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Start using the edit button for god's sake. A new post for every sentence is absurd.
Ahriman games use a script (specifically: 行動前イベント) that checks CommonEvents comments for triggers to make certain events trigger at unusual times. Sometimes, it checks for a skill name via use.name == "[skill name]". Since the skill names were changed (but not the CommonEvents comments), certain things broke - most notably:
- Getting the "cum covered" debuff is never showing a cut-in picture for each character affected
- Certain enemies using "Semen Shower" constantly due to never losing the "Full of Semen" state
- Blade's animations for her special attacks not playing
- ...probably other stuff
I fixed this by updating all the CommonEvents use.name trigger comments to use the translated names. File attached - just extract & replace the translation's Data/CommonEvents.rvdata2 file with this one and it should work. Tested by playing through the game once, seems to work as intended.
Do be very careful with the commen event tab.
custom script, calling event (like H scene)... event full event in detail are in there. Just one word translated where it shouldn't be and you can break the game.
If you change a weapon skill name somewhere, it might break some event related to that skill (like the only skill to hit a mob per script). And even translating it everywhere can be of no use due to the way thing work in programming in rpg maker.
I'm not an expert. But if you can - avoid changing event & switch name (unless they appear somewhere when you play the game yoruself). Better than trying to solve a game breaking bug by changing a name.
I can't really help with the translation but I did compare the text you provided with untranslated text in the gallery and I think I figured out which are which but the text is a bit different in the gallery. I've screenshot each scenes text in the gallery I can't read it so you can probably tell if its just different wording or if I'm completely wrong I also add a short synopsis of each scene as rough as what goes on
View attachment 38283
after losing on the final boss and succumbing to pleasure the main heroine returns to the academy and attacks with other converted followers of the boos
View attachment 38284
Losing on the final area before the boss main heroine get captured and gets turned into a cumdump outside the academy (because how the last area is might be a illusion from the MTL but idk).
Its worth noting there is a couple of other scenes at the academy one is a flashback and one during the good end and once during the bad end after losing to the final boss in the one above
Hope this helps though I might have just posted something random but there the only scenes in the gallery I could find with the same text. either case I wish you the best of luck in continuing the translation
Does anyone have a way of changing the volume in the game? For some reason Ahriman games don't seem to have volume control and the music is way too loud, to the point of making any dialogue or sfx muffled. I don't wanna play the game by just deactivating the music altogether from the F1 menu though.
So it's been a while since I checked here. I'm glad someone is interested in finishing this up, it's not an easy game to do so in by any means. There are many marks within the dialogue and other text for text pauses, text color, and other editting type deals that make if very difficult. A lot of those required copy pasting the lines together for me to even start to understand, though I was reliant on MTL for everything, since you are not reliant on that it will hopefully be easier.
When I was translating I used a combination of RPGMakerTrans and the game editing software, generally I found that the RPGmakertrans files didn't cause too many issues stability wise but there were some lines that could only be changed in the editor. Those you have to be very careful of those as they can be variable names, commonevent event names, etc. There were also images I had to change the names of so that they would work with the translated variables. For RPGMakerTrans, I included the raw patch file used by that program to translate the original version to the translated version. Just stick that patch folder that is on the drive link where the latest translation zip is into the Asagi_patch folder. Run the program and it should use that patch, that also gives you the raw text files where the translation-ing is done. I don't know how well I explained that, let me know if you need any further info.
My drive folder also has a development folder with some of my notes, including a line length calibration (how much will fit in the game window), my notes on typical sound to text conversion (you might have better insights than the stuff I cobbled together, still have a folder in my bookmarks for sounds and such).
I also uploaded by internal progress tracker composed of how many lines were left to do per text file and the size of the file.
As for custom additions to the game itself... you mentioned sound up there, I never messed with that but it would seem that I at least thought about editting the fonts (can't remember if I did or not) as I have the attached scripts to add text file in my folder. For reference my work space and all that is still just sitting there gathering metaphorical dust so I should be able to grab anything from my end from it in case it's needed.
Map076
Map077
Map081
Map075
Map083
Map017
Map082
Map078
Map092
Troops
Map090
Map052
Map095
Map093
Map047
Map087
むちゅ = Muchi = *Smootch* (Kissing sound)
れろ = rero = *Lick* (Licking sounds)
べろぉ = beroo = *Lick* (Licking sounds)
ちゅぱ = Chupa = *Slurp*
ぺちゃ = Pecha = Kiss?
じゅる = Juru =
ちゅずず = Chuzuzu = Kiss and Lick
ずりゅりゅ = Zuryuryu = Quick Lick
チュグッ = Chugu = Deep Kiss with tongue
ずちゅっ = Zuchu =
ジュポッ = Jupo =
ズリュッ = Zuryu = Quick Lick
= Biri = Shaking as though from an orgasm *Quiver*?
パッコン = Pakkon =
まだまだ = Mada mada = not yet
このやろぉ = kono yaro = you bastard
らめ= Rame = No
テメー = temee = You bastard
Font.default_size = 20
class Window_Base
def draw_item_name(item, x, y, enabled = true, width = 500)
return unless item
draw_icon(item.icon_index, x, y, enabled)
change_color(normal_color, enabled)
draw_text(x + 24, y, width, line_height, item.name)
end
end
class Window_ItemList < Window_Selectable
def col_max
return 1
end
end
class Window_SkillList < Window_Selectable
def col_max
return 1
end
end
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So the troops tab is like your encounter and consists of a number of enemies from the Enemy tab. Generally, if there is specific code to run on a particular battle, you can tend to find some code in here, I don't recall if there was any for Asagi or not. The enemy tab has the raw data for each individual enemy.The only Tab you seemed not to have finished translating is the Troops tab, which I figure is different from the Enemy tab? Hmm, guess the Troop tab is a bit like all the neutral creatures, or something like that. Still need to figure out how to think in the RPG Maker frame of reference. I can knock that out pretty quickly.
The maps in particular are literally the different maps in the game, they will consistent of map specific events. (Some events are not in the commonevents and referenced to (like a parser) from elsewhere to be run, these events are literally created and attached in the data files to the map file specifically. There are cases where the game event will start on the map specific event and then depending on some variable or battle result, that will then call in an entry under commonevents to be run (like a defeat scene).This is great, but quick question; where does this correspond in the Editor? I don't think there's an obvious place? I'm guessing this is how the RPGTrans program compiles and presents the raw text-to-be-translated for the translator, but if I'm going to be using the editor, I think I'll be working mostly in the CommonEvents area.
I would strongly recommend looking at the raw translation files in the patch.zip that is used by RPGMakertrans as that contains the original japanese and whatever I have managed to translate in the same text file. When I was going about this, I would literally play the game (never finished it actually) until I found untranslated text and then find that text in the files, translate, go back in game and review, fix mistakes, repeat.If worse comes to worse, and I diabolically mess things up by translating in the CommonEvents tab, i'll go to plan B and download your scripts and that tool and work from there.
My collection of translation websites in addition to ATLAS in translator aggregator:Impressive man, didn't think anyone would actually compile all of these lol!
I believe it should alter the font size and expand the windows but it's been too long to remember exactly. I mean I could use the link included in the text file and look it up but...Curious to what this does!
I see you are new to Ahriman's games. This is a common issue. You need to make the game folder an exception in your antivirus software.I've follow the exact steps to apply the translation pack but somehow it tells me it can't load the wfaudio.dll. Does anyone else have this issue and how can it be solved?
Got it, will try not to change anything in there. Will not touch, unless a skill name was changed in the other tabs, and I have to go in there and change it in the Common Events (and I will avoid touching the custom scripts). I am a programmer by trade, so I know what you mean about the smallest things breaking everything, so I will be super careful. Hopefully you guys can participate in my beta and test the issues out, and I will patch out the bugs.
I mean to only implement what User Crap had already created, and to make sure that he didn't miss anything else during his first pass in fixing the bugs (always need a code review/push review for any code changes in a codebase).
No man, you did great. Thanks, I found it exactly where you said it was, in the gallery. The problem is that the MTL overwrote the original Japanese, so I am going to have to rely on the original Latest Translation patch from TNT.
On that note, is everyone alright with me nuking the MTL stuff completely? was there anything salvageable? This is the point of no return; once I nuke it I will probably disregard it entirely. Speak now or forever hold your peace kind of thing lol. (I haven't gotten to the section with the MTL so I don't know how bad it is)
Finally, how do I get the files to you guys? Im thinking of setting up a quick GitHub repo, where you guys can download the zip files; makes it easier for me to source revise if necessary.
Yeah man, I can patch that for you. I have to make some edits to your game files, but I think I can do it.
View attachment 38308
Also, I'm looking deeper into what Crap wrote, and either I'm missing something or something else, but his fix actually doesn't do anything. Maybe he edited the files in another way, but it seems like all he did was change the "user.name" tag in the Comments.
Comments in programming are ignored, and are not processed in the logic. They are there specifically to provide context/information to programmers working on that codebase that might not be familiar with it (or used as little sticky notes, or even back and forth convos if you really want to do it that way lol).
Here, for context:
Here's Crap's change (notice the "comment" before the One Sword Spark" part)
View attachment 38309
As you can see, comments have no affect on events:
View attachment 38310
Here is original:
View attachment 38311
Again, could be wrong on this, and apologies if so, but I think this is not an issue. If anything is broken, it's broken in another way. Also, there's been a lot of edits all over the place, name wise, and if that was going to break something, fundamentally half the game should be broken. As it runs without any bugs (as far as I know), textual changes seem not to affect the underlying logic all that much, but I will have to work more on this to figure out when and where I have to be careful about variable naming and whatnot.
Any other requests for patches or logic? Wondering how I can send all of this easily. Also not sure which file this actually affects, hahaha. This is why I need source versioning.
I see you are new to Ahriman's games. This is a common issue. You need to make the game folder an exception in your antivirus software.
Couldn't tell ya then, since this is the most common issue people report with his games, and 99.9% of the time adding the game folder to your AV exception list fixes it.i only get the error after i install the translation, no antivirus exceptions on either folder or file. So something more is wrong here then the normal