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[Request] Translating Repeated stuff faster / Loading Rvdata2 in Notepad++


Yugifan3

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Right, so i started choice translating , and i noticed that the same choices was repeated. Not just once, but is like 5000 times. X_x
So, figured, maybe can load rvdata2 into Notepad++ and just quick translate. Nope.

Figured i ask some more tech wise people here on the forums. Is there a way to load rvdata2 into Notepad++ so i can more quicker translate choices or something similar OR is there a alternative
solution i can use?
 
If I'm not mistaken, isn't this the exact benefit to using Habisain's tool, RPGMaker Trans? That it A) allows you to extract out the lines to translate as text and B) let's you make mass substitutions if the same string is used multiple times?
 
Indeed. This is one of the primary reasons why you'd use RPGMaker Trans - "Do not repeat yourself" is one of the core things I set out for it, alongside the other core reason of translation portability.

If you're having difficulty getting it to work, please hold on until I can get the successor JapeTrans out - it fixes a whole host of RPGMaker Trans's issues (along with other features), but I'm still working out the kinks of it.

There are also a few tools which can dump Ruby data files to JSON which could work as well (I can't remember the name of what was used, but I think Adventures of Garnet used something along these lines so they could use Github for versioning), but if the choices are repeated across many files it's still going to be a fair amount of work.
 
There are also a few tools which can dump Ruby data files to JSON which could work as well (I can't remember the name of what was used, but I think Adventures of Garnet used something along these lines so they could use Github for versioning), but if the choices are repeated across many files it's still going to be a fair amount of work.

One catch though: dumping to json wouldn't be hard (hard part being properly loading it first), but loading it back might be quite tricky, if at all possible.

There's rvpacker, that uses yaml instead and it usually works quite well (though you might want to tweak accept method for YAMLTree) with the standard data (Actors, Enemies,maps, etc.), less so with any non-standard content (that is with custom classes). That one was pretty much written with such kind of work in mind. The catch is that's it's unmaintained since.
 
One catch though: dumping to json wouldn't be hard (hard part being properly loading it first), but loading it back might be quite tricky, if at all possible.

There's rvpacker, that uses yaml instead and it usually works quite well (though you might want to tweak accept method for YAMLTree) with the standard data (Actors, Enemies,maps, etc.), less so with any non-standard content (that is with custom classes). That one was pretty much written with such kind of work in mind. The catch is that's it's unmaintained since.

Argh, I messed up. You're right - Adventures of Garnet dumped it to YAML. And yeah, I was kind of glossing over custom data structures.

If we're going to require custom classes, it would be pretty easy to take some bits of the RPGMaker Trans/JapeTrans tools (either unmarshall.rb or my newer Python rubymarsh module) which can load anything (bar classes with custom encode/decode methods) and write a thin shim-layer to dump those to a textual format... But I suspect none of that would be necessary. I've found it's pretty rare to see custom classes in RPGMaker games.
 
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habisain Will that JapeTrans convert to your patch format or can it load rvdata files directly to edit them?
 
yugifan3 JapeTrans will use the patch format; if you require a GUI to edit stuff, then there's a tool for editing the patches here. There's potential for JapeTrans to be able to convert your existing work to the patch format as well, but that might not be in the initial release.

Honestly though, given the fact that you have a preference for using the RPGMaker editor, I think probably the smartest way of going about things would be to use RPGMaker/JapeTrans to make a patch on your existing partially translated game, find your massively repeated text in the patch with a find-in-files tool, translate it, and then apply that patch back onto the your existing partially translated game. You can then use the rvdata files from the translated game folder and continue your work in the RPGMaker editor.

Alternatively, if you want to actually migrate your existing work into an RPGMaker Trans patch for some other reason, give me a PM and I'll see what I can do. The tools aren't released because they don't have a sensible user interface, but I can almost certainly migrate your work if you can provide untranslated/translated rvdata files.
 
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But I suspect none of that would be necessary. I've found it's pretty rare to see custom classes in RPGMaker games.

...Ah, that depends...

If you are talking about original game data, that's *mostly* correct, but if you'd include saves, then proportions change significantly.
 
If you are talking about original game data, that's *mostly* correct, but if you'd include saves, then proportions change significantly.

I stand by my original statement, as the question is about translating original game data. And of course while the majority of games don't use custom classes etc. in their game data, a substantial minority do - mostly ones with substantial customization to RPGMaker systems and where the programmers follow sensible development practices rather than patching RPGMakers native core classes. But as I said before, one can simply use the unmarshall.rb file from RPGMaker's source (or rubymarsh), and be done with it. It unmarshal's everything (disclaimer: stuff that messes around with the unmarshal format won't be accessible, even if it is unmarhsalled correctly) and from there you do whatever you want to it.

Also I think Yugifan3 got some help from somewhere else, so this thread is now a little redundant.
 
I did indeed get help solving the issue.
-Topic closed-
 
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