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[WIP - Full] Arle the Sorceress: I'm Smarter Than This! Why Is This Happening!? [Dieselmine] (RJ146914/RE146914) Translation


hewhocumsbynight

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I'm starting another translation project, this time of one of Dieselmine's games! I'd started trying to translate Arle before, but my old hard drive crapped out, and I hadn't backed it up. But, I really like the main character - both her design and her personality remind me strongly of Asuka from Evangelion, a long-time favorite waifu! So, I've started translating it again.

Now, this game has a weird thing, where pretty much all the dialogue and all of the sex scenes aren't actually made using RPGMaker's system. Instead, they're all nested scripts, and they're really annoying because I can't figure out how to insert deliberate line breaks into the dialogue, so the breaks occur whenever the line character limit is hit.

06/07/2021: A full month and a half late, but here's an update. It's a pretty nice chunk too, with lots of scenes. Some of the plot in the Empire portion has been translated, up until you report your findings to Lia. Arle's adventures as a domestic worker in the mansion are translated, as are the H-scenes and the bad end involved. Lia's married hell bad end is translated. The plot stuff for the brothel and the first two scene variations for Arle and the first variation for Lia are translated. Also, go talk to Instructor Lyra with Lia in your party to go to a special scene, and to get the Bikini outfit.

The game has rape and pregnancy content.

DLSite link:

Mega link:
 
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mayaktheunholy

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For some reason, Dieselmine appears to have cut some pregnancy content from the first scene, so the pregnant CG might show up, but it isn't tracked properly and the dialogue files are never invoked.
If I recall correctly, the pregnant part of the imp scene worked in the recall room but not in battle? Although the sequence was a bit odd even in the recall room. Might look in there to see if you can just copy paste part of it to fix the event. I may be misremembering though, it's been quite a while.

And good choice, I liked the characters and content in this one, too.
 
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hewhocumsbynight

hewhocumsbynight

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If I recall correctly, the pregnant part of the imp scene worked in the recall room but not in battle? Although the sequence was a bit odd even in the recall room. Might look in there to see if you can just copy paste part of it to fix the event. I may be misremembering though, it's been quite a while.

And good choice, I liked the characters and content in this one, too.
Thanks! And yeah, the text tied to the CG is definitely still there in the recall room, but "Schoolgirl C" has two interaction scripts - for when Arle gets creampied and for when Arle gets knocked up - that were completely unused, and there were switches for her getting pregnant in the Tower. I guess it got axed, though, because none of that was used. I might see if I can rebuild it if I get bored with translating.
 

mayaktheunholy

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Thanks! And yeah, the text tied to the CG is definitely still there in the recall room, but "Schoolgirl C" has two interaction scripts - for when Arle gets creampied and for when Arle gets knocked up - that were completely unused, and there were switches for her getting pregnant in the Tower. I guess it got axed, though, because none of that was used. I might see if I can rebuild it if I get bored with translating.
Ah, I see what you're saying. Sounds like they had a more fleshed out pregnancy system in mind to start with but decided not to implement it. Probably decided it was too much work or would take too much time. Always thought the way they did it all in-battle for enemies was a bit odd.
 
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hewhocumsbynight

hewhocumsbynight

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Ah, I see what you're saying. Sounds like they had a more fleshed out pregnancy system in mind to start with but decided not to implement it. Probably decided it was too much work or would take too much time. Always thought the way they did it all in-battle for enemies was a bit odd.
I played through much of the game back when I first was trying to translate it, and I'm pretty sure that they just chose to shift their pregnancy content towards the back two thirds of the game. I know that each of the female characters have at least one pregnant CG variation, and both Arle and the princess have preg versions of standing pictures.

I just wish that Dieselmine hadn't used this infuriating imbedded script system, and had opted to use common events like normal people. It would've made the translation way easier, and the finished product would look way nicer.
 

Arutha103

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He you are a god when it comes to picking your translations. i was so psyched for an arle translation on another site that vanished away, so glad that this got picked up
 

Kuro

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This looks good. It's great that you're picking this one up, so thank you and good luck with the progress!
 

danryd

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Watching the hell out of this. I played a partial translation way back in the day but it just wasn't quite the same. Here's hoping things go better for you this time around, and godspeed!
 

killj0y500

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super excited and i always wonder a lot of ppl say translating dieselmine game is a huge pain to translate
 
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hewhocumsbynight

hewhocumsbynight

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super excited and i always wonder a lot of ppl say translating dieselmine game is a huge pain to translate
Well, I don't know about every game, but this is why Arle is as big of a pain in the ass as the main character (hah):

In other games I've translated, like the Shoku games, the dialogue is part of an "event", which is triggered when you interact with a map item, like an NPC or a treasure chest. Sometimes, these events trigger "common events" which are game wide events that are entirely contained by the RPGMaker framework. This can include sex scenes, where special dialogue and CGs are summoned, as well as events that can trigger multiple times at different places, like getting your HP/MP replenished at Inns. All of this occurs entirely within RPGMaker, without any exterior script summons or anything else, so if you edit something in one of these common events and break something, it's pretty easy to fix.

But Dieselmine did something different with this game. Instead of following the SOP for RPGMaker games and containing events within the typical framework, they instead have nested scripts.


And there's a fuckload of these scripts. They're all in a folder called "s_data_en", and they all look like this:


This is just for a basic scene that fires when you enter the Headmaster's office, and there's a fuckload of text. In scenes with porn, for some reason each text string has some line numbers tied to it, and the game uses the line numbers to tell when to fire various things. Unfortunately, since thhis isn't in the RPGMaker engine, it's really hard to figure out how it will look during editing, and if you overflow the character limit, everything misfires and nothing lines up in the entire game anymore, because all the images only fire when certain line numbers come up.

And that's only talking about the dialogue and sex scene stuff. Because Dieselmine also opted to use the same embedded script method to generate standing images, facial expressions, some item-fired events, and miscellanious other things, it's difficult to edit items, armor, and weapons without breaking stuff. When I changed Arle's outfit names, I broke the game, and I had to comb through the script library finding all the references to the H_Event_Armor_Name or whatever and changing those. And Dieselmine left a bunch of unused and redundant scripts behind, so sometimes I'll edit something and nothing appears to happen, or something breaks, or whatever.

I don't know why they chose to do this. Maybe the events are large enough and numerous enough that they'd slow RPGMaker down if they were all internal, but I don't see why that would happen. Whatever it is, I'm not a professional translator and I get fed up from bug hunting fairly easily, and this game is pretty large and text heavy.
 

athrunsorhyu

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Well, I don't know about every game, but this is why Arle is as big of a pain in the ass as the main character (hah):

In other games I've translated, like the Shoku games, the dialogue is part of an "event", which is triggered when you interact with a map item, like an NPC or a treasure chest. Sometimes, these events trigger "common events" which are game wide events that are entirely contained by the RPGMaker framework. This can include sex scenes, where special dialogue and CGs are summoned, as well as events that can trigger multiple times at different places, like getting your HP/MP replenished at Inns. All of this occurs entirely within RPGMaker, without any exterior script summons or anything else, so if you edit something in one of these common events and break something, it's pretty easy to fix.

But Dieselmine did something different with this game. Instead of following the SOP for RPGMaker games and containing events within the typical framework, they instead have nested scripts.


And there's a fuckload of these scripts. They're all in a folder called "s_data_en", and they all look like this:


This is just for a basic scene that fires when you enter the Headmaster's office, and there's a fuckload of text. In scenes with porn, for some reason each text string has some line numbers tied to it, and the game uses the line numbers to tell when to fire various things. Unfortunately, since thhis isn't in the RPGMaker engine, it's really hard to figure out how it will look during editing, and if you overflow the character limit, everything misfires and nothing lines up in the entire game anymore, because all the images only fire when certain line numbers come up.

And that's only talking about the dialogue and sex scene stuff. Because Dieselmine also opted to use the same embedded script method to generate standing images, facial expressions, some item-fired events, and miscellanious other things, it's difficult to edit items, armor, and weapons without breaking stuff. When I changed Arle's outfit names, I broke the game, and I had to comb through the script library finding all the references to the H_Event_Armor_Name or whatever and changing those. And Dieselmine left a bunch of unused and redundant scripts behind, so sometimes I'll edit something and nothing appears to happen, or something breaks, or whatever.

I don't know why they chose to do this. Maybe the events are large enough and numerous enough that they'd slow RPGMaker down if they were all internal, but I don't see why that would happen. Whatever it is, I'm not a professional translator and I get fed up from bug hunting fairly easily, and this game is pretty large and text heavy.
Sounds to me like they probably had their own in-house tool for the text scripts. I've seen similar things for programming in the high-end professional environment (mostly for research databases). There really isn't a particularly great reason for doing it, other than making it a pain in the ass for any follow up team to work on it (job security?).
 

Oir

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Thanks for the translation! Dieselmine games are always bangers
 

Frostlax

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Instead, they're all nested scripts, and they're really annoying because I can't figure out how to insert deliberate line breaks into the dialogue, so the breaks occur whenever the line character limit is hit.

I have a way of dealing with the spacing and line breaks. I developed one for my translation of elise the devil. WIth sublime texts you create a couple of lines like on the picture. Making sure you are using a font with equal spacing and no Japanese characters (this includes dots, " , " etc).
 

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tomatoewrench

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Can you try \n to enforce a line break? It worked for Milking Farm and Succubus Mama. Doesn't really help knowing where to break though. But it should look more consistent than padding with spaces.
 

Frostlax

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Can you try \n to enforce a line break? It worked for Milking Farm and Succubus Mama. Doesn't really help knowing where to break though. But it should look more consistent than padding with spaces.
You can't, I tried. I dont remember why or how, but they dont work correctly, beside you will still need to get the spacing on the first line right.
 
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hewhocumsbynight

hewhocumsbynight

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Instead, they're all nested scripts, and they're really annoying because I can't figure out how to insert deliberate line breaks into the dialogue, so the breaks occur whenever the line character limit is hit.

I have a way of dealing with the spacing and line breaks. I developed one for my translation of elise the devil. WIth sublime texts you create a couple of lines like on the picture. Making sure you are using a font with equal spacing and no Japanese characters (this includes dots, " , " etc).
Sublime Texts, huh? I'll give it a try! I'm currently just using Notepad, which is about the lowest common denominator in this situation, so Sublime might be a better tool. Thanks for the suggestion!
 
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