RPGM [Translation Request] (NTR Warning) RPG (RJ259947) that is 〇 or 〇 with big breasts women [1.75] [properness]

SlidingSubject

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Feb 17, 2024
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Here's a SLRMTL for RJ259947 v1.31.

This is not a proofread format please do not use this for a Game-Release thread.

Known Issues:
Because of the original formatting and the needed word wrapping line breaks are a bit wonky, but at least everything should stay on screen.

Installation:
Change your system locale to Japanese(Japan) to rule out Unicode errors. Locale Tutorial
To apply this translation you need to extract the game first.Extraction Tutorial
Then you can just extract the SLRMTL to your game folder and overwrite.

If you experience a crash, game-breaking bug, or seriously broken text please post me a screenshot and a short description when it happened. Providing a save just before the problem occurs would drastically increase the speed of the fixing process.
hey, sorry for the necro, and I know that you're not responding to requests anymore, but could you update the translation for this one, pls? dev released an update out of nowhere earlier this year
 

Shisaye

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hey, sorry for the necro, and I know that you're not responding to requests anymore, but could you update the translation for this one, pls? dev released an update out of nowhere earlier this year
Because of the way these games are structured a simple update isn't possible, you could only remake the whole thing.

I remember the text files from this dev being of nightmarish size and all I have left for processing is damaged 9 year old hardware.
If someone has even remotely recent stuff they would be more suitable to go through the SLR process than me.

Unless the dev introduced some crazy new custom script translating their games is not hard, it just takes a lot of processing.
(I remember one of the games from this dev taking me a literal 6 hours to parse. It looks stuck, but it's not...)

Just following my basic tutorial in the F1 menu of SLR Translator should be enough for a usable translation.
If one has a serious GPU, too, then they could even run qwen3 DSLR on it and slightly improve the translation quality. (I wouldn't try actual DSLR because that would probably take a week and be pretty expensive, and I also probably wouldn't try to improve translation quality by enabling do-duplication, unless you have an absolute monster rig, or can really afford to let it process for literal days.)

If there's problems with the result like missing translations or crashes, one could send me the exported files, the project trans file, the www>php>cache folder, as well as their SLR cache file, and I could make necessary changes to fix it before sending the files back for them to export.
I really don't mind doing manual script fixing and stuff like that, the problem is really just the processing.
 
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Ghhmm07

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Thank you very much for everything you've done for everyone here. The fifth game in the Tekitou series has been out for a while now. Do you have any plans or intentions to translate it, Shisaye?
 

Shisaye

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Thank you very much for everything you've done for everyone here. The fifth game in the Tekitou series has been out for a while now. Do you have any plans or intentions to translate it, Shisaye?
That game is 2GB and still getting updates.
If it's anything like the ones I worked on, then that would take me days to process and probably just crash.
My hardware situation still hasn't gotten any better.

At best I could do a rough SLRMTL, but everyone else could do that, too, and probably in a lot less time.
SLR Translator is still completely free and really not that hard to use.
Heck if someone has good hardware, they could use one of the new abliterated qwen3vl models with DSLR and easily make a better translation.
 
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Ghhmm07

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That game is 2GB and still getting updates.
If it's anything like the ones I worked on, then that would take me days to process and probably just crash.
My hardware situation still hasn't gotten any better.

At best I could do a rough SLRMTL, but everyone else could do that, too, and probably in a lot less time.
SLR Translator is still completely free and really not that hard to use.
Heck if someone has good hardware, they could use one of the new abliterated qwen3vl models with DSLR and easily make a better translation.
Thank you for your reply. Over the past few days, I've actually spent many hours researching and learning about things like trans++ , LLM, etc. Only to come to the realization that my potato laptop will definitely explode if I try to translate this game with dozens of hours of waiting and running at full performance non-stop
 

Shisaye

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Thank you for your reply. Over the past few days, I've actually spent many hours researching and learning about things like trans++ , LLM, etc. Only to come to the realization that my potato laptop will definitely explode if I try to translate this game with dozens of hours of waiting and running at full performance non-stop
My situation is not much better as you can see in my recent post comparing some new LLM models.
Test 1 was 8.5 hours of processing for 250k characters. These games here have millions.

Edit:
How about this.
If someone has a GPU with 12GB 8GB of VRAM or better that is either CUDA or Vulcan capable. (Otherwise it would be too slow to be worth it.)

Get the latest version of RJ01378937 or whatever tekitou game you want translated, load it into the latest version of SLR Translator, click the "Prepare Cells for Batch Translation' Button and then run DSLR with an LM Studio endpoint running qwen3-vl-8b-instruct-abliterated-v2 at Q8_0 quant on the entire thing while ignoring all error messages (unless it doesn't translate at all), and save the project.
Then send me the game, the resulting trans file, and the matching cache staging files from www>php>cache.
And I will finish the translation.

Edit2: As of 2.032 with the introduction of the option to limit the fallback to single requests, it would make sense to have qwen3-vl-32b-instruct-abliterated-v1 at whatever quant you can still fit in your RAM as that fallback. It will only get tiny requests, so that shouldn't make this process much slower.

Edit3: If you are using qwen3-vl-32b-instruct-abliterated-v1 as fallback you could also use qwen3-vl-8b-instruct-abliterated-v2-i1 at Q6_K as your primary model.
It being more error prone than the static Q8 wouldn't matter because of the fallback and then you could fit the model in 8GB of VRAM.
 
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Ghhmm07

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My situation is not much better as you can see in my recent post comparing some new LLM models.
Test 1 was 8.5 hours of processing for 250k characters. These games here have millions.

Edit:
How about this.
If someone has a GPU with 12GB 8GB of VRAM or better that is either CUDA or Vulcan capable. (Otherwise it would be too slow to be worth it.)

Get the latest version of RJ01378937 or whatever tekitou game you want translated, load it into the latest version of SLR Translator, click the "Prepare Cells for Batch Translation' Button and then run DSLR with an LM Studio endpoint running qwen3-vl-8b-instruct-abliterated-v2 at Q8_0 quant on the entire thing while ignoring all error messages (unless it doesn't translate at all), and save the project.
Then send me the game, the resulting trans file, and the matching cache staging files from www>php>cache.
And I will finish the translation.

Edit2: As of 2.032 with the introduction of the option to limit the fallback to single requests, it would make sense to have qwen3-vl-32b-instruct-abliterated-v1 at whatever quant you can still fit in your RAM as that fallback. It will only get tiny requests, so that shouldn't make this process much slower.

Edit3: If you are using qwen3-vl-32b-instruct-abliterated-v1 as fallback you could also use qwen3-vl-8b-instruct-abliterated-v2-i1 at Q6_K as your primary model.
It being more error prone than the static Q8 wouldn't matter because of the fallback and then you could fit the model in 8GB of VRAM.
I have used a few of your translations and noticed that your translations do not suffer from the issue of text overflowing outside the bar, with messy spacing and line breaks like mine. When I try measures like wrap in Translator++, the text ends up overlapping each other. Do you have any solution for this? Thank you very much.
 

Shisaye

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I have used a few of your translations and noticed that your translations do not suffer from the issue of text overflowing outside the bar, with messy spacing and line breaks like mine. When I try measures like wrap in Translator++, the text ends up overlapping each other. Do you have any solution for this? Thank you very much.
I'm not mad.jpg
Are you purposely ignoring my SLR Translator project?
It seems a bit weird to ask me about how I translate stuff, but not use my tools...
 

Shisaye

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Dec 29, 2017
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When encountering some translation-related issues, I also tried using SLR Translator, and this is the problem I ran into when trying to export the project:
That means the staging data is missing. That is not included in the trans file, but is located in www>php>cache after you create the project.
I assume you downloaded a new version of SLR Translator, but you are trying to export a trans file you made with a different version.
If you still have the version you used to make the project you could just copy the folder over, if you don't you need to make a new project. (You could still import the old translations into the new project though.)

If that is not the case and you did actually make the project with the same installation of SLR Translator that is now failing to export, tell me the exact game and version you are working on so I can try to replicate that error on my end.