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

fantasmic

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Nov 3, 2021
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Shisaye, the "Import from Spreadsheet" option seems to be bugged. The program hangs, then claims it's finished if I try to close it despite loading nothing into the project. I tried on a clean install of v1.126 today after encountering the bug yesterday, but that didn't help. The process works quickly and without issue in T++ v7.2.27, so I don't think the error lies with the xlsx generated by SLR Translator or the translation program I ran it through.
 

natsugajeel2000

Active Member
Jan 4, 2018
702
347
Hi Shisaye,

For this game, RPGM MZ, I ran the translator and no error popped up, except one or two purple ones for translation, yet when I extract the translation and run the game exe, it gives the error 'Syntax Error, Invalid Token'? Not sure what the fix is, tried the game prior to running SLR and works fine, would you be able to see what the mistake was? Game link:
 

mr_craigsliat

Newbie
Sep 7, 2021
70
38
What do you do about a
SHISAYE.LOSTBACKSLASH
error do I just delete the backslash thats there in the cell
or do I just leave it as is as im assuming the Shisaye.lostbackslash is just there to prevent the crash from happening
 

natsugajeel2000

Active Member
Jan 4, 2018
702
347
What do you do about a
SHISAYE.LOSTBACKSLASH
error do I just delete the backslash thats there in the cell
or do I just leave it as is as im assuming the Shisaye.lostbackslash is just there to prevent the crash from happening
The error is explained in the guide when you press F1. Speaking from experience, I've had that appear in a few games but as there were just one or two of those I just left them and the game played fine, only thing is that the SHISAYE.LOSTBACKSLASH text appeared instead of textbox.
 

fantasmic

Member
Modder
Nov 3, 2021
421
1,043
Shisaye, the "Import from Spreadsheet" option seems to be bugged. The program hangs, then claims it's finished if I try to close it despite loading nothing into the project. I tried on a clean install of v1.126 today after encountering the bug yesterday, but that didn't help. The process works quickly and without issue in T++ v7.2.27, so I don't think the error lies with the xlsx generated by SLR Translator or the translation program I ran it through.
Disregard this, I figured it out by... actually watching the status window during an import. Importing spreadsheets is handled by an addon (for whatever reason) instead of the program itself, so I just needed to copy the addon from T++'s addons folder over to SLR's. It works fine now.
 

natsugajeel2000

Active Member
Jan 4, 2018
702
347
In order to change font for rpg vx ace games, is there any way to do it without buying vx ace? Tried changing it but my vx ace free trial ended, and i can't seem to word wrap the text for a particular game, hence thought changing font would work
 

natsugajeel2000

Active Member
Jan 4, 2018
702
347
Hi Shisaye. SLR is crashing for me near the end when exporting my translation for Romancing Fantasy 1.7:

The rest of the process runs fine, but tried three times and always crashes around map496 area ish.

SLR ver 1.124

I attached saved trans file prior to exporting if that helps:

Downloaded from here:
 

Shisaye

Engaged Member
Modder
Dec 29, 2017
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In order to change font for rpg vx ace games, is there any way to do it without buying vx ace? Tried changing it but my vx ace free trial ended, and i can't seem to word wrap the text for a particular game, hence thought changing font would work
There's an alternative in the Additional Tools package.
Hi Shisaye. SLR is crashing for me near the end when exporting my translation for Romancing Fantasy 1.7:

The rest of the process runs fine, but tried three times and always crashes around map496 area ish.

SLR ver 1.124

I attached saved trans file prior to exporting if that helps:

Downloaded from here:
I'll look into it, but why are you using an old SLR version?

A lot of the time when exporting fails, the process just ran out of resources.
It might be that exporting will work without issues if you just export in smaller chunks.
If you're saying it crashes after 496, try exporting all objects until Map400, and if that works then try exporting the rest on its own.
 

natsugajeel2000

Active Member
Jan 4, 2018
702
347
There's an alternative in the Additional Tools package.

I'll look into it, but why are you using an old SLR version?

A lot of the time when exporting fails, the process just ran out of resources.
It might be that exporting will work without issues if you just export in smaller chunks.
If you're saying it crashes after 496, try exporting all objects until Map400, and if that works then try exporting the rest on its own.
Ok, will try exporting in parts, this is a lot bigger than most ones i translate. Also, for this game, I run SLR and it works fine, but it doesnt seem to translate most of the text, when running the batch translation it only pick 1 batch, and when playing the game most of it is untranslated: . Is there some setting I need to use for that particular game?
 

Shisaye

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Dec 29, 2017
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Ok, will try exporting in parts, this is a lot bigger than most ones i translate. Also, for this game, I run SLR and it works fine, but it doesnt seem to translate most of the text, when running the batch translation it only pick 1 batch, and when playing the game most of it is untranslated: . Is there some setting I need to use for that particular game?
That game has a folder called "csv", that includes a "UI.csv". There's a whole bunch of Japanese text in there, which is probably the missing bits.
I can make you a custom parser for that file if you want.
 

natsugajeel2000

Active Member
Jan 4, 2018
702
347
That game has a folder called "csv", that includes a "UI.csv". There's a whole bunch of Japanese text in there, which is probably the missing bits.
I can make you a custom parser for that file if you want.
Yes please thank you very much. Also thanks again for the solution to the other game, it exported fine after I broke it into two batches, was probably a resources issue like you said, seeing as there was 700 map files
 

ChaosXD

Member
May 21, 2017
298
140
Question. Does the `common reference` work? Because I used it and wherever the word appears in the translation it just translate it to `false` instead of the reference I made.
 

Shisaye

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Dec 29, 2017
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Yes please thank you very much. Also thanks again for the solution to the other game, it exported fine after I broke it into two batches, was probably a resources issue like you said, seeing as there was 700 map files
Use the custom parser option and load a tpm with this code:
JavaScript:
{"files":[{"pattern":"*.csv","rules":[{"type":"regex","pattern":"/E\\d+\t+([\\s\\S]+?)(?=E\\d|$)/g","captureGroups":"1"}]}]}
(Or just use the one in the attached zip)
Then choose the folder with the csv file and it should get the text.

This will not touch the entries at the start because it seems like they are built for multiple languages already.
 
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Shisaye

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Dec 29, 2017
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Question. Does the `common reference` work? Because I used it and wherever the word appears in the translation it just translate it to `false` instead of the reference I made.
The common reference does not work, it's just a leftover thing from dreamsavior's code. (That's also why it's empty instead of having the standard entries of T++.)

If you want to pre-define translations you would need to first escape them in the translationenginewrapper.js and then have the post button replace them with what you want in the transredbatch.js.

For example one of the dictionary entries right now is a message asking the user if they want to save the game.

And so under "Specicific pre-defined translations" in the translationenginewrapper is an entry like this:
JavaScript:
/[  ]*^セーブしますか??$[  ❤♥♡…!?。、・♪]*/g.toString() + ',',
Which is just a simple regex that looks for a cell that has nothing in it except the Japanese text whether or not you want to save with an optional wide "?".
That means that bit will not be sent to Sugoi even if you tell it to translate the cell.
To now insert the pre-defined translation (which happens when you press the post button) there's another regex in the transredbatch.js.
JavaScript:
shistuff = shistuff.replaceAll(/(?<=[^一-龠ぁ-ゔァ-ヴー々〆〤ヶレディファイッ]|^)(?<!\\G\[|\\fs\[|\\RB\[|\\rb\[|\\p\[|\\l\[|\\r\[|\\F\[|\\FF\[|\\FFF\[|\\FFFF\[|\\FFFFF\[|\\FFFFFF\[|\\FFFFFFF\[|\\FFFFFFFF\[|\\FFFFFFFFF\[|\\FFFFFFFFFF\[|\\A\[|\\AA\[|\\AAA\[|\\AAAA\[|\\AAAAA\[|\\AAAAAA\[|\\AAAAAAA\[|\\AAAAAAAA\[|\\AAAAAAAAA\[|\\AAAAAAAAAA\[|\\p\[|\\FH\[|\\SVVN\[|\\se\[|\\SE\[|\\_SE\[|\\M\[|\\i\[|\\v\[|\\oc\[|\\VS\[|\\NA\[|\\vs\[|\\na\[|\\PICN\[|\\PICE\[|\\picn\[|\\pice\[)^セーブしますか??(?=[^一-龠ぁ-ゔァ-ヴー々〆〤ヶレディファイッ]|$)([❤♥♡…!?。、・♪]*)/gi, "Do you want to Save?$1SHISAYESPC");
(All that stuff at the start is just to make sure that it really only replaces the Japanese when it's appropriate and you can just copy that without thinking about it too much, and the $1SHISAYESPC at the end is just to try to preserve extra punctuation as well as determine whetver or not it should put a space at the end. Again you can pretty much just copy that, I actually have a pretty long script that will automatically determine whether or not it actually does anything.)

Now I know what you're gonna say, "that looks completely retarded and needlessly annoying", and you would be absolutely correct, but that's how I started doing it back then and there's so many thousands of entries at this point that making the system not stupid would be quite difficult. (And the vast majority of people will never use it anyway.)
 

natsugajeel2000

Active Member
Jan 4, 2018
702
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For this game, once I translated everything works but the setting button on the game breaks giving me this error:
1743235679022.png
With other games, I can normally go into the img/pictures folder and just copy and rename an exisiting file, but as the file names are in japanese, not sure what the fix is for this?

 

Shisaye

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Modder
Dec 29, 2017
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For this game, once I translated everything works but the setting button on the game breaks giving me this error:
View attachment 4691721
With other games, I can normally go into the img/pictures folder and just copy and rename an exisiting file, but as the file names are in japanese, not sure what the fix is for this?

I'd like to remind you, that you've pressed this button:
Imnotmad.png
The cell that cannot be translated is cell 18. It seems to be part of some kind of new MZ plugin to make fancy menus.
problem cell.png
 
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Shisaye

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Dec 29, 2017
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I've released v1.127.
Just small bugfixes and stuff specific to MZ or dieselmine games.