masterdragonson

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Jan 30, 2018
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your edit seems to brake game over events so I suggest just using a save editor to change the MC's name
I died a few times for the fun of it and it seems to work fine so any location or specific event giving you problems?

masterdragonson If the above is true, here's a standard Window_NameInput latin array:
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Thanks! Since the English table was provided by default in RPG Maker VX I didn't think to use the Latin one.

Looks like I missed a few things in Script ゲームデータ・ユーティリティー so I'll make an update in a bit.
The Label Command also needs the Latin Table, the Cancel Command wasn't translated, and if I can figure out what error lazydude was getting.

Edit: Original Post Updated. Some bug fixes and changed Table from English to Latin (It's still English but with more options)
Still haven't found the bug lazydude mentioned...
 
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girdeyordo

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Oct 6, 2020
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I know it's not an elegant solution (because there is no elegant solution). But for those of you who indeed want ALL of the porn translated, the only way is to swap out the data files after you finish the story and rely solely on the recollection room. Good thing this isn't a game you replay many times.
So what's all broken in this? Does the patch above fix that or not?
 

sandsea_urchin

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May 7, 2019
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because this was a version of the game that I knew for a fact that I could translate without it crashing.
[...]he also re-coded it.
[...]because there is no elegant solution
That much is a given for any pre-MV game. All the truer when using T++ (i.e. no hint about what it could potentially break).
The debug code, afaik, is a simple reverse-engineer for the enemies' names, so the game doesn't break when looking for the relevant pic (cf def show / def show2).

You can defnitely translate any RPGM game 100%, but you need to know when you've changed something critical, and have ways to revert back the code in that case. Make sure you keep a log of what you modified, so you can backtrack to the breaking point. Good luck! (y)

In case we're not talking about the same Adam:
Original (ULMF) thread: ulmf.org/threads/jamming-software-succubus-maze-sakyubasumeizu-rj138375.14034/
dat guy/dudette said:
@ Anyone: feel free to take it from here.
This version had most of the bases covered. The bulk of the in-game messages left to translate properly were in common_events... Which are a pain, as we all know.
 
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masterdragonson

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Jan 30, 2018
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That much is a given for any pre-MV game. All the truer when using T++ (i.e. no hint about what it could potentially break).
The debug code, afaik, is a simple reverse-engineer for the enemies' names, so the game doesn't break when looking for the relevant pic (cf def show / def show2).
Funny enough a lot of hardships could have been avoided by simply putting that "debug code" in Script Window_Message under def convert_special_characters. It's coded in such a way that the Enemy Name is used for Picture File Names, Dialogue Checks, and Displaying the Character Name.

This version had most of the bases covered. The bulk of the in-game messages left to translate properly were in common_events... Which are a pain, as we all know.
A lot of it started working when I changed things like
Code:
$game_variables[10]=="サキュバス"
to
Code:
$game_variables[60]=="サキュバス"
Seems odd to take the long way around just to get \V[10] to work

Edit: For fun I'll attach a little Script Edit to a more Elegant Solution. (It's too late as I'm not re-coding anything so this is just for fun)
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ValorKG

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Jan 14, 2018
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Alright, crew. I think that's gonna be it. Game is updated with two versions: the first one with everything translated, glitch included and the second one that translates the recollection room with scenes and nothing else.

Was there a way to fix the glitch and put everything together? Probably. Was there a way to give everyone their unique names in Recollection Mode? Seems like Masterdragonson has already found a solution. But I'm not nearly as good at that stuff as he is. I just took the solution which was in my ability.

Succubus Maze has a special place in my heart. Watching the scenes on PH years ago was my first experience with not only eroge but hentai in general. Without this game, I wouldn't even be on this forum. My tastes in porn might not even be what they are today. Being able to provide the world with an English translation of this game, even if I also split it in two, was worth it.

Now, I know that Jamming Software is releasing the sequel to this game next month. You may be wondering if I'm going to translate that as well. Keep in mind that I restarted this translation four separate times, the only reason I even got this far was due to someone I didn't know rewriting game code, the game was clearly made with a "coom-first approach" and the actual quality of the product as a video game rather than merely as porn is...questionable.

What I'm saying is if that game gets translated, it probably won't be from me. Y'all can forget it.

Shoutouts to Adam, whose contributions made everything possible. Hope you're doing well, wherever you are.
Shoutouts to Masterdragonson for his edits. They show what's possible when you really have a clue what you're doing.
I'm satisfied with this release and I believe that it's time for me to close the book on this project. If anyone else wants to improve the translation further, it will be up to them.

See y'all later.
 

sandsea_urchin

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May 7, 2019
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Funny enough a lot of hardships could have been avoided by simply putting that "debug code" in Script Window_Message under def convert_special_characters.
:LOL: I'm pretty sure the substitution would only apply to the text, and not the speaker.
There are many ways around the issue (i.e. script using japanese strings to search/check things), whichever that works is fine.
Usually, the more simple (less complicated?) is to look for the outputs, convert the string at that point, and keep the source as is. The _path thing actually does the reverse (still works).

Believe it or not, this is not one of the most painful 2010-2015 games to edit/translate there is o_O
Anyway, good luck! (I'm definitely not looking down on the amount of work still to be done, btw)

edit/PS: I'll have a look at this w-e :p
 
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masterdragonson

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Jan 30, 2018
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I was referring to text with a speaker, like this one:
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Yeah me gots that both in the screenshot and video :cool:

Don't worry, whatever works, works - it's all that matters ;) (looks like a stray tilde ~ got in btw?)
Nah that is sometimes used to accent the Music Note. ~
Think of it like the girls saying that in a playful melody.

Do give a shout (and/or an Eve?) to that strange Adam guy!
(y)
 

sandsea_urchin

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May 7, 2019
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ValorKG masterdragonson Feel free to compile the issues you currently have, and PM them. There's a lot to read in your readme, but I guess there must be more. I can probably help a bit.

PS/trivia: tsukineko was literally "moon"+"cat" in a reversereverse Japanese way.
The original is ルナキャット which you can read Runakyatto - iow it was meant to sound English when written in Japanese o_O
 
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Oct 5, 2019
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Can some one walk me through the RGSS202J.dll error. I know I have to get the RTP, but where do I put it? I've gotten this error on a few games and cannot figure it out for the life of me.
 
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Can some one walk me through the RGSS202J.dll error. I know I have to get the RTP, but where do I put it? I've gotten this error on a few games and cannot figure it out for the life of me.
There are 5 different RPG Maker RTP. I would just install all of them.
 
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sandsea_urchin

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May 7, 2019
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Okay, but do I do anything with them? I have a whole folder with every RTP and I still get this error
You install them. They're .exe you get there or at the original site
And don't listen to no useless quack doctor, this game is RPGM VX (not VX Ace).
Fun fact: facepalms give positive rep - I guess that's how some peeps get their rep. Whatever.

ValorKG "escaped lost! ! " is common event 531. Baaad Adam. I mean, T++ :cautious:
 
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