[How to use] Wolf Trans - Tutorial/Introduction


LazzloYo

Jungle Girl
Feb 8, 2011
11
0
#1
I was looking into possibilities of translating Wolf RPG Editor games and found an interesting article.
vgperson.tumblr.com/post/58450838593/how-to-translate-wolf-rpg-editor-games

That's where i found Wolf Trans (software very similar to RPGMaker Trans in functionality).
github.com/mathewv/wolftrans

Here is a fork with some fixes and additional functionality (allows to translate database references for translated database entries).
github.com/N1nj4R4bb1D/wolftrans

Example
The source code for the translation patch file:

Code:
> BEGIN STRING
ウルファール
「ようこそ、\\r[WOLF,ウルフ] RPGエディターの世界へ!
 私は案内人のウルファールと申します。
> CONTEXT MPS:TitleMap/events/0/pages/1/65/Message
Wolfarl
"Welcome to the world of WOLF RPG Editor!
 I am Wolfarl, your guide."
> END STRING
For now you can refer to RPG Maker Trans's documentation about patch format.
rpgmakertrans.bitbucket.org/patchformatv3.html

So i wanted to show you a couple ways to use this software (on Windows)...

1.) Ruby (untouched source code as stated on GitHub may not work with some games)...
1.> Goto rubyinstaller.org/downloads/ and download appropriate Ruby installer and install Ruby. I recommend to check the "Add Ruby executables to your PATH" checkbox ( ruby_install_options.jpg ).
2.> Download Wolf Trans source from GitHub using the link(s) provided above.
3.> Exctract downloaded archives anywhere you like then open Command Prompt and ChDir there for example "ChDir /D C:\wolftrans-master" (without quotes).
4.> Thent in the Command Prompt run this command "gem build wolftrans.gemspec" (without quotes).
4.> Then in the Command Prompt run this command "gem install wolftrans*.gem" (without quotes).
5.> Now you can use Wolf Trans from Command Prompt using syntax like this: wolftrans game_dir patch_dir out_dir

NOTES:
This method requires you to unpack any *.wolf files manually using arc_conv or any other software.
2.) Windows binary (compiled using OCRA, contains some compatibility fixes with some games and modified source code)...
This way uses compiled standalone Windows binary (compiled using OCRA) and includes arc_conv for automated unpacking of *.wolf files.
1.> Download "WolfTrans v0.2.1.7z" from here drive.google.com/file/d/0Bxcbi32TmghCYjBkemxaMUhzWEU and extract anywhere you like (i'll update it periodically as i fix some compatibility issues with some games).
2.> [OPTIONAL] Create shortcut for "DropGameDirHere.cmd" on your Desktop.
3.> Now just drag & drop games folder either on shortcut (created prevoiusly) or on "DropGameDirHere.cmd" directly.

NOTES:
"DropGameDirHere.cmd" batch file automates *.wolf file unpacking before running Wolf Trans for patching and automaticaly creates folder structure (with suffixes _patch for patch folder and _translated for translated game).
You can use binary directly using same wolftrans syntax: wolftrans.exe game_dir patch_dir out_dir but note that only batch files drag & drop method automates unpacking.

Compatibility list:
This list will only cover games tested and working with either modified source from fork or standalone binary!
RJ107332 - Compatible
RJ138193 - Compatible
RJ162204 - Compatible
 
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habisain

Tentacle God
Jul 15, 2012
1,209
83
#2
Re: [How to use] Wolf Trans - Tutorial/Introduction

Huh. Interesting find. Also pleasantly surprised that RPGMaker Trans is listed as an inspiration.

Doing a little bit of code review I'd point out a few issues (most notably with patch portability - the ability for the translator to adapt a patch when the games structure changes, or to other games - is completely absent), but it seems like a pretty solid piece of work.

Of course, I'm still totally going to implement WolfRPG into RPGMaker Trans myself at some point. That's more due to the fact that once I've hacked together RPGMaker MV support, I'm going to need another project.
 

LazzloYo

Jungle Girl
Feb 8, 2011
11
0
#3
Re: [How to use] Wolf Trans - Tutorial/Introduction

Of course, I'm still totally going to implement WolfRPG into RPGMaker Trans myself at some point. That's more due to the fact that once I've hacked together RPGMaker MV support, I'm going to need another project.
Will be looking forward to that!!!
 

habisain

Tentacle God
Jul 15, 2012
1,209
83
#4
Re: [How to use] Wolf Trans - Tutorial/Introduction

Will be looking forward to that!!!
Don't get your hopes up for it being implemented quickly. I need to finish the reworking I'm doing now, and after that RPGMaker MV support will take a while to do (not that it's hard, just that I don't have that much time and it is quite a lot of work). WolfRPG will come after that.

That being said, the existence of this project makes my life a lot easier, as it provides a solid foundation on the reverse engineering work. It's a lot easier to start from the Wolf Trans code (with appropriate accreditation - licensing allows this) than reverse engineering the WolfRPG format from scratch. It means that the only major challenge is unpacking the game from the .wolf archive (arc_conv is open source, but it's written in undocumented assembly. Working it out is non-trivial...)
 

LazzloYo

Jungle Girl
Feb 8, 2011
11
0
#5
Re: [How to use] Wolf Trans - Tutorial/Introduction

Created GitHub fork for Wolf Trans, committed all my changes made to the source (compatibility fixes with some games and ability to translate database references).
github.com/N1nj4R4bb1D/wolftrans

With ability to translate database references for example it's now possible to translate costume names, item names, quest names, character names in RJ107332 using Wolf Trans without breaking the game (no more green error popups), you just have to translate database entries and database references in events accordingly (no more script digging in Wolf RPG editor).

ProTip: If you miss to translate any references and get the green error then look for something like this 【マップEv 5 コモンEv 418 行 3 】 in this example we are looking for "Ev 418" (event index that contains the reference) and "3" (line index in script containing the reference) now that we have necessary information we use any text search tool (for example XSearch or winGrep) and search for files in patch folder containing text "418/4/Database" (event index, line index + 1 and indication for Database reference in patch context).

Note: Contexts may differ for example:
> CONTEXT COMMONEVENT:539/41/Database
> CONTEXT MPS:Map001/events/3/pages/1/3/Database
But the necessary info is still there you just have to tinker a little more to find the correct one.
 
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keith3

Demon Girl
Jun 21, 2016
59
0
#6
Re: [How to use] Wolf Trans - Tutorial/Introduction

Hey LazzloYo/habisain, sorry for the necro but you guys are the only still-active folks I've found who seem knowledgable on this topic.

I'm entertaining the idea of translating ポケットギャルハンター, almost gave up cause of Wolf RPG, then found Wolf Trans, N1nj4R4bb1D's PR, and eventually this ULMF post.

However I feel like I don't understand something since I expect 2 commands (export game->plaintext, patch plaintext->game) but only see 1 (wolftrans game_dir patch_dir out_dir).

I'm hoping Wolf Trans could be my black box as my first exposure to Ruby was a few hours ago so I wouldn't be able to fix any issues with Wolf Trans itself (and probably don't have the time). Here's what I've done so far.

  1. Got LazzloYo's repo
  2. >cd to directory && rake
  3. >gem install --local wolftrans-0.2.2.gem
  4. >wolftrans /path/to/game /path/to/empty/dir /path/to/another/empty/dir # I don't know what I'm doing cause I don't have a patch if I'm translating

I'm stuck on the wolftrans command (#4) with the following error.

/Library/Ruby/Gems/2.0.0/gems/wolftrans-0.2.2/lib/wolftrans/patch_data.rb:114:in `apply': undefined method `events' for nil:NilClass (NoMethodError)
--from /Library/Ruby/Gems/2.0.0/gems/wolftrans-0.2.2/bin/wolftrans:13:in `<top (required)>'
--from /usr/local/bin/wolftrans:23:in `load'
--from /usr/local/bin/wolftrans:23:in `<main>'

Note I'm on macOS Sierra (don't have Windows :(). I also tried providing /path/to/game/Game.exe as game_dir but that failed as well. Hope you can provide some pointers! Thanks!
 
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habisain

Tentacle God
Jul 15, 2012
1,209
83
#7
Re: [How to use] Wolf Trans - Tutorial/Introduction

I'm no expert on this, but it's Probably not good news (TM): WolfRPG is a moving target, and adds new features etc. You've probably run into a new command which Wolf Trans doesn't know how to handle and so it bombed out.

OF course, I'd like to be wrong, but it seems the most likely reason.
 

keith3

Demon Girl
Jun 21, 2016
59
0
#8
Re: [How to use] Wolf Trans - Tutorial/Introduction

I'm no expert on this, but it's Probably not good news (TM): WolfRPG is a moving target, and adds new features etc. You've probably run into a new command which Wolf Trans doesn't know how to handle and so it bombed out.

OF course, I'd like to be wrong, but it seems the most likely reason.
Damn, thanks for the input, I'm curious if you know how the command works (since it's not documented), and if there's more than 1 command I'm not aware of?

E.g. I looked at an (albeit dated) RPGMaker Trans guide which has a "Create patch" flag, which I assume inits a patch for a translator to edit. I feel like I'm missing something with the command, since I'm providing an empty dir as the patch_dir.
 

habisain

Tentacle God
Jul 15, 2012
1,209
83
#9
Re: [How to use] Wolf Trans - Tutorial/Introduction

Damn, thanks for the input, I'm curious if you know how the command works (since it's not documented), and if there's more than 1 command I'm not aware of?

E.g. I looked at an (albeit dated) RPGMaker Trans guide which has a "Create patch" flag, which I assume inits a patch for a translator to edit. I feel like I'm missing something with the command, since I'm providing an empty dir as the patch_dir.
Wolf Trans isn't my project, so I'd advise against using my documentation for it! It just looks like RPGMaker Trans in a few ways, that's all. As to the question, yep, that's what the Create Patch option does in the RPGMaker Trans GUI, and it's there solely because QT's Directory picker sucks. (By contrast, the CLI just goes ahead and uses a target directory)

As to Wolf Trans, I think you're using it right, or at least that's how the code says to use it.
 

keith3

Demon Girl
Jun 21, 2016
59
0
#10
Re: [How to use] Wolf Trans - Tutorial/Introduction

Wolf Trans isn't my project, so I'd advise against using my documentation for it! It just looks like RPGMaker Trans in a few ways, that's all. As to the question, yep, that's what the Create Patch option does in the RPGMaker Trans GUI, and it's there solely because QT's Directory picker sucks. (By contrast, the CLI just goes ahead and uses a target directory)

As to Wolf Trans, I think you're using it right, or at least that's how the code says to use it.
Yeah makes sense, I only did it cause the original author of Wolf Trans said to refer to RPGMaker documentation :p.

Refer to RPG Maker Trans's documentation for now for a more thorough explanation, as the two share very similar designs.
Appreciate your help! I'll keep searching for alternatives cause I don't feel like learning Ruby. I just hope .wolf files are some kind of higher level representation than byte code.
 

habisain

Tentacle God
Jul 15, 2012
1,209
83
#11
Re: [How to use] Wolf Trans - Tutorial/Introduction

Back then RPGMaker Trans's CLI looked different...

I'm still planning to add WolfRPG support to RPGMaker Trans, but like everything else I want to do on these projects, real life seems to be getting in the way. Anyhow, continue watching this space...
 

Etory

Demon Girl
Mar 17, 2016
129
43
#12
Re: [How to use] Wolf Trans - Tutorial/Introduction

I've had some recent experience with that error, so let me tell you about it. I was extracting the most recent version of 聖剣のセシリア~The Soul of Knights~, which I knew should work because LazzloYo himself did so too! But I got the same NoMethodError as you...

After some research I got it to work. I'll put my steps in a spoiler.
It wasn't that there was some new-fangled unmanaged function, but that WolfTrans didn't like one particular script in Common Events. Using the WolfRPGEditor I poked around in the custom, dev-added CE scripts, which start at 218 or so. From 218 and up I deleted scripts and narrowed down which one caused the prog to fail. I then exported the problem script and deleted it from the game. WolfTrans ran successfully, I got scripts, fiddled with them and patched the game with WolfTrans. Opened up the patched version in the WolfRPGEditor, reinserted the problem script, and huzzah! It worked!
*I'll add some screenshots to help explain later...
I can't tell you which script may be causing the error in your game, but I have a hunch it's similar. Mine was Common Event script 218. All 1000 other scripts exported and imported fine after that.

Also if it helps, the way I run WolfTrans is
1. Command prompt, cd to WolfTrans directory
2. Run Ruby Wolftrans "[game directory]" "[patch directory]" "[modded game directory]"

If [patch directory] does not exist, it will be created. And yes, on first run [modded game directory] is pointless. I name it "Delete Me"
 

keith3

Demon Girl
Jun 21, 2016
59
0
#13
Re: [How to use] Wolf Trans - Tutorial/Introduction

I've had some recent experience with that error, so let me tell you about it. I was extracting the most recent version of 聖剣のセシリア~The Soul of Knights~, which I knew should work because LazzloYo himself did so too! But I got the same NoMethodError as you...

After some research I got it to work. I'll put my steps in a spoiler.
It wasn't that there was some new-fangled unmanaged function, but that WolfTrans didn't like one particular script in Common Events. Using the WolfRPGEditor I poked around in the custom, dev-added CE scripts, which start at 218 or so. From 218 and up I deleted scripts and narrowed down which one caused the prog to fail. I then exported the problem script and deleted it from the game. WolfTrans ran successfully, I got scripts, fiddled with them and patched the game with WolfTrans. Opened up the patched version in the WolfRPGEditor, reinserted the problem script, and huzzah! It worked!
*I'll add some screenshots to help explain later...
I can't tell you which script may be causing the error in your game, but I have a hunch it's similar. Mine was Common Event script 218. All 1000 other scripts exported and imported fine after that.

Also if it helps, the way I run WolfTrans is
1. Command prompt, cd to WolfTrans directory
2. Run Ruby Wolftrans "[game directory]" "[patch directory]" "[modded game directory]"

If [patch directory] does not exist, it will be created. And yes, on first run [modded game directory] is pointless. I name it "Delete Me"
Thanks Etory!

I played with things a bit on my own afterwards and did get WolfTrans to work on a subset of the game.

I ended up finding it quite flaky though. I noticed it skips over some text that ought to be translated and doesn't handle escape characters well. The latter is quite annoying because it ends up being non-transitive (if you run patch multiple times the patch directory changes in bad ways). It also doesn't allow you to translate variable names, which sort of makes sense, but some games use it.

Besides that, it's a decent piece of software after I got it working. I may take habisain's rec and watch this space a bit longer as I'm seeing some good work on Wolf RPG getting translated to English which means more support for it in general.
 

Moondough

Demon Girl Pro
Mar 28, 2013
112
28
#14
Re: [How to use] Wolf Trans - Tutorial/Introduction

So there's no translation for RJ162204?
The program is "just" useable on the game?