What's new

[Complete - Partial] [RJ095489]魔剣士リーネ(Leane of Evil Blade)


brofalla

Jungle Girl
Joined
Mar 25, 2015
Messages
40
Reputation score
17



Game thread for the sequel

I started working on this nearly 1,5 years ago, always sometimes translating a few UI elements and then forgetting it again for a few weeks.


Released a beta to see what happens ^_^
(normally nothing should happen ~_~)
(->attachment)

Update 05.04.2016

(Future changes to the translation should not damage a save file unless it is a spell name....)

Changelog
Code:
29.03.2016 --- Beta Release
31.03.2016 --- Forget a " at the end of a string -> crash
-------------- Disabled Save/Load in the menu bar
05.04.2016 --- Removed all items from Gecko Fort which were for debugging
-------------- Disabled Help button on menu bar
-------------- Fixed underscore display in nearly all text
Readme:
Code:
--------------------------------------------------------------------
UI-Translation patch for 魔剣士リーネ(Leane of Evil Blade)
by [email protected]
--------------------------------------------------------------------
Release date: 05.04.2016
--------------------------------------------------------------------
This patch can be classified as "beta" release,
it should not crash but who nows....
--------------------------------------------------------------------
!! All japanese saves are incompatible with this patch and via versa !!
--------------------------------------------------------------------
If you want to report something, do it here: http://www.ulmf.org/bbs/showthread.php?t=28706
--------------------------------------------------------------------
What is translated:
Interface (all windows) (excluding Manual/Help Menu)
All battle messages (X did Y damage to Z)
All other messages (spying, building, etc)
All troop names
All spell names
All names (of all MAIN CHARACTERS -> sometimes dudes appear only a single time, these cases will mostlikely not be translated)
Random sentences in the middle of japanese
Tutorial (moving, attacking, etc is translated)
Choosing difficulty is completely translated
A bit of the prologue
All quest messages (X found Y, etc)
--------------------------------------------------------------------
Known Problems:
Some names are so large they overlap with other things
--------------------------------------------------------------------
Changelog:
29.03.2016 --- Beta Release
31.03.2016 --- Forget a " at the end of a string -> crash
-------------- Disabled Save/Load in the menu bar
05.04.2016 --- Removed all items from Gecko Fort which were for debugging
-------------- Disabled Help button on menu bar
-------------- Fixed underscore display in nearly all text
--------------------------------------------------------------------


Get the game:
japanese site: http://www.dlsite.com/maniax/work/=/product_id/RJ095489
english site: http://www.dlsite.com/ecchi-eng/work/=/product_id/RE095489


Update game to version 1.27
Directlink to patch from official homepage:
http://www.makuracover.com/leane/leane_update_127.zip


Your game folder should now contain:
data.xp3
leane.exe
patch.xp3
+whatever


Extract zip file with the translation so that:
data.xp3
leane.exe
patch.xp3
patch2.xp3
+whatever


You will mostlikely need to set your computer to japanese local
or must use an emulator like 
Locale Emulator (github.com/xupefei/Locale-Emulator/releases)
to run the game

:)

Pics:









TODO:
Names of the bad ends are not completely translated, but I don't get the formating that was done with the text.
I need to reach them to see how the look like :(

A few tales of my journey through the source code:
Original japanese code:
Code:
    function processStr(text)
    {
        // KAG の代わりに使う簡易文章表示
        for(var i = 0; i < text.length; i++)
        {
                 if(text[i] == "r") reline();        // r : 改行
            else if(text[i] == "i") indentxpos += 5;    // i : インデント
            else if(text[i] == "g") chColor = 0x80FF80;    // g : 緑
            else if(text[i] == "y") chColor = 0xFFFFC0;    // y : 黄色
            else if(text[i] == "p") chColor = 0xFFC0C0;    // p : ピンク
            else if(text[i] == "s") chColor = 0xC0FFFF;    // s : 空色
            else if(text[i] == "b") chColor = 0xC0C0FF;    // b : 青
            else if(text[i] == "w") chColor = 0xFFFFFF;    // w : 白
            else processCh(text[i]);
        }
    }
My modified code:
Code:
    function processStr(text)
    {
        // KAG の代わりに使う簡易文章表示
        for(var i = 0; i < text.length; i++)
        {
                 if(text[i] == "α") reline();        //    Line break    α        r : 改行    kaigyou
            else if(text[i] == "β") indentxpos += 5;    //    Indent        β        i : インデント    indento
            else if(text[i] == "γ") chColor = 0x80FF80;    //    Green        γ        g : 緑        midori
            else if(text[i] == "δ") chColor = 0xFFFFC0;    //    Yellow        δ        y : 黄色    kiiro
            else if(text[i] == "ε") chColor = 0xFFC0C0;    //    Pink        ε        p : ピンク    pinku
            else if(text[i] == "ζ") chColor = 0xC0FFFF;    //    Sky blue    ζ        s : 空色    sorairo
            else if(text[i] == "η") chColor = 0xC0C0FF;    //    Blue        η        b : 青        ao
            else if(text[i] == "θ") chColor = 0xFFFFFF;    //    White        θ        w : 白        shiro
            else processCh(text[i]);
        }
    }
They actually hijacked the latin alphabet and used the letters "r|i|g|y|p|s|b|w" for color-coding the displayed text.
When I first started translating I did not know of this and was going crazy why my text was displayed as abomination.
After a lot of trial and error I finally found out why there where "random latin letters" in the japanese text :D
After that I completely restarted my translation and searched every single instance where "r|i|g|y|p|s|b|w" gets used as color (found ~96%) and replaced them with notepad++.
And because I'm lazy I hijacked greek letters for coloring :D
(Don't worry you greek translator, just find another alphabet to hijack I already did the work you just need the "Find all "X" in all files" and then "Replace "X" with "Y" in all files" ;) )



Code:
Original:
bannerInfo.open("s"+ prey.name + "wが探索を中断してy" + house.name + "wに帰還しました");

Modified and translated:
bannerInfo.open("ζ"+ prey.name + "αθstopped a questαand returned toαδ" + house.name + "θ.");
prey_name
stopped a quest
and returned to

house_name.

I had to manually modify all strings which contain a variable (or 4 'o') and had to arrange them to fit into an english sentence structure.


The underscore "_":
Code:
        if(btcmds[n] == o.パワー || btcmds[n] == o.シールド || btcmds[n] == o.クイック
         || btcmds[n] == o.マジックバリア || btcmds[n] == o.水の壁)
        {
            if(boost === void) return btcmds[n];
            return o.攻撃;
        }
Code:
        if(btcmds[n] == o.Power_UP || btcmds[n] == o.Shield || btcmds[n] == o.Quick
         || btcmds[n] == o.Magic_Barrier || btcmds[n] == o.Water_Shield)
        {
            if(boost === void) return btcmds[n];
            return o.Attack;
        }
The main problem:
In japanese there is literally no space (single press of spacebar) used.
Therefore they can use whole senteces as variables in the programme code without problems.
Because using a space in a variable is not possible the underscore substituted.

They biggest pain in translating "programme source code" is that you always must find every single instance of your word and translate it when its a variable. Sounds fun when you have 40+ files. But all hail notepad++'s "Find all in all open files" (I just dumped all files into it) and then "Replace X with Y in all open files" [worked 90% of the time, the rest I don't want to talk about ~_~]


UI:
Omg, this....
エラシア解放同盟
Erashia_Liberation_Alliance

"Affiliation:"+Content was originally a single line;
I modified the hole bottom left corner code so that it does not overlap.
But even now "Erashia_Liberation_Alliance" is still overlapping a bit at the right with other text :D
Original:

傷兵回復力
Wounded soldier recovery power

新兵供給力
Recruit supply power

Fitting such horror names into the designed boxes....
One needs creativity ^lol^
Top right corner:
 

Attachments

Last edited:

Rrezz

Evard's Tentacles of Forced Intrusion
Joined
Apr 4, 2012
Messages
823
Reputation score
469
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)

Good work man, this is some high quality stuff right here.
 

itzaguy

Demon Girl
Joined
Jan 1, 2013
Messages
113
Reputation score
10
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)

Holy shit you are the best lol.
 

kenjifire1

Jungle Girl
Joined
Sep 9, 2010
Messages
53
Reputation score
11
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)

Looking forward to this i really like the game, good luck on UI translation.
 

nostram

Jungle Girl
Joined
Dec 2, 2014
Messages
35
Reputation score
3
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)

Hype as fuck for this one. Great job OP.
 
OP
B

brofalla

Jungle Girl
Joined
Mar 25, 2015
Messages
40
Reputation score
17
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)[Beta Release]

Have a release :)
And don't forget to read the Readme
 

kenjifire1

Jungle Girl
Joined
Sep 9, 2010
Messages
53
Reputation score
11
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)[Beta Release]

Thank you, your efforts are much appreciated.
 

itzaguy

Demon Girl
Joined
Jan 1, 2013
Messages
113
Reputation score
10
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)[Beta Release]

This is legit, if the second one ever gets released sometime this century would you consider trying to update the UI to english as well?
 
OP
B

brofalla

Jungle Girl
Joined
Mar 25, 2015
Messages
40
Reputation score
17
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)[Beta Release]

Don't know yet.
I don't even have played the demo.
If he builds the second game just like the fist one,
it would not be hard to translate the UI.
Even patches by the dev would not be a problem,
because you can just compare the files in the patch vs original files
and then copy and paste the changed lines in your translated file.




I got a PM regarding the save/load in the menu bar
which I guessed could create minor problems based on my own experience:
Code:
You added a Save/Load function to the menu bar. 
Seems to only work correctly in the start screen. 
When using while viewing the map, the options overlay shows up after loading 
and it can't be removed. Counting of the save slots also is off by one
compared to the native function.
Answer
Code:
I was speculating if someone mentions problems with save/load ^^

I was contemplating if I should let it stay active or not when I release it
This was implemented by the dev.
It was just deactivated.

When the options menu does not want to leave just reload the save
atleast this worked when it happened to me.

I don't think I want to mess with the coding especially the save/load functions.

In conclusion I think I will just disable it again for the next release.
 
Last edited:

Manamana

Tentacle God
Joined
Sep 3, 2012
Messages
1,066
Reputation score
56
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)[Beta 31.03]

That's already awesome but, will you also translate the story?
 
OP
B

brofalla

Jungle Girl
Joined
Mar 25, 2015
Messages
40
Reputation score
17
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)[Beta 31.03]

~35786 Lines text total
-----------------------
~8000 lines for the 4 heroines together
~17000 common
9608 lines for the replay mode which is copy-paste of text from all other files (common+heroines)
1059 lines for the help menu


I translated the UI with machine translation so this is way over my league.
Doing this alone is torture ^^
 
Last edited:

Manamana

Tentacle God
Joined
Sep 3, 2012
Messages
1,066
Reputation score
56
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)[Beta 31.03]

~35786 Lines text total
-----------------------
~8000 lines for the 4 heroines together
~17000 common
9608 lines for the replay mode which is copy-paste of text from all other files (common+heroines)
1059 lines for the help menu


I translated the UI with machine translation so this is way over my league.
Doing this alone is torture ^^
OK, that's a lot indeed ;)
 

Henlove77

Demon Girl Pro
Joined
Feb 6, 2016
Messages
129
Reputation score
4
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)[Beta 31.03]

~35786 Lines text total
-----------------------
~8000 lines for the 4 heroines together
~17000 common
9608 lines for the replay mode which is copy-paste of text from all other files (common+heroines)
1059 lines for the help menu


I translated the UI with machine translation so this is way over my league.
Doing this alone is torture ^^
How much is NOT translated? U did a very good job by urself
 
OP
B

brofalla

Jungle Girl
Joined
Mar 25, 2015
Messages
40
Reputation score
17
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)[Beta 31.03]

How much is NOT translated? U did a very good job by urself
This is the non-translated text :D
Most of it is talk -> story.

I excluded every other file which I fully translated. ;)

In this game nearly 90% of the story text is in 27 files out of 106 files.
~35.000 is a rough estimate because there are always lines with programme code which must be skipped.
If I should guess it should be ~30.000 lines pure story text.
 
Last edited:

Henlove77

Demon Girl Pro
Joined
Feb 6, 2016
Messages
129
Reputation score
4
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)[Beta 31.03]

This is the non-translated text :D
Most of it is talk -> story.

I excluded every other file which I fully translated. ;)

In this game nearly 90% of the story text is in 27 files out of 106 files.
~35.000 is a rough estimate because there are always lines with programme code which must be skipped.
If I should guess it should be ~30.000 lines pure story text.
Sry if I'm a little slow and correct me if I'm wrong, but then you translated mostly everything except the story?
 
OP
B

brofalla

Jungle Girl
Joined
Mar 25, 2015
Messages
40
Reputation score
17
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)[Beta 31.03]

Sry if I'm a little slow and correct me if I'm wrong, but then you translated mostly everything except the story?
Yes, I wrote it in the readme in the categorie:
"What is translated" :)
 

itzaguy

Demon Girl
Joined
Jan 1, 2013
Messages
113
Reputation score
10
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)[Beta 05.04]

Well we can always hope habsain decides to translate the story now that the mystery of the code has been unlocked. But brofalla shall always be known as the first pioneer of Leane of Evil Blade.
 

habisain

Tentacle God
Joined
Jul 15, 2012
Messages
1,447
Reputation score
465
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)[Beta 05.04]

Um... Why me?

Mainly because I've only talked about trying to do a partial on the sequel. And only if I can get my tools to work on the game.

I've got more than enough to do without tackling a full translation of a game this size.
 

squark

Tentacle God
Joined
Aug 23, 2012
Messages
833
Reputation score
133
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)[Beta 05.04]

Because more than a few people confuse you and RPGMaker Trans with the actual guy/girl doing the work using your tool (or not, as the case may be).
The main reason I changed from Hardcode Data modding to using the tool is because I found it easier. But I'm getting off-topic once again.

In short, it's a common misconcepion that you're doing the work, habisain, when in fact it's the tool you're updating and doing your best to make it work.

I notice that there are still people using the Editor to make partials. This is fine and all, but there are translators (budding or otherwise) that can't afford the program itself or are uncomfortable with pirating said software.

I'm getting off topic again. I'll stop here and just wish Brofella the very best of luck ^^
 
Last edited:

habisain

Tentacle God
Joined
Jul 15, 2012
Messages
1,447
Reputation score
465
Re: [RJ095489]魔剣士リーネ(Leane of Evil Blade)[Beta 05.04]

That's uh, troubling in a few ways. It's certainly not what I would hope for at least. So I hope that in this case at least it's because someone misunderstood me on the other thread... Maybe I should make some tool that can do easy banner files for distribution or something (to help people with branding patch's and making sure that credit goes to where it is due).

Slightly more on topic: This thread has been very informative in letting me know what I actually need to build into whatever tools I make to try and handle Kirikiri games. I'm genuinely uncertain it's actually practical to try and make a generic tool for them - the scripting language and how it ties into the interface looks particularly horrifying - but I'll give it a shot. So I'm certainly not guaranteeing I will be able to do anything at all for Leane 2.
 
Top