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A note to translators Sticky

A topic by bitshiftgames created Jun 17, 2023 Views: 2,905 Replies: 79
Viewing posts 1 to 13
Developer(+1)

First of all, thank you! I know the first Cruel Serenade game was informally translated to a number of languages, and I'm flattered that people would take the time to do so. Just want to share a few things:

1. Translation of GutterTrash is totally fine, as long as:

          a. You ONLY distribute the files containing the translated text, not the complete game.

         b. You make it clear that it's an unofficial translation.

         c. You don't charge for it.

As long as you stick to those three, we're all good!

2. Just a note of help/assistance: GutterTrash actually contains the full maps and text of CS1, so I can refer back to them while doing various programming things (these take up almost no extra space). As a result, do NOT translate straight-through, as you'll be wasting an enormous amount of time on things the player will never see. Pay attention to what you're translating: with the exception of one scene and lead-in, if it mentions boars or ear clips, it's probably this hold-over material. Just a heads-up to save some time. 

And if you do complete a translation project, let me know! I love to see what people are working on.

(+1)

Since there are no "Collaborations" thread, and I don't want to open one just to make a question.

I'd like to ask what's your opinion, on "iconizing" the CG in the game to make a guide?

I want to make a flowchart but I need to crop the CG in the game to make icons, since It's your intellectual property, how's that fare?

If it is ok, does It interest you to have a flowchart of scenes? Because for CS:2 I can make it, post it as a thread, and that's fine. You wouldn't even have to make a Sticky thread.

But if I make a CS:2 I'd want to make a CS:1 too, and there's no nice way of posting that, since CS:1 has no threads and only comments(the post would just start going away as the comments pile up)

Developer(+1)

Oh I'd be thrilled, saves me the time of having to write up a guide, and having it visual would be pretty slick. You'll have to update it as new stuff comes out though (I mean not HAVE to, this isn't a job, but I'll poke you). And yeah, definitely just crop it so it doesn't give away too much. Maybe do the lazy-man's pixel art where you turn off the good resize algo in Photoshop, size down, and size up again to bitcrush it a bit.

But yes, by all means! I look forward to seeing what you can do. Try to get it the right scale so it's easily viewable in-thread without having to separately load the image.

(1 edit) (+1)

I'm playing right now to make sure I got everything, stuck on a Graffiti that says "Aut Furit...", mind giving me a hint?

And I'm writing a simple text guide today. So I can get something out ASAP for folks, and then I'll start making the flowchart,hopefully tomorrow.

I can definitely do something artistic like that, and I'm going for a purple colorscheme for CS1, and a green one for CS2. If you'd like it, and you'd want it to the point of poking me for work, that's no problem, I'll even provide the .PSD publicly, or directly to you. 

If anyone else reading this has the same desire to write up a guide, just reply to this! We can work together!

Developer

Excellent! That graffiti is just flavor, ties into something later. No scenes or items though.

To be clear/pedantic, the main theme color for CS1 is actually purple/pink, or "hot pink". It's the pure pink on most graphics programs color wheel. Proper purple, or cool purple, ended up being a secondary theme color for GT (as seen in the hyena's shirts and the theming of the store page here.) But that's probably what you were thinking.

(1 edit) (+2)

I'm very sleepy right now, so I'm going to rest, before I go, I managed to make the written guide, I made it verbose, may have been a bad call - but It's the way I think it helps the most - besides if I can get the flowchart looking good, It'll be easier for folks.

This is the very early on draft, so my main ideas here are: Gooey arrows and borders that drip, and special symbols indicating what each scene is.

Because It is gooey I want to hand-draw it, and maybe even shade the goop, the example bellow I did carelessly with my mouse, but I can whip a Wacom I got here and do it better.

The flowchart is unfinished ATM as you can see. I'll shift and space things around once I place everything on it, the right and bottom might increase or decrease as I find good resolutions to post it at on Itch.io, so far going for 2:1 (1600x800)

I may also iconize things differently.

Just tell me if you like the idea, I'll fix the color pallete I know it isn't the right green, for the background I wanted them to be sprites of the areas the "nodes" in them tend to be/are in, I may put some gradient/vignette/extra textures to spice it up.

I think you seem to have an idea of something, by suggesting "bitcrushing it", so if you have a particular direction in mind - stylistic - feel free to describe it to me!

But to make what you currently expressed so far a reality with what I came up with, I'll try the following: After having all the borders, arrows, and goop drawn I'll try to pixelize it. I'll also see what more I can do for a pixel aesthetics - the background's a  good place to look at.

Expect, some borders, a title on top, a legend for the special symbols on the bottom... 

Oh and maybe you'd like to suggest a font? The one bellow is called "Itim", I like it so far. Might increase font size.


Developer (1 edit)

For a rough draft this is already looking pretty great. Obviously you'll be cleaning up the arrows and outlines a bit, and like you said, giving an overall header and so-on, but I'm liking the look in general. I'm not sure I buy the floortile background entirely, though it is a clever idea. A solid color, even just black would probably work better, but experiment on your end and see what looks good. You may win me over.

I'd also say: let's stick to JUST the scenes, ie the stuff with art. That's what people are most looking for, and I like to keep the other stuff a bit more obscure. Also, though just a draft obviously, this chart is actually inaccurate: Lying to Mahir is, as the Silicon Valley people love to say, "orthogonal" to any of the actual scenes with art. It DOES unlock some text stuff in the plaza, but for simplicity and fun of discovery, again, let's leave that stuff off.

I'm also mixed on having everything connected in one flow, though I suppose that makes more sense for a visual rep. Maybe one straight line, horizontally or vertically, representing a totally un-eventful playthrough to a win at the end, and then branches off that for each event, some which re-join the main line, some which don't, and some of which branch off further as appropriate. But a bunch of stuff kind of clustered around a center (or side-aligned) line. That's the added challenge of doing a graphic though, you have to ponder how to actually express the flow accurately visually instead of just briefly mentioning the conditions for each scene.

And yeah, you can give the pixel look a try, but it isn't required, just a possibility that might be neat depending on how it ends up looking.

Can't offer much on font, typography's a weakness of mine, as shown by the...mediocre credits. Font seems fine though.

And thanks for all the work put in so far, do think this has potential.

(+1)

Oh It's latin, of course! Hm...

(+2)

I am a translator into Japanese.

I have two questions. One is, do women appear in the world of this game?

The second is about the character image of Scratch, is he what you call a machine geek character? Or is he a Yankee character who likes to tinker with machines?

Developer (2 edits)

Hey, thanks for your interest!

Officially yes, there are females in the setting, but it's unlikely any of the named characters will ever be female. None of them are in GT, certainly. So it's probably safe to assume unspecified NPCs are male.

I had to double-check what "Yankee" meant in Japanese, my memory was a little vague. From what I understand, it's a specific sub-culture of juvenile delinquents, right? So the question is, is Scratch more of a youth gang type who just does some computer stuff, or is he an actual nerd? And that's actually a tough question. I'd say he's MOSTLY nerd, like Donatello from Teenage Mutant Ninja Turtles. He "does machines." And he's a bit of a "soft boy" compared to Mezz. But he's been in fights, and survived. He just has a much lower success rate there, which is why he tends to stay back at HQ. But on the other hand, he's not the guy wearing swirly glasses and talking like a robot instead of a person. He's hip, he's cool! He's just...not especially good at fighting, and he IS pretty smart. So he focuses on his strengths. Make of all that what you will.

Also, this is just a sidebar, but I always find it funny when I'm reminded that "Yankee" is Japanese slang. First because it's unintentionally more historically accurate than how Americans think about it: for us Yankee is just...us. Americans. But historically it was always used as a pejorative, either by the British or the South, and in both cases it meant "Those uncultured idiots." "Yankee Doodle" is all about the British accusing the Americans of being moronic, uncultured country simpletons playing at being sophisticated, and the South had largely the same feelings. And second, because outside the baseball team, we haven't used the word since the 1800s, so it's funny to see it crop up in modern times. I imagine a bit like if American youth started calling themselves "The Shoguns" (将軍).

Anyway, I hope that answers the questions, and good luck with the translation!

Oh, almost forgot-

IMPORTANT WARNING:

The ENTIRE TEXT of the first game is contained in Gutter Trash, for programming/game design reasons. Be careful, or you'll end up wasting time translating two games instead of one. I'll update this post later today with information on the best way to avoid this.

UPDATE: Most of the translation is dialogue, and most of the dialogue is stored in two places: the Mapxx.json files and CommonEvents.json. For the map files, start on 20. Everything before that is the first game. For CommonEvents, scroll down to id 50, or just search "GT Events Below". Everything before that is from the first game and can be ignored. Those two should save you from 90% of the extra work. You might end up translating an item or weapon from the first game, but there aren't many of those, so it won't waste much time.

(+2)

Understood, thanks for the reply!

And, the first chapter is being checked by others and will be completed soon!

Developer

Excellent! I look forward to seeing it.

(+2)

Sorry for the delay. The Japanese version is ready!

To which should I attach it?

Developer

Excellent! You can't upload it here directly, but you can find a file host (I like catbox) and then link that here. Right on this thread is fine for now. Once I've had a chance to take a look at it, I'll probably give it its own thread too so people can find it easier. Thanks for the hard work, I really appreciate it!

Understood! 

I will attach it to the catbox when I get home!

(+1)

I have put it up! Please check it out!

Developer

Did you forget to link it? Remember, once it's on Catbox, you have to apply that link to some text on one of your posts with the "Link" button.

(+1)

https://files.catbox.moe/eyc4dc.7z

(+1)

I'm sorry! I did not understand how to use it.

Is this ok?

Developer (1 edit)

That'll work great! I'll take a look at it in the next few days and give it it's own thread if it all looks good. Thanks again for the time spent on this, I really appreciate it!

Edit: Oh, I thought you were working on a translation of Gutter Trash, not the first game. Either is good, just want to make sure you uploaded the right file. I'll take a look at this one for now though.

Developer (2 edits)

Now that I've played it a bit, I have a few questions:

1. CS patched with your translation makes Mezz invulnerable to damage for some reason. I've checked and it doesn't happen with the original (IE it's not a bug original to the game.) Were you using a Godmode plugin that you forgot to take out? Leaving out the js folder from your patch and just using the originals doesn't fix it though, so it seems like you may have messed up something with the enemies skills/attacks while editing.

2. Is there any reason you're redistributing the js/plugins folder in the patch? As far as I know everything that needs to be translated should be in data.

(+1)

The first one, regarding damage, I forgot to remove the status up to quickly check the content.

Regarding the second one, the js file, some text displayed on the status and equipment screens can only be edited by the js file. So I have included the edited version!

I will get the first one to you as soon as I can.

(+1)

https://files.catbox.moe/pxjywu.7z

(+2)

Also, Gutter Trash is currently being edited.

It will be completed much later, but I will post a link to it here as soon as it is ready!

Developer

"Regarding the second one, the js file, some text displayed on the status and equipment screens can only be edited by the js file." Oh, probably because I'm using all those plugins to reformat them. Ha, sorry about the extra work. Appreciate it though. I tested the new version, and it looks like it's working correctly now, so I'll continue my playthrough.

Developer

Excellent. Finished playing through your translation yesterday, but didn't have time to post till now. I really like it! As of now, it has its own News Post on the CS page, so hopefully everyone that needs it can find it. Thanks again for the work, and I look forward to seeing GT when it's ready (no rush though, I know it's a much larger game).

(+1)

Thank you for your contribution!

I will be the one to make the announcement in X!

Developer

Sounds good. If you don't mind, let me know here as well, I don't watch stuff on X very closely.

(+2)

Is my account ok?

My account is @eiga1271028!

(+1)

https://files.catbox.moe/c3q4rg.7z

(+2)

We apologize for the very long delay!

We have now finished the translation of gutter trash.

Developer

Thank you so much! I'm honored, as always. I'm not feeling well at the moment, but I'll definitely do a play-through of it soon; it's always fun seeing how things were adapted. 

Also, I hate to say it, but there is ONE more pack/addition to GutterTrash coming out in a month or so. You certainly don't have to, but would you mind covering that as well once it's out? I don't expect it to be a dialog-heavy as the others. 

Either way, thanks again for all the hard work. It cheered me up today to see this.

(+1)

Understood!

I will look in on your site regularly.

And, if possible, when you add new content, it would be great if you could let us know where you added it.

Developer

Excellent! I'll be sure to get you the information once it's out then.

Developer (1 edit)

So, we have a problem.

I wrote a mountain about you seemingly breaking a bunch of things on the District 1 map, but it's actually much simpler than that: you didn't use the most current version! In 0.7.3 I patched a bug where it wasn't possible to fully switch back to the normal outfit once switched to the street clothes, which broke some things. I also dramatically improved the way the thugs move in the stealth version of the alleys a few versions before that, which is what alerted me to the fact that you were working with an old version: they're still moving in the old, bad way.

This is...a problem. Obviously it's impractical to expect you to get 0.7.3 and just port all your translation over. But the only slightly less insane alternative is for you to start at whatever version you used for your translation, read through the changelog (in the readme)  and grab newer versions of certain files from 0.7.3 as each fix is described, and port your translation over for those isolated files. If your code doesn't have the updated thug movement, that means you're at LEAST as far back as 0.6.3, so that's three versions worth of fixes and tweaks.

If you'd like, I can try to go through those version revisions and track down what files I think were effected, to cut down your work a LITTLE at least. It's not quite as bad as it looks; a lot of the changes listed there won't actually effect this, so they can be ignored. I've already started, and I've managed to narrow it down quite a bit. But let me know/confirm what version you were working from.

And for what it's worth, I have been enjoying the translation playthrough so far (and VERY impressed you took the time to do the whole lore computer). I'll put that on hold while we work on getting this fixed though.

(+1)

The version when we first started was 0.6.2.

This is a patch of the content added in 0.7.2.

Since there are basically no fixes for the bugs, it would be more practical for me to copy and paste the translated text into the next updated patch of the gallery, etc., if I wanted to reflect them.

It would save a lot of trouble later on to do it in the next big update rather than reflecting it in the current latest version.

Developer

Oh, if that's easier, then by all means. Just be careful you don't accidentally carry over old code as well then. But yes, let's plan on that: I'll get the final content finished, as fully bug tested as possible, and then get you a copy. Release should be in another 1-3 weeks, but I'll need a bit of time beyond that for testing, so keep an eye out around a month from now. Sorry for the trouble, and thanks for your patience on all this.

(+1)

Thank you for confirming this as well!

(+1)

Hello, I am a Japanese translator.

You have issued the last major update. Is there a trend to issue a new version with bug fixes, etc.?

Or do you seem to have no particular problems with the current latest version?

Developer (1 edit)

I was going to message you once the update went live here at midnight. Give me until Wednesday, in case the larger audience finds any new bugs. If they don't, you can download the most recent version here and get to work on it (assuming you've bought it here, if not let me know). I'll reply to you again Wednesday to confirm, but feel free to remind me if I forget. I'll also do my best to give you a rundown at that point of all the new events/common events/other new places text should be to hopefully make your work easier, as requested.

(+1)

Understood!

I'm looking forward to it!

Developer

Ok, 1.0.4 just went up with the last batch of bugfixes (hopefully), so let's get this started. In general, be careful you're only replacing dialog and other text and not programming logic, as that may have changed in various ways as well.

Here's my best recollection of where all the new content is:

Common Events:

The following new common events have text that needs to be translated: 242, 244 (the dialog should all be the same here as 115, just truncated so it starts at "There was no response as...". Just be sure you don't mess with non-dialog stuff.), 245 (again, largely the same text as 196 and SOME from event 92 on map 56, though it might be easier to just translate through again rather than trying to piece together, your call), 261, 266, 268, 269, and 270.

Map Events:

On 40, "GutterHub":

-126, 127, 128, 129, 130, and 131 are all identical, you can just translate one and copy-paste the others.

-125

-104 has a 4th and 5th page now with dialog. You'll have to copy-paste the whole blocking row there (this is the first blocking row leaving the plaza north).

-There's a new blocking row in the alley leading to/from Mahir's, starting with 135. All identical, copy-paste.

On 41, "MahirHQ":

-Careful when working with event 4, "Mahir". Should be 99% the same, but there might be a line or two that's different.

On 42, "PornStore":

-5 has new dialog

On 44, "StripClub":

-4, 5, 6, 8, 9, 20, 29, 30, 31, 32, 33, 44, 48, 49, 51, 52 all have new dialog. Note Mezz's comment to one customer thatgoesonandonlikethiswithoutspaces is SUPPOSED to fail to word-wrap and overflow the text box. That one's intentional.

-The blocking row at the door, starting with 7 have new dialog. All the same, copy-paste.

On 46, "stripclubrestrooms":

-1, 10, 49, 48, 54, and 53 all have dialog.

On 65, "Entertainment District 1 (SlutMode Ver):

-The blocking row into the alleys, ev 397 and 406 have new dialog. Identical to each other, copy-paste.

-There's a new blocking row of two events a little farther into the alley, 423 and 425. Identical, copy-paste.

Items: 38-41 are new.

That SHOULD be all of the new text for the THIRD content pack. If I remember right, you had already managed to translate up to completing the second pack, right?

I also collected a few notes when I started my playthrough of your translation, before stopping when I realized the version problem. I'll share those below so you can get to them on this pass/draft:

-Mouse vendor (124) in Haven not translated

-Bartender in hotel (27) had his name tag info deleted, so his name is displayed with the rest of the text. Text to search: "<バーテンダー>すみません、今はお飲み..."

-text for finding hamburger under empty bus stop (163,164) not translated. "Wait, there's something hidden under the bench."

-shopping mouse (118) and vendors (111, 110) in Haven not translated

-The color tag on one of the lines for the first porn shop scene is broken. Text to search: "c[2]もちろん本物のメズさ!だけどエッチが大好きな方のね". Check his other lines for the correct formatting.

-Missed the Hyena thug lines when first greeting Mezz in the alleys. Text to search: "Lose yer way bunny? Entertainment's back where you came from"

-A line from the first capture scene in the alleys by the hyenas in slut mode doesn't wordwrap/overflows the dialog box. Text to search: "メズは頷くと、彼のすべすべした皮袋を従順に舐めようと体を前へと押し出した"

Thanks for all the work you've put into this, and let me know if you have any questions.

(+1)

Okay, I understand!

Thanks for explaining the many new items and looking for translation errors!

I will start working on it as soon as I can.

If I have any questions, I will comment here again!

(+1)

hello & sorry!

I have just finished transferring the text and am playing the game for a final check.

But, I keep failing the mini-game at the strip club and can't proceed.

I know I'm not good enough, but could you please tell me how I can get through it?

Developer

Aw, sorry about that! In general the idea is to max out the customer's bar (pawpad) without letting yours max out 3 times (bunny). Each customer has a randomized "zone" that finishes them faster: tip, mid, or deep throat (you have to hold down the direction button for deep throat, and can only do it if that customer is sensitive to it. You can recover your bar by pulling all the way back for a moment: the customer's pleasure will go down too, but not as fast as yours. This is essential eventually, so that might have been what was tripping you up. I have a cheat I use for debugging too, but I'm afraid if I send you a version with that it might not match, since I have done a few minor patches since. Let me know if it's still an issue though.

(+1)

I understand!

I knew there was a tip and a back, but I didn't think there was a middle!

I will try my best to break through somehow!

Developer

Are you still stuck in the club?

(+1)

I was able to complete the mini-game!

But at the same time I realized that I didn't know there was a way to lower the green gauge! (really dumb).

Developer

Ha, no worries, glad you got past it in the end. Let me know when you've got the new draft of the translation ready to go, but no rush.

(+1)

I heard that someone has translated the texts of this game into several languages. I would like to know where I can find these texts. Thanks in advance for the information.

Developer

The translation for GutterTrash into Japanese is still in progress, though hopefully it will be ready in the next month or two. The translation for the first game into Japanese is here, but keep in mind it was for an older version, so there may be some oddities (should mostly work fine though). Those are the only translations I'm aware of, though there may very well be other unofficial ones.

(+1)

Ah ok. I was hoping to find it in Spanish... well, thanks anyway... I'll keep looking if I can find a Spanish translation.

Developer

Yeah sorry, nothing known to me as of yet. Keep in mind though, this is RPGMaker MV, so it's very easy to hook (stream the text out of via a plugin) and then dump that through deepl via something like textractor. Not perfect, but it'll get you 90% of the way there.

(+1)

Don't worry, my friend.

You say I can translate it into Spanish on my own?

In that case, what files would I have to work with?

Developer (3 edits)

RPGMakerMVGame Hook patcher, Textractor. The first adds a plugin to RPGMaker MV games to spit text out to the clip board. The second can take this text, run it through translation, and display it to a window in realtime. 

I'd recommend using the API access to Deepl available in Textractor; you'll need a key, but you can get that for free with signup, just need to give a cc to prevent abuse. That'll give you very good real-time machine translation. If you want to actually translate the game, I'd recommend Translator++. It's specifically designed to work with RPGMaker games (among others), and helps you keep track of where you are in the translation project, entry by entry. You COULD just end the files directly, they're all unencrypted text, but that could get messy quickly. 

(+1)

I don't understand much about this. Excuse me... Is there a folder or files where I can find the texts so I can translate them?

Developer

Read the info at the links given, most of what you need is there. I understand not everyone knows the layout of an RPGMaker game though: most of the text (dialog, item names and descriptions etc) is stored in various text files in the data folder. It can be a lot to dig through in raw text though, which again is why I recommend Translator++: you just point it at the directory and it should be able to figure everything out on its own and load things up. If you have specific questions, feel free to ask though.

thank you...

(+1)

Bro!!!!!mind if take Chinese translate?

It's totally free if u ask (or a cup of coffee will be great……)

Developer (1 edit)

Totally fine, just keep in mind the guidelines I laid out on the first post of this thread. Would love to see it in more languages. Oh, and also if it's more that 10% machine translated, be sure you specify that as well. Still alright, just be clear about it, since MT is still fairly inferior to real translation (but certainly better than nothing).

https://files.catbox.moe/yf8ia3.zip

(+1)

Translation has been completed.

The other sentences are Japanese translations of existing sentences and how to translate them into Japanese.

The text in gallery unlock is also in Japanese.

Developer (1 edit)

Nice! Will get to work playing through it: I'm excited to see how it came out. Oh, and good catch remembering the text for the gallery. I wasn't sure what you meant at first, but then I remembered I had some brief message boxes and choices for selecting variants of the scenes. Sorry I forgot that in my list of new stuff!

Developer

Whew, finally finished playing through and checking the translation. Here are the notes and corrections I was able to find. This may seem like a lot, but GT is a big game, and most of them are fairly minor. I'm actually impressed at how few mistakes there were, and how thorough you were in finding everything. Well done!

Notes:

-On some of these I'll say "gallery version". Some scenes, as you know, have slightly different versions, located in different places, depending on whether they're triggered in game or from the gallery. Don't let me confuse you though: I'm just saying "gallery version" here to specify I encountered the mistake while triggering the scene from the gallery, in case you need to look in that special version of them. But some of these scenes may not actually have a "gallery version".

-Just want to say, I enjoy what you do with the fonts, sizing and hearts and all. I'm usually too lazy to bother with fancy formatting, but it does add a lot, so I appreciate it.

-"Usa-chan" is really cute. I think it does a good job capturing the cutesy, pet-name kind of feel "Bunny" has in English when the thugs use it on Mezz.

-You can now official remove "Unofficial" from the patch title. I have that as an initial requirement for translations, as I don't want people to encounter a fan translation, think it's official, and them blame me if it has mistakes or bugs. But you've spent a lot of time and effort working with me to make this patch good, so as of now it is the OFFICIAL GT Japanese translation patch.

Mistakes:

-The last three lines of the "lose to Mahir" scene (gallery #2) gallery version, aren't translated, starting with "soft wet sounds echoed..."

-Mezz center path alley fuck (gallery #5), Hyena, first option, gallery version: At the very end, you messed up Mezz's name tag formatting, so it's spilling into the dialog box ("「メズ>んん……」"). Shows up in-game too, so it's probably just one scene shared between gallery and game.

-On the same gallery #5, hyena, first option, when run from gallery: after the main scene, there's a moment with Mezz talking. Only Mezz's sprite should be visible here, not the hyena's, as he's left. Again, some scenes have different versions for the gallery, and some are the same, but use some programming at the end to detect whether they're being run from the gallery or in-game. So either you overwrote that code by accident, or swapped the scenes somehow.

-When run from the gallery, the "Lose to Khazeem" scene with the vials (Gallery #9) triggers the credits after, instead of returning directly to the gallery like it should. Same issue as above, wrong scene or broke code.

-When encountering the boulders in the barrens without dynamite, Mezz says "Crap, these boulders are blocking the way. I don't think my staff is gonna cut it." You've translated this as "くそっ、岩が道をふさいでいる。オレの相棒じゃどうにもならないぞ。" As far as I can tell, 相棒 is "partner" , "pal" etc., which is incorrect. "Staff" here means a wooden rod; it's referring to his weapon (Ie, he can't break through the boulders with his staff). Feel free to correct me if this is slang I'm not aware of.

-When Mezz finds the dynamite in the barrens, he says: "I'll just carry this around with me for now. I'm sure it'll be fine." You've translated this as 「とりあえず持っていこうか。」 「きっと上手く使えるはずさ。」. Which is technically fine, but it misses the joke. The implication is that dynamite, especially OLD dynamite is extremely volatile, and Mezz is blowing off/dismissing this danger with "I'm sure it will be fine." "Fine" doesn't refer to his confidence in its effectiveness, but his dismissal of danger. This is paid off with the boulders, where Mezz loses his grip and nearly blows himself up instead of the stones. Again, if that implication actually IS in the Japanese and I'm just not aware, let me know.

-In the strip club, the hyena bouncer that wanders hasn't had his normal lines translated (they're the same as the  one standing up near the bar, who has been translated, "Enjoy the show..").

-When doing the mini-quest where Mezz has to advertise himself to everyone in the strip club, the text for the hyena at the end of the dancer stage has a "<" still in it. "<ハイエナは不穏な笑みを浮かべながら...".

-In the alleys, when being caught in the stealth mode version, on the second catch where the hyena has him up against the wall "yes sir" still isn't translated.

-In the same sequence, the final capture scene in the stealth mode alley section, the first line isn't translated:

 "「Hyena Thug」

「Well, I think we've played this game long enough. Time to end our little "catch and release."」"

I can see why you missed it though: it's off on its own event, EV403 on the Ent Dist 1 (SlutMode Ver) map (#065).

-While testing the translation, I found a fairly major bug of my own. I've been ignoring minor new bugs for this since I don't want to create even more work for you, but this one had to be fixed: In the stealth mode alleys after doing the Glory Hole/Strip Club job, Mezz has an "addiction" that forces him to return to the Club after a timer runs out.

a. I found I needed to increase that timer, but more importantly
b. I found it was still running DURING the capture scenes in the alley, which it shouldn't.

This is fixed, but I did have to edit 4 events to do it, and unfortunately the translation overwrites these as before. I humbly request one more copy-paste on these, they're fairly short. I've attached the data folder from this new patched version for you to edit/pull from as needed here. The changed events: common event 127, 128, 129, and map event 326 on map 65. Unlike the issue we had before this isn't totally progression-stopping though, so I'm able to continue testing the rest of the game. My hope is that you won't have to do a full copy-paste of EVERYTHING like before, just make of backup of what you have, overwrite what you have for these 4 events with the new version, and then copy the Japanese back in. None of the dialog text has changed in any way, just the programming code around it.

-In the host club, one of the wandering thugs near the top by the gambling machines hasn't had his line or name translated "Wandering Thug: "Outa the way!'"

-The text when interacting with the microphone/singing kitsune in the host club hasn't been translated. "The vulpine sways seductively..." Event 33, map 57.

-In Satin's quest (getting the handmirror for the fox in the basement party), we should add a note in () before he asks who has the mirror explaining that the answer has to be one word, and in English, to avoid confusion.

-"Hard Times", the new multi-hit attack Mezz learns in GT, is supposed to only be possible when you have Dazzle Blast, item #23, in your inventory. Using it consumes one each time. This is made possible via a plugin that reads an entry on the note area for the attack: "<Item Cost: 1 Dazzle Blast>". However, note that this is indicating the item via a NAME, not an item number. A name that has changed now that it's been translated. This is probably why this is broken by your translation: "Hard Times" can currently be used infinitely. You had no way of knowing this of course. If this can't be fixed, it's not the end of the world, but try changing "Dazzle Blast" in "<Item Cost: 1 Dazzle Blast>" to the new Japanese item name and see if that fixes it.

-When the hyena in the Host Club is taking Mezz around the host club gathering thugs to fuck him, one of

Mezz's lines isn't translated: "Whwhanna ffFuck me?" Wandering Thug: "Ha! Sounds good to me.". I believe this is on the hyena event he's interacting with, probably the same hyena event as above, just a different page.

(+2)

Thank you for finding so many items to fix!

We will work on them as soon as the holidays arrive!

Developer

Excellent! And no rush; as always, thank you for your patience and hard work.

Excuse me.

Which is the annotation () in the satin quest?

Can I create a new line of text?

The hyena roaming in the strip club doesn't seem to be translated, is it the hyena in the lower left corner?

(+1)

If these two things can be corrected, the process is complete.

Developer(+1)

1. I meant you could add a new line in parenthesis with the extra info, yes. 

2. The problem hyena in the strip club is the only one that's freely walking around. Looking at my project file, yes he starts in the lower left corner. 

https://files.catbox.moe/b7kk6n.zip

(+1)

guys, i guess that i won't translate it XwX, someone here has already done my job, i just found that......

Developer

Oh? Toss me a link. I could have sworn I saw a screenshot with some Chinese at some point, but there was no info where it came from.

(+1)

sorry, that's a mistake, it's just a totally ai translated profile, but one of my friends has take the translate job before me. I'm now figuring other translate work. sorry again

Developer

No problem. In the future though, try to reply to my replies rather than just posting again in the thread. Helps keep the whole conversation in one place.