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> Wolf RPG Editor English Tranlation, download links in first post
chronodekar
post Nov 30 2012, 02:58 AM
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I'm doing an English tranlation of the free tool, "Wolf RPG Editor". You can get details from their home-page,
Wolf RPG Editor home-page
Wolf RPG Editor through Google Translate

Latest Release (see thread for details),
Wolf_RPG_Editor_202a_English_v0025.zip
NOTE: This project is on indefinite hold until I can convince the original developers to let me join their team.



Usage: Just place the above executable in the same directory as "Editor.exe" which you get from the main site and run the translation!


Old Releases,
Editor202aENG_v0012.exe
Editor202aENG_v0008.exe
Editor202aENG_v0005.exe
WolfRPGEditor English Translation v0004
Wolf RPG Editor English v0001


I'll update this post as things progress.

-chronodekar

This post has been edited by chronodekar: Jan 2 2013, 03:53 AM
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Clord
post Nov 30 2012, 06:51 AM
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I doubt I would use this to do some long RPG game but some comparison would be nice.

Like what this program would do better or more worse than the RPG Maker VX ACE?

This post has been edited by Clord: Nov 30 2012, 06:57 AM


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chronodekar
post Nov 30 2012, 08:52 AM
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@Clord,

To be honest - I have no idea. rolleyes.gif I was trying to figure out how to translate another RPG game when I discovered that it was created using WolfRPG editor. Since I can't understand Japanese, the first step is to get the editor translated and that's what I'm doing.

@Everyone,

And I've got another update,
WolfRPGEditor English Translation v0004

The "create game" and "create new map" dialog windows have been translated. Here are a few screenshots,

ORIGINAL

TRANSLATED


and the next one,

ORIGINAL

TRANSLATED


You'll probably notice some Japanese text still stuck in the "translated" images. Sadly, those are dynamically created and I can't do much about them - at least not yet. For the time being, I'm going to focus on just getting the dialogs fixed.

-chronodekar
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chronodekar
post Dec 1 2012, 08:39 AM
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I've got some more dialogs translated. Here's the release,

Editor202aENG_v0005.exe

And the screenshots,

The database dialogs,


The tileset dialogs,


This isn't easy folks. When I started, I had no idea, so much effort would be involved!

-chronodekar
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Ratty524
post Dec 1 2012, 02:46 PM
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So after checking out the home page, I have to ask: what is the difference between this and RPG Maker?


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chronodekar
post Dec 1 2012, 05:18 PM
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QUOTE (Ratty524 @ Dec 2 2012, 05:16 AM) *
So after checking out the home page, I have to ask: what is the difference between this and RPG Maker?


One big difference I've found is that the end user does NOT need any additional files to play the game. With RPG Maker they have that "RPG VX" thing or something they need installed, right?

With Wolf RPG editor, it isn't needed. In fact, its how I got interested in this to begin with.

Few other points I've found (random internet searching - haven't confirmed myself),

* pixel based by default
* faster overall game speed
* its FREE

-chronodekar
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Tsukihime
post Dec 4 2012, 11:50 AM
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You don't need the RPG RTP in order to run games. It is just there so developers don't need to create their own materials from scratch. Or collect them on their own.

I've seen some wolf games with interesting systems. Is there a scripting interface? Or do you have to write C dll's or something to extend the program?


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chronodekar
post Dec 5 2012, 08:33 AM
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QUOTE (Tsukihime @ Dec 5 2012, 02:20 AM) *
You don't need the RPG RTP in order to run games. It is just there so developers don't need to create their own materials from scratch. Or collect them on their own.
I have to disagree with you - or at least, I haven't seen any developers take advantage of it. The games I've played; they all want that run-time (whatever its called) installed on your system before you can play them.
QUOTE (Tsukihime @ Dec 5 2012, 02:20 AM) *
I've seen some wolf games with interesting systems. Is there a scripting interface? Or do you have to write C dll's or something to extend the program?
From what I can tell, you should NOT need to know C to extend this program. It has to be some kind of script, but I've not gotten that far into the translation yet.

Here's the latest update on the translation,
Editor202aENG_v0008.exe

And here are the comparison screenshots,

Editor Options:



Common events editor:



Game preferences:



And with this, I can happily say that all the level-1 dialogs have been translated! smile.gif There's still work to be done, but from the title-bar, if you click on any of the options, all the dialogs that pop-up are converted ones!

-chronodekar
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Clord
post Dec 5 2012, 09:51 AM
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1マス is not referring to mass but to actual grid cell size.

Granted, it is like spelling error from the author's part. Considering if it would be "mass", it would make no sense.

This post has been edited by Clord: Dec 5 2012, 09:56 AM


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shinyjiggly
post Dec 5 2012, 07:56 PM
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I'm so excited about this project. I can't wait 'til you translate all those menus. If I had more than just the ability to read hiragana/katakana (most words I definitely do not understand), I would assist, but alas, my translation skills are little-to-none.

I wish you luck on your endeavors.


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chronodekar
post Dec 10 2012, 08:53 AM
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@Clord,

In hindsight, that makes a lot of sense. I've changed the text to read "cell" instead. Thanks!

@shinyjiggly,

I'm really happy to see some enthusiasm/expectations for this translation project. For what its worth, I do NOT understand a word of Japanese. All the translation you see in the screenshots is due to the application "Translation Aggregator" smile.gif If it weren't for that, I would be using google translate (which I do anyway). Unfortunately, it does not seem possible to ask for anyone to assist - at least at this stage. Once I have all the menus done, hopefully, I'll be able to ask for help in translating the sample games.

Here's the latest release,
Editor202aENG_v0012.exe

And here are the corresponding screenshots. This time I'm going to try using the forum "attach" feature instead of imageshack. Hopefully they will come out alright.

These are the sub-menu which comes up when you select "Open Event Command Window" in the "Common Events" options. There are a few other minor dialogs that were translated too, but I don't remember where they were ... sweat.gif

Attached File  Text_Display.jpg ( 92.98K ) Number of downloads: 14

Attached File  Variable_operations.jpg ( 120.82K ) Number of downloads: 11

Attached File  Branches.jpg ( 103.61K ) Number of downloads: 10


I'm going to be busy during X'mas, so I'm not really sure how much translation work I'll be able to get done. We'll have to wait and see what happens.

-chronodekar
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chronodekar
post Jan 2 2013, 03:51 AM
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It's been awhile since I updated this thread and I've learned a lot in that time-frame. Let's get the bad news over first - it is just not possible to do a complete translation of the Wolf RPG editor with just a "resource hacker" program. I knew the job would be difficult, but never expected it to be down-right impossible.

A quick explanation: What I've been doing so far is translating the dialog boxes and menus that exist in the program. These are static text and should not have any adverse effects if changed. The problem are the dynamic text and cross-references that kept popping up. Simple example - there might be a point in one part of the program that says "hero" in Japanese. I translate that to english. Unfortunately, another part of the program is expecting "hero" in Japanese and when that isn't found, errors come up.

Without access to the program source code, the only other way to address the problem is with assembly-level tweaking. While I consider myself a competent programmer, assembly code is not my specialty. sad.gif

So I decided to try translating the sample game that comes with the editor. Amusingly enough, I believe that I've done "just enough" work on the editor that with the help of google translate on the online help, people *should* be able to translate Wolf RPG games to english. It's not exactly what I envisioned when I started the project, but at least its something.

Speaking of which, the sample game is partially translated. Most of the important bits are translated, so you could spend about 15 mins playing through it.

Here's the download link for my work (this is everything and not just the editor alone),
Wolf_RPG_Editor_202a_English_v0025.zip

Got to say, it's been a productive experience. I've learned quite a bit in the last month or two about RPG games and windows programming.

-chronodekar
PS : Feel free to contact me if you have any questions/concerns
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ConradAlbertIII
post Jan 2 2013, 12:24 PM
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Hello, I'm just the regular RM user and I've been following your thread. Last time, with the last update, I've been able to try wolf rpg editor that seemed "so far away" before, as I can't speak unfortunately any word of Japanese.

I may say the install is a breeze. I haven't try yet the translated game but I hope some other guys will join me to push you to reach the owner and get its source code so we can enjoy at the time it will be ready a fully english experience (french canadian guy here) of the game. I mean editor.

I Keep watching the thread whaterver path you choose, thank you for all the work you put in it.
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AltairPL
post Jan 2 2013, 02:22 PM
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You're doing great, man. Don't give up when you made it that far.
If you wish I can help you with those dynamic texts and even with dropdown lists, if you have problems with them - I know that ResHack has issues with importing resources and unfortunatelly it's required for those lists.
I know that translating resources for each and every version of editor is/will be pain in the back. Believe me, I've tried wink.gif. But I think that creating good fan translated version and getting RPG making community attention will improve our chances of convincing author to make official english/multilingual version of the editor/engine/etc.
I attached screenshot of changed game settings and map selection dialogs to prove that it can be done.

Cheers!

P.S. Oh, and Happy New Year to all of you biggrin.gif

This post has been edited by AltairPL: Jan 2 2013, 02:24 PM
Attached File(s)
Attached File  it_s_possible.png ( 102.65K ) Number of downloads: 15
 
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chronodekar
post Jan 2 2013, 06:03 PM
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@Everyone,

I knew a few people were curious about seeing Wolf get translated, but your responses are not what I expected. Makes me feel happy about the work I've put in so far.

There doesn't seem to be any contact information on the original developers website, so I've tried asking on their forums,
http://silsec.sakura.ne.jp/WolfRPGEditor/BBS/log/95.html
(reply number 296)

My knowledge of Japanese is virtually non-existent, so I had to make use of a machine translator to ask there. From the look of things, something was botched up. On the good side, a kind person by the name of "toh" has repeated my request in what is (hopefully) proper Japanese. Lets all pray that the developers reply soon. (Or better yet - if they open source the editor. It would resolve a lot of complications).

QUOTE (AltairPL @ Jan 3 2013, 04:52 AM) *
You're doing great, man. Don't give up when you made it that far.

I attached screenshot of changed game settings and map selection dialogs to prove that it can be done.


I never wanted to drop the project, but things weren't looking too good earlier. Your reply has given me fresh hope.



HOW did you do the above (marked in red) ? I'm using "ResEdit 1.5.11-x64" and don't think I can access those text. Can you teach me?
Also - any ideas if the other circle (marked in blue) can be translated?

@Everyone,

Other than the "hacking" route to translate the editor, I've run into another problem as well. Let me try to explain it with screenshots. Here is the "normal" look of the "User Database" window,


See the top left Japanese text? Well, if you double-click each line another dialog pops up and you can use it to "translate" the entries there. I did that for a bit and here's the result (see top-left section),


It looks a LOT more sensible, doesn't it? The editor doesn't seem to complain and everything appears fine ... until you try running the game. You get this,

Which is just unacceptable.

This is what I meant about cross-references. I'm guessing that the error is caused by another part (or multiple parts) of the program looking for the original Japanese text. Unfortunately, its like looking for a needle in a haystack. I have no idea where to start. Any ideas folks?

sweat.gif And ... as late as it is, a belated Happy New Year everyone !! smile.gif

-chronodekar
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AltairPL
post Jan 3 2013, 03:02 AM
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I'm in work right now, so I make this brief.
Blue circled elements are maps names and those names can be changed somewhere in DB - don't remember which DB and Type contains map data however.
Both red circled elements require hex editing skills. Let's start with dropdown lists, shall we?
Each Dialog with list(s) has additional entry in 240 category (I think they're called Binary Data or something similar) with same ID as Dialog. What you need to do is to export this resource to .res file, hex edit all lists elements and then import changed .res file. It can be tricky, so you need to be careful - I don't have time right now to go into details and even if I had the time I don't know if I could explain this clearly enough (even in polish).
Dynamic strings can be changed by directly hex editing .exe file. Problem with this is that string space is limited (that's why "mine" max. speed string is different/shorter than yours). Another problem is that some strings occur two or more times and I really don't know how easy it is to screw something up. But I just started exploring that just yesterday so hope is still strong wink.gif.
Same thing applies to some static strings, such as Checkpoint / P check in events list, some dialogs title bars, and many more.
Game error points you to Common (not sure) Event 124, line 15 (also not sure), so maybe there you'll find more info on how to repair this. It's possible you translated DB Types when other dialog windows were opened - that can screw things up sometimes. That's one of the possibilities.
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chronodekar
post Jan 3 2013, 06:55 AM
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QUOTE (AltairPL @ Jan 3 2013, 05:32 PM) *
Each Dialog with list(s) has additional entry in 240 category (I think they're called Binary Data or something similar) with same ID as Dialog. What you need to do is to export this resource to .res file, hex edit all lists elements and then import changed .res file. It can be tricky, so you need to be careful - I don't have time right now to go into details and even if I had the time I don't know if I could explain this clearly enough (even in polish).
Dynamic strings can be changed by directly hex editing .exe file. Problem with this is that string space is limited (that's why "mine" max. speed string is different/shorter than yours). Another problem is that some strings occur two or more times and I really don't know how easy it is to screw something up. But I just started exploring that just yesterday so hope is still strong wink.gif.
Same thing applies to some static strings, such as Checkpoint / P check in events list, some dialogs title bars, and many more.
Game error points you to Common (not sure) Event 124, line 15 (also not sure), so maybe there you'll find more info on how to repair this. It's possible you translated DB Types when other dialog windows were opened - that can screw things up sometimes. That's one of the possibilities.


I found the 240 category. Didn't realize that was where the drop-down lists were. With ResEdit, it seems that I might be able to edit the entries in there, but I haven't tested this myself. What tool do you use to extract data to .res files and can the same tool be used to import data from .res files as well?
Worst case scenario, if I can't figure it out, I might have to leave translating those sections to you. confused.gif

Now that you mention about common events, that sounds like something I could explore. It will have to wait till the weekend though, so this could take some time.

Do you know any small games made using Wolf RPG Editor? I think I have enough know-how to try my hand at translating one of those and it might help bring some attention to this project. Speaking of which, when you said that you know how much of a pain it is to translate each and every version of an editor, did you mean Wolf or is it another program? I'm curious.

-chronodekar
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AltairPL
post Jan 3 2013, 09:44 AM
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QUOTE (chronodekar @ Jan 3 2013, 03:55 PM) *
I found the 240 category. Didn't realize that was where the drop-down lists were. With ResEdit, it seems that I might be able to edit the entries in there, but I haven't tested this myself. What tool do you use to extract data to .res files and can the same tool be used to import data from .res files as well?

Good old ResHack was able to export/import resources, but import war broken and in most cases didn't work as intended. I downloaded ResEdit and it seems that it does not support export/import and some other useful things (but still looks nice for a freeware). I personally use Restorator (I'm not in any way affiliated with it's creator/distributor/etc. wink.gif), but it's not free and I don't know any free alternative.

QUOTE (chronodekar @ Jan 3 2013, 03:55 PM) *
Worst case scenario, if I can't figure it out, I might have to leave translating those sections to you. confused.gif

No problem, but if it will come to this I would prefer to leave translations to you - for the sake of translation's uniformity. If you're ok with this I'll just send you the strings to translate and then reimplement translations into the file.

QUOTE (chronodekar @ Jan 3 2013, 03:55 PM) *
Now that you mention about common events, that sounds like something I could explore. It will have to wait till the weekend though, so this could take some time.

Do you know any small games made using Wolf RPG Editor? I think I have enough know-how to try my hand at translating one of those and it might help bring some attention to this project.

Probably most released games made with Wolf RPG Editor will be compressed so they won't do you any good.
I think that translating databases of sample game will be much more useful. Why? Maybe Wolf RPG Editor doesn't have scripting language but if I'm not mistaken it's database engine is extremely powerful and flexible at the same time. I'm not full fledged programmer but I can see similarities to programming - Types are classes, Datas are objects of those classes and Type contents ("Content type" in your translation) are parameters/arguments/properties of those classes. And everything without typing one line of code (not that I mind typing or coding wink.gif). 100 types with 10000 data and 100 properties each is not bad at all if you ask me wink.gif. I hope you see my point...

QUOTE (chronodekar @ Jan 3 2013, 03:55 PM) *
Speaking of which, when you said that you know how much of a pain it is to translate each and every version of an editor, did you mean Wolf or is it another program? I'm curious.

I know it sounds weird but I like to tear applications, mainly games, apart to see how they work miner.gif biggrin.gif. From hex/resource editing to open memory surgery wink.gif. Most of the time for my own purposes and satisfaction - sometimes even greater than playing the game itself.
I gave translating Wolf RPG Editor a shot - same version you started translating, but gave up due to the time constrains and apparently not good enough language skills. So when I saw your thread and note about putting translation on hold I decided to voice my concerns - you asked for it wink.gif.

Cheers!
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Seto_Seto
post Jan 4 2013, 12:35 AM
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Hello,we are using the "Wolf RPG Editor" in Japan.
I heard that you work hard to translate the tool. We feel that your efforts will be great.
Although we are not good at English, let us send a message while clumsy.
When reading the database in place of common events, the place to read is looking for a name instead of a number.
For example, when reading the No.0 database, it searches a data such "技能: Y: X".Not"0: Y: X".
So if rewrite the name of the database, We get an error to fail to detect data in common.
If you change the name of the type of database, you must also fix common command of events at the same time.
We would like to help correction of the portion to which a database and a common database relate, if you wish.

We hope your efforts are rewarded.

私たちは日本で〝Wolf RPG Editor〟を使っています。
ツールの翻訳をがんばっているということを聞きました。
々はあなたたちの努力を素晴らしいものだと感じています

私たちは英語が得意ではありませんが、つたないながらメ
セージを送らせてもらいます。
コモンイベントという場所でデータベースを読み取るとき
読み取るべき場所は番号ではなく名前で探しています。
たとえば、データベース0番を読み取る時に、〝技能:X:Y
〟という風にしてデータ検出しています。
データベースの名称を書き換えると、コモン内でのデータ
出に失敗してエラーが出ます。
データベースのタイプ名を変更した場合、それと同時にコ
ンイベントのコマンドも修正しなければなりません。
もしあなたが望むのなら、データベースとコモンのデータ
ースが関連する部分の修正を手伝いたいです。

あなたの努力が報われることを望みます。
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chronodekar
post Jan 7 2013, 09:29 PM
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Wonderful news folks! I got a reply from the official developers!! smile.gif You can read it here,
Reply from Wolf RPG developers (PDF on google docs)

For spam reasons, I've removed the email address in the document, but otherwise haven't modified it. In a nutshell, it looks like they were so impressed by the community efforts to make a proper English translation that they've decided to release an official one themselves!

He won't be open sourcing the code, but within a month, hopefully, he'll release the character string list which we can help translate.

I'm really excited about this! smile.gif This deserves a big pat on the back for everyone in the RPG community!

-chronodekar
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