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

Shisaye

Engaged Member
Modder
Dec 29, 2017
3,181
5,505
Shisaye, would you be willing to add support for TyranoScript games into the SLR? I've been messing around with Tyrano games recently, and while the whole process is a bit scuffed (extract using external tools, make the project, shift over to slr, prep/translate/error-correct, shift back to T++, export as folder, further edit the files in N++, repack with external tools) it does work in the end and things would be a little more convenient if I could just stay in the SLR translator the whole time.
"Technically" you can just drop in the tyrano addon into the www/addons folder of SLR and it "should" work.
But using SLR for anything other than RPGM is not a great idea because the system doesn't make a difference at the moment.
Meaning if you use the prep and post buttons it will use hundreds of patterns designed to work with RPGM scripts on it, and even potentially delete cells based on wrong context.

"Technically" I already have a setup to make it check for engine before executing certain parts of the prep and post processes, but that is not used, yet, and not tested either.

I don't know a single T++ addon that actually works properly. They're all unfinished/broken.
And so While I could technically just add all parsers currently available in T++, the infrastructure is actually there, they would work the same way, It's basically just adding broken bloat.

I would need to fully understand a new engine first, make my own version of the parser with properly saved context, and then basically rebuild the SLR process for it, and considering I'm not sure how long I can keep working on this I don't really want to loose focus.
While it is working reasonably well now, it's not like SLR Translator is perfect for RPGM already. There's still some major issues with certain games using tes encryption for example.

Edit: Basically in summary I really don't like adding something to SLR Translator, for which I can't actually provide support. I mean if it's part of my tool and someone has an issue with it, they will expect me to fix it, and rightfully so.
I'm not Dreamsavior, who apparently has no issue whatsoever with keeping shit broken and ignoring complaints, while even getting paid for it.

Edit2: An even bigger issue is the escaper. While I have something to make the prep and post buttons work based on engine, I don't actually have anything for the escaper, yet. That based on engine would actually be a lot more annoying to implement.

Edit3: It seems like for tyrano no cell would actually be outright deleted, just the tagging would be wrong obviously.
 
Last edited:
  • Like
Reactions: fantasmic

fantasmic

Member
Modder
Nov 3, 2021
391
934
I get ya'. Tyrano support in T++ has some obvious shortcomings (such as the inability to export as zip or the way the parser doesn't grab the speaker's name), so who knows what else is wrong under the hood. I understand wanting to actually support your products instead of just slapping an "in development" on it.

The tagging seems to be working pretty well so far, at least in the "don't translate this stuff" sense. It probably helps that Tyrano games don't seem to mess around with or call scripts as much, and some stuff which could break things is skipped over by the parser in the first place. Editing is a lot more straight-forward than rpgm (you don't even have to wordwrap!), though decompiling and recompiling the game is more troublesome.
 

Entai2965

Member
Jan 12, 2020
149
422
Shisaye, would you be willing to add support for TyranoScript games into the SLR?
I am planning on adding arbitrary engine support to SLR, including Tyrano, but the de-duplication bug/"feature" prevents that, so that has higher priority right now. Once that is fixed, proper spreadsheet support can be added which should allow SLR to process arbitrary game engine types seemlessly (excluding parsing logic). Basically, it is WIP.
 
  • Like
Reactions: fantasmic

Shisaye

Engaged Member
Modder
Dec 29, 2017
3,181
5,505
btw ho to change the font size? ah nvm
I was thinking about automating font size changes with the tool, too, but the issue is that barely any dev actually uses the standard dialogue.
I could try to make automation for the Font.default_size catchall stuff for vx/Ace in the Scripts, automate the standard system.json entry for MZ and the "most of the time" used pllugins.js entry for MV, but half the time it's not going to work, and I'm not a huge fan of adding features that constantly do not work.
 

sigitp

Member
Apr 19, 2024
136
174
I was thinking about automating font size changes with the tool, too, but the issue is that barely any dev actually uses the standard dialogue.
I could try to make automation for the Font.default_size catchall stuff for vx/Ace in the Scripts, automate the standard system.json entry for MZ and the "most of the time" used pllugins.js entry for MV, but half the time it's not going to work, and I'm not a huge fan of adding features that constantly do not work.
well i just use and then upload the data folder then check on word wrap 1721028639251.png for now is the best solution to fit the font / change the font size [ after translating]
 

fantasmic

Member
Modder
Nov 3, 2021
391
934
If we're sharing word-wrapping tips...
You don't have permission to view the spoiler content. Log in or register now.
I prefer not to reduce the font or use a condensed font because my eyes suck, so I think this is a smooth first-option without needing to export 15 times. I feel like the system shouldn't work, but it usually just... does. Of course, it's best with more straight-forward games which aren't calling a bunch of display-related plugins in the text box. I've found RobotoCondensed-Regular to be a nice, readable font for the truly unruly games though.
Sometimes item or skill descriptions will end up with a third line which just gets left on the ground, but I'm cool with manually editing them down to 2 lines since I often edit them for clarity anyway.
 
  • Like
Reactions: sigitp

Shisaye

Engaged Member
Modder
Dec 29, 2017
3,181
5,505
To share my side, as I've written in the tutorial section (F1 menu), I tend to change the font size of Ace and VX to 16. That is because certain script based texts especially "addlog" usually have tiny boxes and just do not show up if the font is bigger.
You can't really wrap those entries because they cannot work with linebreaks, you can only create new ones and split the text between them, but that is really annoying to do.
And that is why I have the wrapping setup for a font size of 16 on the "size" shortcut.
(Dialogue will fit a standard text box with "normal" font almost exactly using that setting.)

It's not like I wouldn't want to wrap it tighter and keep the font big to have the dialogue box much better readable, but trying to edit every single plugin/script to accept a different font size than dialogue is really annoying, especially with custom scripts.

MV and MZ make changing the font much more easy and as such I use stint ultra condensed font with a font size of 24 instead, because to me that is much easier to read than normal font with a font size of 16.
 
Last edited:

LinkR34

Member
Dec 9, 2017
223
140
I started the batch again and now it worked, maybe it disconnected for a moment, I don't know...
 

Shisaye

Engaged Member
Modder
Dec 29, 2017
3,181
5,505
I've released v1.077.
The changes sound underwhelming, but I actually changed more than 11000 characters of code.
Punctuation will now be much more accurate and it will recover out of bounds punctuation.
For example you wont see stuff like *Thump!*! anymore.
It will now also try to detect speech bubbles and treat text above them as names meaning you wont have stupid dots after the character names in games with no extra name system anymore.
I've also started escaping certain special characters in front of other punctuation now, which was one of the main reasons for Sugoi crashes.
 
  • Like
  • Hey there
Reactions: LinkR34 and rzerces

Shisaye

Engaged Member
Modder
Dec 29, 2017
3,181
5,505
This might be an odd question, but if someone who has a decent Japanese understanding reads this, what does the wavedash punctuation "~" at the end of a text actually do?
Is there a situation in which its usage at the very end of text actually makes a significant difference to what was said, or is it really just "this bit ends here"?

(I'm only referring to the occurrence at the very end of text as the last character, not to it's purpose in the middle of text.)
 
Last edited:

LinkR34

Member
Dec 9, 2017
223
140
This might be an odd question, but if someone who has a decent Japanese understanding reads this, what does the wavedash punctuation "~" at the end of a text actually do?
Is there a situation in which its usage at the very end of text actually makes a significant difference to what was said, or is it really just "this bit ends here"?

(I'm only referring to the occurrence at the very end of text as the last character, not to it's purpose in the middle of text.)
According to GPT-4o:
When the wavedash "~" appears at the end of a text in Japanese, its primary function is to add a nuanced tone or emotional flavor to the preceding statement. Here are some specific ways it can affect the text:

1.- Softening the Tone: Ending a sentence with a wavedash can soften the tone, making the statement feel more casual or gentle. It can give the impression that the speaker is being laid-back or relaxed.

2.- Creating a Playful or Friendly Vibe: The wavedash can convey a playful, friendly, or whimsical vibe, which can be interpreted as the speaker being in a good mood or trying to lighten the atmosphere.

3.- Suggesting Continuation or Uncertainty: It can imply that the speaker's thoughts are trailing off or that there is more to say, even if it's not explicitly stated. This can create a sense of ongoing conversation or uncertainty.

4.- Indicating Informality: Using a wavedash at the end of a sentence often indicates informality, making the communication feel more like casual speech rather than formal writing.

For example:

Casual Greeting: "こんにちは~" (konnichiwa~) might feel more friendly and inviting compared to "こんにちは" (konnichiwa).
Soft Suggestion: "どうしようかな~" (dō shiyō kana~) can imply a gentle, pondering tone, as if the speaker is thinking aloud or isn't quite sure.
In summary, the wavedash at the end of a text in Japanese adds an informal, soft, or playful tone, affecting the way the message is perceived rather than altering its fundamental meaning.

So, i guess it's only used to change the way we say a sentence, but like you said someone with a decent japanese understanding can help here ;)
 

Shisaye

Engaged Member
Modder
Dec 29, 2017
3,181
5,505
According to GPT-4o:
When the wavedash "~" appears at the end of a text in Japanese, its primary function is to add a nuanced tone or emotional flavor to the preceding statement. Here are some specific ways it can affect the text:

1.- Softening the Tone: Ending a sentence with a wavedash can soften the tone, making the statement feel more casual or gentle. It can give the impression that the speaker is being laid-back or relaxed.

2.- Creating a Playful or Friendly Vibe: The wavedash can convey a playful, friendly, or whimsical vibe, which can be interpreted as the speaker being in a good mood or trying to lighten the atmosphere.

3.- Suggesting Continuation or Uncertainty: It can imply that the speaker's thoughts are trailing off or that there is more to say, even if it's not explicitly stated. This can create a sense of ongoing conversation or uncertainty.

4.- Indicating Informality: Using a wavedash at the end of a sentence often indicates informality, making the communication feel more like casual speech rather than formal writing.

For example:

Casual Greeting: "こんにちは~" (konnichiwa~) might feel more friendly and inviting compared to "こんにちは" (konnichiwa).
Soft Suggestion: "どうしようかな~" (dō shiyō kana~) can imply a gentle, pondering tone, as if the speaker is thinking aloud or isn't quite sure.
In summary, the wavedash at the end of a text in Japanese adds an informal, soft, or playful tone, affecting the way the message is perceived rather than altering its fundamental meaning.

So, i guess it's only used to change the way we say a sentence, but like you said someone with a decent japanese understanding can help here ;)
But how would you even convey that in English?
English doesn't have all those layers of politeness Japanese has, it's a pretty rude language all things considered.
 

LinkR34

Member
Dec 9, 2017
223
140
But how would you even convey that in English?
English doesn't have all those layers of politeness Japanese has, it's a pretty rude language all things considered.
You're completely right on that one.... I guess the best thing to do is leave it as it is:

Konnichiwa~ -> Hi~
Arigato~ -> Thanks~

Obviously it's impossible to literally translate a language to another one, because there are lot of language differences
 

fantasmic

Member
Modder
Nov 3, 2021
391
934
I agree with LinkR34 (and I guess, chatgpt): a ~ is typcially used to indicate a friendly or lighter vibe. When translating it, I just add a ~ on the English side too since this the kind of thing which is easy to convey in speech but hard to convey in writing for English speakers... but we have an easy solution right here. It's sort of like how I prefer to keep honorifics in when translating into English since they also convey information for which there is seldom a direct English equivalent.
 

Shisaye

Engaged Member
Modder
Dec 29, 2017
3,181
5,505
The thing is, "sentence enders" like that are the main thing still crashing Sugoi for whatever reason.
They can make the difference between a coherent sentence and Sugoi just spamming H-H-H-H.
And I'm basically trying to evaluate if the times they do not crash Sugoi are worth them existing at all.

I could just treat them like a heart emoji and never send them to Sugoi in the first place.
Those currently get escaped and are inserted back in at the end after the translation is done.

That would fix almost all remaining instances of Sugoi just refusing to translate, but would obviously also completely remove that "context" for Sugoi.
 

LinkR34

Member
Dec 9, 2017
223
140
The thing is, "sentence enders" like that are the main thing crashing Sugoi for whatever reason.
They can make the difference between a coherent sentence and Sugoi just spamming H-H-H-H.
And I'm basically trying to evaluate if the times they do not crash Sugoi are worth them existing at all.

I could just treat them like a heart emoji and never send them to Sugoi in the first place.
Those currently get escaped and are inserted back in at the end after the translation is done.

That would fix almost all remaining instances of Sugoi just refusing to translate, but obviously completely remove that "context" for Sugoi.
Maybe you can add something else in front of them to avoid crashing.... like a period "." or some other sign Sugoi wouldn't detect... let's say trying to trick the system