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kin-kun

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if not what method do you use to translate this style of games? is there any software or other
So you can evaluate the MTL accuracy, here is the English dialog and the resulting MTL to french. Look at it and see if it would be acceptable.

Edit:
Attaching the correct file.
 
Jan 15, 2021
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So you can evaluate the MTL accuracy, here is the English dialog and the resulting MTL to french. Look at it and see if it would be acceptable.

Edit:
Attaching the correct file.
Hi! How are you? I really appreciate your time. I just wanted to ask a question. Do you think Android can be ported in Spanish? atte. OMNI ^^
 

dirani

Member
Jul 6, 2018
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So you can evaluate the MTL accuracy, here is the English dialog and the resulting MTL to french. Look at it and see if it would be acceptable.

Edit:
Attaching the correct file.
Yes there are some very small changes to do but if not it's really great
 

kin-kun

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Hi! How are you? I really appreciate your time. I just wanted to ask a question. Do you think Android can be ported in Spanish? atte. OMNI ^^
Again MTL would be the best I could offer, here's a sample.

here are my corrections :)
So I missed the fact that Google translate stopped after about 1000 lines. But even then, that's not all the dialog that would need to be translated, and of course buttons/images wouldn't be updated. I was reading up on it, and English to French or Spanish using MTL is pretty good unlike, well, Japanese.

What I'd probably do is setup a base text file and a replacement mechanism. Effectively it would be a way to override/change any in game dialog, but know that using such a system may cause dialogs to overlap or render off screen. And like above, images/audio/buttons/internal comments/variable names and so on, would not be translated. I'll need to think on it as to the best way to get this behavior.
 

Lance Lot

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Sep 13, 2017
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How do you complete the quest of the card player (can't find them) and of the vendor ( can't find anything to do with it)?
 

dirani

Member
Jul 6, 2018
356
87
Again MTL would be the best I could offer, here's a sample.


So I missed the fact that Google translate stopped after about 1000 lines. But even then, that's not all the dialog that would need to be translated, and of course buttons/images wouldn't be updated. I was reading up on it, and English to French or Spanish using MTL is pretty good unlike, well, Japanese.

What I'd probably do is setup a base text file and a replacement mechanism. Effectively it would be a way to override/change any in game dialog, but know that using such a system may cause dialogs to overlap or render off screen. And like above, images/audio/buttons/internal comments/variable names and so on, would not be translated. I'll need to think on it as to the best way to get this behavior.
suddenly a French translation is possible? after the interface (meu, inventory, save button etc) is not important it is rather the dialogues, quests) which is the most useful
 

kin-kun

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suddenly a French translation is possible? after the interface (meu, inventory, save button etc) is not important it is rather the dialogues, quests) which is the most useful
MTL is always possible, just not always good. And let me warn you, it may take a while to build the pieces need to make this work, I've never done it before.
 

kin-kun

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is this moded?
Depends on what you mean by moded.

I've fixed up a number of items that were broken, and made JoiPlay controls work with a new plugin. I also added an option (PC) to start in full screen mode. You can look through my change logs if you want details.

But does it play like the original game and have the same dialog? Yes, except where I've fixed grammar and spelling mistakes.
 

Deefrost

Newbie
Jun 21, 2017
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Well, first it is RPGMaker MV not VX (the entire framework is different)

Second, it turns out there are tools for decrypting the files, but they really aren't needed. Only the first 8-16 bytes are encrypted, and you can reconstruct the image header/ogg header pretty easily. That said using one of the tools is certainly easier.

I spend about 95% of my time in VSCode, directly editing the JSON files or JavaScript files. I then copy the www directory to a nw.js sdk directory and test my changes using the chomium javascript debugger/profiler.

Once it is working, I'll use RPGMaker MV to package things up/encrypt the resources. Oh and there are some cases where I use RPGMaker MV to edit the events.
Right, yeah, I meant RPGMaker MV.

Capture.JPG

This is the error I get. Every time it's a different file in that folder. I checked, and the files are all there.

I can edit Common Events and stuff in the Database, but I can't see any of the maps and i can't Playtest the game.
 
Last edited:

dirani

Member
Jul 6, 2018
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MTL is always possible, just not always good. And let me warn you, it may take a while to build the pieces need to make this work, I've never done it before.
of course it's understandable it's a job that must be quite complicated
 

kin-kun

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Right, yeah, I meant RPGMaker MV.

View attachment 1020349

This is the error I get. Every time it's a different file in that folder. I checked, and the files are all there.

I can edit Common Events and stuff in the Database, but I can't see any of the maps and i can't Playtest the game.
Ah you need to manually clear the encryption keys in system.json. Last two entries, just remove them. (Make sure it is still a valid JSON file.)

You can see the maps, they just use a background and events. (No traditional maps.)
 

Deefrost

Newbie
Jun 21, 2017
80
323
Ah you need to manually clear the encryption keys in system.json. Last two entries, just remove them. (Make sure it is still a valid JSON file.)

You can see the maps, they just use a background and events. (No traditional maps.)
You're beautiful and I love you
 
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kin-kun

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You're beautiful and I love you
I might have some scripts that can help out as well.

Using Linux, so they are written in bash and use JQ to modify the JSON files (basically a pretty print that makes editing easier, and a compact output that eliminates about 15 MB of spaces and newlines for when you're ready to package it all up. Of course that wouldn't be needed if RPGMaker had actually supported compressed sources, but not my problem.

Edit:
These are not super useful if you're using RPGMaker exclusively, they are if you're editing through VSCode.

I typically run them from the directory above www, so they aren't part of the package.
Bash:
./json_pp.bash www/data/*.json
./json_co.bash www/data/*.json
 
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Altair1243

Newbie
Aug 17, 2019
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Can anyone confirm that its virus free? Not gonna take any risks...
For safety purposes, this is the wrong approach to network security as there is no way to 100% guarantee anything on the Internet is "virus free" (not to insinuate anyone uploaded a virus btw). You just need to decide how risky something is & if you want to take it. If you want to be virus free, purge your HDD clean install your OS & never connect to the Internet because that's the only guarantee

Even if someone downloads this & AV doesn't go off, that doesn't mean it's clean & vice-versa (there are false positives all the time)
 

kin-kun

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For safety purposes, this is the wrong approach to network security as there is no way to 100% guarantee anything on the Internet is "virus free" (not to insinuate anyone uploaded a virus btw). You just need to decide how risky something is & if you want to take it. If you want to be virus free, purge your HDD clean install your OS & never connect to the Internet because that's the only guarantee

Even if someone downloads this & AV doesn't go off, that doesn't mean it's clean & vice-versa (there are false positives all the time)
Run a virtual machine, and disconnect that from the internet.

It is a full body condom for you regular OS.

Similarly you can use a feature in Windows 10 called sandbox.
 
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4.60 star(s) 155 Votes