if even just out of curiosity.
Thank You!
I'll check it, But nothing I can promise now...
Update:
It will get a patch with next update.

Mtool is not compatible with this game: do you can make Mtool compatible please?,i want play the game in english.
Sorry, no.
 
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Zippix

Well-Known Member
Sep 7, 2017
1,848
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Much appreciated, you're great!

Incidentally, I found a little(ish) mistake in the English UI of the tool, you might want to update that as well.
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Archive169

New Member
Mar 23, 2018
1
0
Is there a way to apply/save the translation directly to the game's files so I can play it on other systems without needing MTool open(especially mobile using joiplay)?

I've tried using other translation software and nothing comes close to this, but the caveat is that I'm either too dumb to figure out how to save the translation so I can use it on mobile, or it's not possible at the moment. If this has been asked before my bad.
 

zths

Member
Modder
Donor
Mar 6, 2019
439
685
Is there a way to apply/save the translation directly to the game's files so I can play it on other systems without needing MTool open(especially mobile using joiplay)?

I've tried using other translation software and nothing comes close to this, but the caveat is that I'm either too dumb to figure out how to save the translation so I can use it on mobile, or it's not possible at the moment. If this has been asked before my bad.
This tool dosen't support this.
 

Ryoutaaaaaaaa

New Member
Apr 10, 2023
4
3
I want to translate an English game into Japanese and play it, but the text size is so large that it is said to be over capacity.
 

Zippix

Well-Known Member
Sep 7, 2017
1,848
1,251
Hey zths!
Thanks for the update, I notice that the older titles started working/having voices (though IMMENSELY weird: in one of them (RJ149460), exactly and only the first three of the voiced lines of one of the characters is not playing with the .bin loaded, after that everything seems fine (and hopefully everywhere else), while restored to original, those work as well LOLWTF?! xD).
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Unfortunately it didn't fix the one I was trying to play. Still no voice. And it's really weird, because the .xp3 structures are almost identical as far as I see. Could it be that (the only relevant difference) the presence of BGV (so a 4th sound channel/volume kind, apart from bgm/se/voice) is what messes things up in the .bin? At any rate, you were/are on the right track, and I hope this can be figured out.
(if you don't mind me asking, what was the problem? something/some syntax got accidentally TL'd in the scripts?)

Also, some general ideas on my part: could it be that some things just don't synchronize with datasc/datasu/data999 in the savedata? I mean I notice that after loading the .bin, things kind of disconnect in that regard. I know it's very complex and varies from game to game, it's just an idea.
Could it be done for example that 'StartWithTool.bat' starts the game with a little delay, so the caching (if needed) and TL-loading is done before a big bunch of things get written to those files (in the save folder) during that half-second of initialization at start but before the tool actually loads the TL? (I bet that's why if you don't have 'Don't Reload Current Script' checked you will get an error in all these Studio+7 games (at the end of logo.ks, before being able to continue to title.ks); and probably some other games too) I guess that this is why -to some degree- some/most save files are incompatible between MTool-run and vanilla-run and error you when trying to load them.

Ahh, but here I go again with a wall of text, sorry. I know you must be snowed with the ChatGPT stuff, but if you have a moment and could re-look, I would greatly appreciate it - you technically already found the problem-source, since it fixed the no-voice for the older titles so hopefully it should be an easy fix. orz
------
And thanks for the English UI update, indeed the JP part was missing, but I was more referring the x2 Data usage which should be x5. ;)
Also a side-question: what does 'Performance Mode' under the 'Misc' tab imply, and is it worth checking?

Thanks for all your hard work!
 

zths

Member
Modder
Donor
Mar 6, 2019
439
685
Also a side-question: what does 'Performance Mode' under the 'Misc' tab imply, and is it worth checking?
It's for the background image. nothing deal with the game.

And about the voice, they read every message's first line "【??????】" as the character name for voice...
Then things being badly.

I don't have a good idea how to deal with this right now, it might require a complete rewrite of the way "ks" files are handled.
Dynamic replacement of the file is still affected by this kind of game that makes the "normal text" multipurpose.

And because krkr's tjs2 is not a well-defined language, and because of its ecosystem, it can be heavily customized by various vendors, my choice of manipulations is extremely limited.

I may need more time to catch up on this, put it on a lower priority until I have a better solution.
Just like I rewrote the translate feature of Mv/Mz, long time ago.

(Translating a game perfectly may be easy, but finding a way to translate a whole category of games perfectly is difficult)
 
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3.80 star(s) 10 Votes