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English translation of the best omorashi game.


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Lisk, being one of those people who are like Lisk, is still very close to this project. But it's just as you've said: MojiQue is huge, and I'm not Homu enough to have time-travelling abilities require

Waht

Hello friends! In case you didn't know, some months ago, Mojikue, the currently best omorashi game, was finished and realized by Aoi Akurage. For those of you who don't know, it's an RPG game, simil

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19 hours ago, lollo said:

Probably the third option i'm afraid. It seems that since the autotranlated version came out, nobody really cared about making a proper translation. It's such a waste of potential in my opinion. If you have any idea, i'm listening

That's a shame. It sucks since I've heard the autotranslated version is impossible to understand. So, I still can't play the full version. I wish I had some ideas, but I don't. I'm sorry. There has to be someone on this website who can read Japanese that would be willing to translate it. Hopefully.

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It definetly sucks. Unfortunately, the only user i know that can do something is Lisk, wich is not taking part in this project. There is surely someone who can support it, but i don't really know how to find people. I've done this topic, but it apperars to not be really interesting, maybe it's just matter of visibility, maybe not.
I can't do much more than this if nobody supports it.

Maybe you can share this topic or help me find people who actually cares

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21 hours ago, lollo said:

It definetly sucks. Unfortunately, the only user i know that can do something is Lisk, wich is not taking part in this project. There is surely someone who can support it, but i don't really know how to find people. I've done this topic, but it apperars to not be really interesting, maybe it's just matter of visibility, maybe not.
I can't do much more than this if nobody supports it.

Maybe you can share this topic or help me find people who actually cares

I'll definitely try spreading the word as much as possible. It's all a matter of spreading the word until we find someone and not letting the flame die out. 

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I would be interested in doing this if I didn't need to learn Japanese first. xP (I can identify most omorashi-related catchphrases, but I haven't focused on learning it overall)

It would also probably take years given the amount of text present.

 

But as I was fiddling with the game files, I have come to wonder: how does one access and modify the raw text/script? I couldn't find a way to do so when I was curious about it last year.

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I could potentially throw my hat into the ring. However, I could only translate around 80% of lines by myself, so I can only be an assistant translator - someone more expert will be needed to head up the project.

Also needed are several testers, someone capable of typesetting for graphics, and someone who can decompile and control the source code (https://github.com/Petschko/RPG-Maker-MV-Decrypter might help).

I can't promise absolute commitment, but let me know if you guys find more volunteers.

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Unfortunately i don't know much about translating, and most important, i don't speak japanese. But i'll also spread the word as much as possible, and if you all want to see
something concrete, you should spread the word too. It's an important project, i think it's most a matter of visibility.

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The problem isn't physically doing the J->E TL. It's doing it in any sort of efficient manner and making the game work. First of all, event.png.0383648cbe7dc3a35f88dccad483af59.png

This is what editing just one event looks like. Gibberish. Simply put, the EN and JP versions of RPG Maker XP don't work well together. In order to TL, you have to individually click on each text event to even see what it actually says. You'll also notice the purple "Show Picture" events. Those events are for which character sprite pops up. In the JP version, it would say the name of the character. Now, in the trial version (which left the titles as gibberish), you were able to get around this by going into edit and physically checking the sprite. In the full version, that is not possible. There were less than 4000 images in the trial version, so while it lagged the EN version of XP, it still worked. The full version has about 30000 images. Trying to check the image in the EN version crashes XP. This makes it nearly impossible to figure out who is talking and makes translation difficult if not impossible.

 

This could be gotten around by just using the JP version of XP. However, 1) It costs nearly $30, 2) Degica's website only accepts JP addresses and thus makes it difficult if not impossible for non-JP residents to buy, and 3) I was unable to find anywhere to try and pirate/crack the JP version. I tried getting around this by play testing the game as I translated.

Next, I tried to just play test along the TL to see who is saying what. That doesn't work either. 2131624397_brokentext.png.abd949c6473ed19331e20c5d338852b8.png

The second you edit English into the project file, ALL of the JP text in the game becomes unreadable blocks. The only solution is to basically to have XP up on one monitor and a clean JP copy of the game on the other and try and go back and forth (while still having to manually open every text event in XP to check where the hell you are). As you can guess, it's EXTREMELY time consuming. This is also made more difficult because, unlike the trial, which was basically linear, the full version back tracks through the same areas multiple times. This means that not only do you have to figure out who is saying what, but you have to figure out which part of the game you're actually translating. Again, time consuming and makes any progress extremely slow going.

This is all, of course, without even figuring into all of the image editing and TL that would have to be done (and there are hundreds of images that would need it).

While I've done some work on it, I work and go to school full time now, so any progress I make (if any) is going to be extremely slow on top of it being slow because of the difficulties already. As a timeline, I translated Yurinate in 3 months, and that was with all the text being in a plain text notepad file for me and I wasn't in school then. So yeah, unless a ton of people want to collaborate on this project, it will likely never get done.

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15 hours ago, newp said:

The problem isn't physically doing the J->E TL. It's doing it in any sort of efficient manner and making the game work. First of all, event.png.0383648cbe7dc3a35f88dccad483af59.png

This is what editing just one event looks like. Gibberish. Simply put, the EN and JP versions of RPG Maker XP don't work well together. In order to TL, you have to individually click on each text event to even see what it actually says. You'll also notice the purple "Show Picture" events. Those events are for which character sprite pops up. In the JP version, it would say the name of the character. Now, in the trial version (which left the titles as gibberish), you were able to get around this by going into edit and physically checking the sprite. In the full version, that is not possible. There were less than 4000 images in the trial version, so while it lagged the EN version of XP, it still worked. The full version has about 30000 images. Trying to check the image in the EN version crashes XP. This makes it nearly impossible to figure out who is talking and makes translation difficult if not impossible.

 

This could be gotten around by just using the JP version of XP. However, 1) It costs nearly $30, 2) Degica's website only accepts JP addresses and thus makes it difficult if not impossible for non-JP residents to buy, and 3) I was unable to find anywhere to try and pirate/crack the JP version. I tried getting around this by play testing the game as I translated.

Next, I tried to just play test along the TL to see who is saying what. That doesn't work either. 2131624397_brokentext.png.abd949c6473ed19331e20c5d338852b8.png

The second you edit English into the project file, ALL of the JP text in the game becomes unreadable blocks. The only solution is to basically to have XP up on one monitor and a clean JP copy of the game on the other and try and go back and forth (while still having to manually open every text event in XP to check where the hell you are). As you can guess, it's EXTREMELY time consuming. This is also made more difficult because, unlike the trial, which was basically linear, the full version back tracks through the same areas multiple times. This means that not only do you have to figure out who is saying what, but you have to figure out which part of the game you're actually translating. Again, time consuming and makes any progress extremely slow going.

This is all, of course, without even figuring into all of the image editing and TL that would have to be done (and there are hundreds of images that would need it).

While I've done some work on it, I work and go to school full time now, so any progress I make (if any) is going to be extremely slow on top of it being slow because of the difficulties already. As a timeline, I translated Yurinate in 3 months, and that was with all the text being in a plain text notepad file for me and I wasn't in school then. So yeah, unless a ton of people want to collaborate on this project, it will likely never get done.

I see. That is a really complicated situation, and sounds like a lot of work. The fact RPG Maker XP is region locked is pretty stupid as well. Getting people to collaborate on this does sound like a good idea though. I feel bad for not knowing Japanese because I would love to help. I guess all I can do is search around for people who can actually help. I'm sorry.

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18 hours ago, newp said:

This could be gotten around by just using the JP version of XP. However, 1) It costs nearly $30, 2) Degica's website only accepts JP addresses and thus makes it difficult if not impossible for non-JP residents to buy, and 3) I was unable to find anywhere to try and pirate/crack the JP version. I tried getting around this by play testing the game as I translated.

In regards to buying stuff that only accepts japanese addresses, I found this service recently: https://www.tenso.com/en

They provide you with a valid japanese address you can use, and then can ship the stuff they receive to you.

I used it to buy some "JP shipping only" non-pornographic doujins recently, and I can confirm it works. For example, I bought tankobon editions of Hanomidori's webcomic 😄

JPEG_20190527_141204.jpg

(unneccessary brag, maybe, but it's proof xP )

6 minutes ago, trashゴミ said:

Found a tool. Translator++

With this, you don't even need to decompile the game, let alone get a certain version of RPG maker. You can just generate patched .rxdata files and copy them across. It would be very easy to collaborate using this and some revision control.

Game_2019-06-25_22-54-53.png

Oh, that sounds promising!

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20 hours ago, trashゴミ said:

Found a tool. Translator++

With this, you don't even need to decompile the game, let alone get a certain version of RPG maker. You can just generate patched .rxdata files and copy them across. It would be very easy to collaborate using this and some revision control.

Game_2019-06-25_22-54-53.png

 

20 hours ago, EmesiraGimil said:

In regards to buying stuff that only accepts japanese addresses, I found this service recently: https://www.tenso.com/en

They provide you with a valid japanese address you can use, and then can ship the stuff they receive to you.

I used it to buy some "JP shipping only" non-pornographic doujins recently, and I can confirm it works. For example, I bought tankobon editions of Hanomidori's webcomic 😄

JPEG_20190527_141204.jpg

(unneccessary brag, maybe, but it's proof xP )

Those both sound very useful. That translator ++ program sounds like it would even allow people who aren't fluent in Japanese would be able to help by play testing and fixing any broken English that may come up (assuming that it's not so broken that there's no way to figure out what was trying to be said). Maybe not the best idea, but these will still be very useful nevertheless. At the very least it'll make Nwep's life easier, and that's all that matter's in the end.

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8 hours ago, dellbell said:

This is my first post so I hope I'm doing things right- I'm a JP to EN translator (I've translated a videogame before but I'd rather not disclose what game for privacy reasons, as I was the only translator on that project.) I'm interested in doing work on this, if there are also other translators involved. 

Very happy to hear it. Yes, there are other people who are working on this, and we are trying to find people like you to complete this project

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I'd suggest you test that translator++ tool with this particular game before you try and find translators. If that tool does, in fact, work, then @newp would possibly be interested in translating again as well. Conversely, if that tool does NOT work...then no other translator is going to want to deal with that shit until someone figures out a way to fix the problems.

EDIT: To be clear, it is unclear (to me at least) that this translator++ tool solves the issues outlined in newp's post above. I'd love to be wrong though.

Edited by tenck5k
being clear (see edit history)
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On 7/11/2019 at 9:13 AM, dellbell said:

@tenck5k I tested it out myself this morning and the program works completely fine with it. It's designed for RPG maker games to get around that boundary, so yeah, there should be no issues creating a full translation. It's very efficient.

Oh good. If this addresses the issues @newp brought up then maybe they'd be willing to be involved again.

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