Follow

Why can't the Japs code their shit normally so that simple translation doesn't break their shit

@matrix So for the recent kakaogames (korean) published World Flipper global release, a cygames (japanese) gacha, translators who were only sent the text were surprised to find out that what they translated literally made no sense because of the way the game was coded. It worked for korean and chinese because of how sentence structures are similar, but for every other language: it makes no sense.

The same way old SNES games like SMT and SMT II handled stuff like demon negotiation text, since it couldn't fit in a cartridge: They reused strings of words, as variable, kind of everywhere. If you were to only translate those strings, it wouldn't make sense grammatically.

Not only is it useless to do stuff like this now that it isn't limited anymore, but it's also impressive that kakaogames did not realize their english translation made close to no sense. I could understand it happening with french or german, but I'm sure the koreans know enough english to notice. Though, if the translations were implemented pretty late in the deployment of the global release, and quality checks noticed that issue, i doubt they'd be able to fix it in less than a few months.

@matrix probably because of the americans bad faiths actions for the past 3 decades when attempting to translate, its likely a deliberate attempt from the top to the bottom to make it a pain in the ass to waste western scum fuck companys time and money.

@matrix exactly. like I said from top to bottom. the engine, pixel art, and even licensing was probably disgned to fuck over a western company preventing them from profiting and most importantly censoring art that is neither their nor even wanted by the corp that wishes to sell it.

west deserves what they get, they have asked for it after all.

@LoliKing I doubt western company would like straight shota, but seems like the plugin the game is using is the retarded part so I guess you might be right.

@matrix yeah I doubt its the game itself. but every piece that makes the game rather.

plugins, artists, eulas, ive seen games do shit like this for like 2 decades. it has to be intentional at some point.

@LoliKing @matrix
It looks like this game is made with RPG Maker MV, which is essentially JavaScript running in a modified Chromium plus a not very complicated encryption (just use Enigma VB Unpacker to unpack/decrypt).
After you unpack/decrypt you should be able to use a RPG Maker MV to open the game as a dev and you can do whatever you want for it.
RPG Maker MV has full i18n support (although the language of the error messages depends solely on who packaged the game). It looks like that the one who made the translation for this game missed something in the script.

@matrix @LoliKing Just saw your reply.
Well it is indeed inconvenient to translate RPG Maker MV games...
If you just want to play the game, rather than to make translated version for others, maybe you can try different options:
1. unpack the game and use RPGMakerMVGame Hook patcher. When the game starts it auto copies text to clipboard each time you click on text, then you can use whatever toolkit you like to translate in real time from clipboard, such as Textractor or VNR or anything.
2. Unpack the game and use some translation toolkit to translate the entire game. I remember something like Translator++. But they are not convenient and you may see script errors sometimes. You can always fix errors with RMMV but it's not simple.
I know another bunch of well designed translation toolkits for RMMV, but they are only available in Chinese so I can't help you.

@frodo @LoliKing
1.I wanted to avoid that so I'm using Translator++, even payed for the latest version.
I think I found the issue now and it seems to be that some things have an English identifier and Japanese name, while others only have Japanese identifier.
I can check with context menu, but that crashes Translator++ on large jsons.

@matrix @frodo @LoliKing you could use ztranslate is similar to translate++ but it doesn't offer multiple translations

@LoliKing @matrix
I forgot to mention one thing. Unpack and decryption are two different things for RPG Maker MV games.
If the game has lots of sparse files, maybe you don't need to unpack anyway.
If the game is a single exe file which has something like >100 MB in size, you need to first unpack it.
Then create a Game.rpgproject file (which should have something like "RPGMV 1.5.1") in the game folder, try open the game with RPG Maker MV.
Now you're the God of the game world. You can do anything as a game dev.
If you do not see any resources (e.g. maps), you will need another decryption toolkit to decrypt resources. github.com/Petschko/Java-RPG-M

Yeah I know it's complicated but this is just how reverse engineering works

@LoliKing @matrix bad coding there's nothing to do with bad attempts to translation tbh
Sign in to participate in the conversation
Game Liberty Mastodon

Mainly gaming/nerd instance for people who value free speech. Everyone is welcome.