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[WIP - Full] [62studio] 不思議の国のサキュバス / Succubus in Wonderland translation (RJ278424)


OP
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You can fix it by going to the img/system directory, copying and pasting the file iconset.png into the same directory, and renaming that copy to IconSet.png. You will want to make sure that the i and s are both uppercase.
Thanks for that advice. I followed it and it then failed to load a different file. This led me to realize that multiple directories in the Mac folder were missing some files. I had to repeatedly copy over the relevant files from the normal game folder into the matching directories in the Mac folder, but eventually I managed to get it to work! I've now added a guide to the OP on how to apply the translation (and make the game work) on a Mac.
 
OP
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I've been working on a hand crafted translation for this. It goes without saying it's slower in going, but would there be any interest in it? I could get the first few areas hammered out for you guys.
I'd certainly be interested in that.
 

Selius

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I've been working on a hand crafted translation for this. It goes without saying it's slower in going, but would there be any interest in it? I could get the first few areas hammered out for you guys.
are you editing the machine trans? i imagine it would be much easier that way
 

strife2cloud

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I've been working on a hand crafted translation for this. It goes without saying it's slower in going, but would there be any interest in it? I could get the first few areas hammered out for you guys.
Yes, very interested. Let me know if there's anything we can do to help, like if you need help with the software or anything at all.
 

SaintLucian

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I've developed a fair amount of familiarity with RPG Maker over some past projects I've done, so I've managed to root out most of the problems I've had (Figuring out how exactly the skill trees were set up was a bit of frustration but I managed) but I'll let you know if I run into any issues. The biggest source of frustration right now is figuring out how to port my work to later patches without inadvertantly overwriting new code or content.
 

strife2cloud

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I've developed a fair amount of familiarity with RPG Maker over some past projects I've done, so I've managed to root out most of the problems I've had (Figuring out how exactly the skill trees were set up was a bit of frustration but I managed) but I'll let you know if I run into any issues. The biggest source of frustration right now is figuring out how to port my work to later patches without inadvertantly overwriting new code or content.
That I can help with, I had the same issue when moving from 1.02 to 1.07 Assuming you're using Translator++. There's what I believe is a bug and there is a work around for it.

  1. Unpack the new version of the game to another folder. Run Translator++ from scratch on the new game folder.
  2. Import the old translation via Import Project -> Import Translation from another .trans file -> DON'T Click on ANYTHING (As far as I can tell all the other options don't work) -> Click only Import.
  3. Have a coffee and wait a very long time at a screen that looks like it is frozen at the previous Import screen.
    1. Wait an even longer time when the screen finally changes to Opening file : [object Object]
    2. At this screen it's basically done but there's a wierd bug. Right click on it and go to Inspect
    3. You should be highlighting a line that says <div id="loadingOverlay" class="initialized">
    4. Delete that line
    5. Then save the file. Close Translator++ and reopen it.
Or you can just send me the .trans file and I'll update it for you. I've reported the bug on Translator++ patreon so perhaps he'll fix it in the next release.

From what I understand of how the program works is that it does a search for the text string in the rpgmaker files and replaces it with what you have for the translation. So if they updated any text or code then it just won't replace it unless you have a row that matches it perfectly in T++ otherwise it leave it in JP. When you import the old translation into Translator++ if the line doesn't match exactly then it just doesn't import those lines, so it should prevent accidentally overwriting new content or code.

From the 1.02 to 1.07 patch I did I saw that when 62studio redid the SP count for the mobs all those lines were left untranslated even though only 1 digit changed. Also conveniently the percentage on the Map file list let me know where they added/changed content since they weren't at 100% anymore.
 

SaintLucian

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Oh I'd just been editing the files directly in RPG Maker MV. I'd tried using Translator++ before, but I felt it was a bit crude compared to being able to mess with the game itself.

It might still be worth it for comparison purposes though, to see where things changes
 

Strange

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<wall of interesting text>
Thanks. It did not occur to me T++ could deal with patches.

Oh I'd just been editing the files directly in RPG Maker MV
You're absolutely right. RPGMV is much less intrusive, and you always have the context right.
However:
- maps are (always were) a pain. Chances are, you'll miss that elusive event. T++ scans the maps for you.
- patches... You need a script of your own to reinject your past work to the new files (or you need to pray no value was changed, like +10 damage there).
- T++ is convenient for 馬鹿外人 like me, since they have the original + the MTL always in sight. But context tool... is not so great imo.
You need RPGMV anyway, when T++ breaks something; which is often the case with non-standard scripts. (I abandoned 62studio long ago, but they were using quite simple scripts back then.)

Good luck!
PS: no promise, but whistle if you need to script smtg (post patch), I could use some more practice with RPGMV games format.
 

strife2cloud

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Oh I'd just been editing the files directly in RPG Maker MV. I'd tried using Translator++ before, but I felt it was a bit crude compared to being able to mess with the game itself.

It might still be worth it for comparison purposes though, to see where things changes
In that case, here's an idea that might help you out to identify the changes manually between patches.

Find the files that have updated.

Step 1) Create a checksums file for the data folder of the untranslated version you're currently working in (It's a file that mathematically compare if files are different). I personally use Just select all the files in Explorer and click "Create Checksum file...".

Step 2) Move the checksums.md5 to the new data folder and run it. You'll get a For this example, I compared version 1.03 to 1.07 of this game. From the screen 31 files have changed and it list what maps have had something updated between the versions.

Find the thing that changed in those files.

Step 1) I'm using Notepad++ ( ) which is free along with 2 plug-ins to make the files very readable and comparable. After installing/opening Notepad++ -> Plugins (top bar) -> Plugin Manager -> select the plugins "Compare" and "JSON Viewer" then install the plugins and accept the many are you sure you want to install plugins.

Step 2) Open the original file in the current version you identified in the first part then go to Plugins -> Json Viewer -> Format Json. Then open and Format Json again for the updated file. Formating the file makes it human readable. Do this for both the old version and new version of the file. Then Click Plugin -> Compare -> Compare. You'll get a screen like this. Here I compared Map 037 which turns out to be the Casino and looks like they made changes to the drop rate and amount. The text on the left shows the old version, the right the new version, and the last column highlights where in the file there was any changes.

Step 3) You can then open your translated version of the file and after formatting it like the others just compare the Line # and make the alteration directly on the file. RPGMakerMV will be able to load the files you edit this way just fine. Changing the formatting doesn't effect it. Or you can trace back and make the edits to RPGMaker MV yourself now that you know what changed.
The major issue is that it doesn't really work well with the "Common Events" file. The thing is massive and lags notepad++ to hell trying to compare it. No idea what to do about that. Also there's large chucks of it that's just purely variables and doesn't really hint at what it's about unlike all the other files. I would suggest for the Common Events DB you use Translator++ since it can find and sort through just the text portions and work through updates.

Well anyway, I'm up for helping you patch the translation to newer versions by comparing the maps and stuff for you if you'll like when an update comes around. Hopefully there's someone around who can figure out a better way to do the massive CommonEvents file besides individually by hand.
 

Strange

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That was instructive.

#common events:
1 event = 1 line, provided you replace (using advanced replace), say,
JSON:
,{"id":
;with
,\n{"id":
Json doesn't care whether it's a big line, or 598 of them, as long as commas are consistent. Consequently, RPGM is also fine with that.
If you're using notepad++, you can simply cut the darn thing to tens of workable chunks. You won't need to respect the list {} format, and just need to merge them once you're done.
Oh, and careful when/if using regex, they're often 1-way changes.

Code refers to a specific RPGMV command. You can to huge batch replaces (ctrl+shift+F), as long as you keep track of what to revert back. N++ search history helps.
You can also use an interpreter simple script (like PyScripter) to automate this process both ways. Still long to load.

Maps are actually the issue. It often gets hard to tell which event has which number under RPGMV. Translator++ might be the best option there, as it only cares for strings.
 

SaintLucian

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I started tooling around with Translator++ and it's quite different than I expected. I think the tool I used once was a lot more crude than this. it might have been RPGTrans. This definitely looks like it can work.
 

JustLurksHere

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Strange said:
Maps are actually the issue. It often gets hard to tell which event has which number under RPGMV.
I don't think I've seen RPGMV working, but those 'id' fields are the event numbers.
...or are you saying RPGMV doesn't display those while editing ?

As for CommonEvents.json, I'm not familiar with the tools you're using, but if the visual tools are lagging (given the usual size of that file they might be), you could always go two step with non-visual tools: first use one that folds json on the old and new file, then make a diff between the resulting ones.

Also:
strife2cloud said:
Also there's large chucks of it that's just purely variables and doesn't really hint at what it's about unlike all the other files.
There's exactly no difference in syntax between the content of 'list' field of each common event and 'list' field of each 'page' of a map event.
And while reading them raw is painful, usually you don't need to search deeper than rpg_objects.js for the meaning of the commands.
From that point on, writing a toy to help with visualizing that data isn't all that difficult.
 

strife2cloud

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I don't think I've seen RPGMV working, but those 'id' fields are the event numbers.
...or are you saying RPGMV doesn't display those while editing ?
Pretty much, RPGMV Editor is done per map and each map has the tile grid you're used to. You setup events on each tiles aka like put a treasure chest on a tile and setup an event when move next to the chest. you can then also stack events on top of each other that trigger based on different variables that you are checking for. Everything is done on a tile and there's not like a list you can pull up so if you have 10 chest on a map and each chest has different variables it's checking for you'll end up having a bunch of events to go through.

It's more or less user friendly with no need for any programming knowledge what so ever and everything in a GUI. But on the flip side it's very much not meant to be edited directly. Also there's no global/map search where you can just look for certain text that appear. You can only search events based on if they use a certain switch or trigger.

Also, Succubus in Wonderland is a hugely complex game that has tons of event stacked and custom plugins. Did you know when talking to all the random NPC depending on who you have on your team there's special dialogue through out the world? All those are extra events stacked on each of the NPCs. Honestly besides the Art and Music which is great. A crap ton of care went into the game part too, probably the most I've seen in a RPGMaker game. That Common Events file which organizes more or less all the special combat moves and dialog is like 4 times larger than the next most complicated game on my list and about 20 times larger than an average game. Then the Troops file which stores other details of the various enemies you meet is also almost as crazy huge. I've also went data mining and there's a bunch of dialog for friends that aren't even implemented yet. 62studio I don't know how many people are working on it, but they got some insanely detailed work that put in here and that's why I'm very willing to give them my money here. I can't imagine how many work hours went into it.

I did have the random thought that if we run translator++ on an already translated map the strings it pull out would line up to the untranslated version so you can just copy and paste the entire column translated string into the untranslated section. As long as no knew events were made then the order of text it pulls from the file should still be the same order of text between the 2. Can't really test it without a translated copy, but just a thought.
 

JustLurksHere

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Just so we're on the same page: are you saying the editor doesn't implement a dialog that lists all the events on the current map ?
That'd be quite awkward...
Though, even if I didn't see the program, I'd expect it to display event id during editing the event - on the titlebar of edit dialog or its status bar, most likely.

Actually, I haven't seen the editor working, but I'm quite aware what it can do just looking through the data (with a help of a toy). So, yes, I know, that the selection of the page in map event can depend on a mix of switch(up to two per page)/variable value/actor presence in the party/possession of an item/map switch value.
 
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strife2cloud

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Yep, there's no dialog box/GUI element that list all the events on a given map.
 

Strange

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Roundabout ways around that specific issue:
- RPGMV supports "Event name" searches. You'd require the exact event name; notepad++ helps here, provided T++ didn't garble it. You still can't 'jump' to that specific event, and you'd need to manually search it on the map. Correct me if there's a way I'm not aware of.
- I think you can, in the same fashion, use the event (x,y) coordinates to pinpoint the said event.

Note the most common issue with T++ breaking stuff (edit: or batch editing Items, Enemies, etc.), is when the game uses name-specific scripts (ie, "cat" instead of "Actor #4").
One would need to correct each of these instances, as you could break the Pet cat event if "Cat" is included in $party.members was the condition: "Cat"'s MTL might pop out another result with a different context.
That's how most "image not found" errors pop up - or how to unknowingly break questlines and subtle battle tweaks.
 
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JustLurksHere

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...as far as I've seen, both in MV and ruby makers case most of the time authors don't bother to change the default generic event names.
Sure, it varies from game to game, from map to map, but that's usually how it is for map events.

As for T++, first of all, fuck Patreon. Past that, wow, and I thought the toy was a Frankenstein mess...I stand corrected.
I wonder what was the point of adding php, when they were already using ruby and js. Then again, MV counterpart of the ruby toy was written in python, but that was simply due to better access to gtk introspection examples (and because fuck js). Still, if the author had already chosen to base on node-webkit, adding php on top seems an odd choice.
 

petran79

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I notice that game constantly loops in some battles when you are defeated with zero energy, without the option "lose battle or continue to be squeezed" appearing in order to finish the battle.

Also when I entered the first challenge, I enter another infinite loop and this white line with text appears too. Same dialogue continues to pop up. Game is unplayable at this point
This also happens in the untranslated version

 
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