Mediafire has decided that all 7z files are verboten. I've replaced the link with a Dropbox link for now, but depending on traffic that might not take.
I'll figure out a more permanent fix later on.
Other progress: Got VX save files to load. Started redoing some backend infrastructure of RPGMaker Trans to support VX games.
Update: I've had an email from Mediafires customer support crew- it seems that now there is a limit for the number of downloads that any free hosted file can have. So, that means that Mediafire has just gone from a good file host to probably one of the worst. Also explains why so many other Mediafire links have died recently...
Mediafire is really shit now.
ReplyDeleteI suggest using Mega since it has been revived.
Mega has problems as well: specifically support for browsers which aren't IE10/Chrome is relatively poor (there is the Firefox extension)..
DeleteI probably will use it though, and work out how to use the API to automatically get RPGMaker Trans updates...
Hi.
ReplyDeleteI'm a Linux user trying to patch an RPG Maker game under WINE (through PlayOnLinux, on Ubuntu 12.04 64-bit).
I'm getting the following error, with a crash:
wine: Unhandled page fault on read access to 0x3c801e68 at address 0x1e06a9d9 (thread 0009), starting debugger...
Unhandled exception: page fault on read access to 0x3c801e68 in 32-bit code (0x1e06a9d9).
I'm using WINE version 1.5.26 (32-bit), but I got the same error under 1.5.24 (32-bit) and 1.5.25 (32-bit)
* Are you familiar with this sort of problem?
* What DLL overrides do you think I should try?
* Alternatively, is there some sort of native method of applying the translation patches?
Here's my PlayOnLinux shortcut (~ being replaced with the actual path to my home directory):
#!/bin/bash
[ "$PLAYONLINUX" = "" ] && exit 0
source "$PLAYONLINUX/lib/sources"
export WINEPREFIX="~/.PlayOnLinux//wineprefix/rpgmaker_trans"
export WINEDEBUG=""
export LANG="ja_JP.utf8"
cd "~/.PlayOnLinux//wineprefix/rpgmaker_trans/drive_c/./Program Files/RPG Maker Trans"
POL_Wine "rpgmaker_trans_v1.99.exe" $@
That's an... odd configuration. I wasn't even aware that RPGMaker 2k worked on Linux. I'll have to try it again, I guess.
DeleteAnyhow, as a fellow Linux user (in fact, RPGMaker Trans development is done on Linux), your best bet is to run it natively - Wine isn't going to work, I'm pretty certain. I've just managed to do this using only the archive and not my source code, so it is possible. Here's a list of command line steps (which I assume you should be able to manage, given that you're shell-script-fu seems to be strong):
1) sudo apt-get install 7z python-wxgtk2.8 # or other version of python-wxgtk
2) 7z x rpgmaker_trans_1.99.exe
3) 7z x library.zip
4) rm -r wx # Windows specific version of library, needs to be removed
5) python __main__.pyc
As an addendum, if you can show me how to get 2k games working on Linux, I'll put up an official Linux release :) Bonus points if you can tell me how to get VX games working under Linux.
DeleteThat script was mostly made by PlayOnLinux. I just added the magic line, 'export LANG="ja_JP.utf8"', that tells wine what locale it should be running in. The other thing is that sometimes it makes the scripts pointing at a different directory, so running them starts the wrong game.
DeleteWell, my English RPG Maker wineprefix has the following DLL overrides set to native (I'm not sure which ones are necessary):
* devenum
* dmband
* dmcompos
* dmime
* dmloader
* dmscript
* dmstyle
* dmsynth
* dmusic
* dmusic32
* dswave
* quartz
* streamci
It's a 32-bit winearch, running 1.5.24, and it's emulating a virtual desktop at 1024x768 resolution. I've tested VX, XP, and 2k3 RPG maker games on it.
My Japanese RPG Maker wineprefix has no DLL overrides (probably because I only needed the DLL overrides for one game)
It runs 32-bit 1.5.24, emulating a 1024x768 virtual desktop.
You might need to install Japanese language files for your computer.
Also, it has no sound.
I don't think the virtual desktop is necessary, but I like it, so I do it for everything.
I'm limited to about 40000 characters per post, so my more-or-less step-by-step instructions will be in my next post.
The grand plan: Play RyonaRPG on Linux
DeleteStep zero: Get RyonaRPG
Step one: Get PlayOnLinux:
* Install PlayOnLinux from your repositories or something
* run 'playonlinux' from CLI
* Go to menu "Tools" > "Manage Wine versions"
* Select the tab "Wine versions (x86)"
* Install one of the newer versions of Wine by selecting it, then pressing the ">" button in the middle of the window.
I have been using 1.5.24 because it's what was new when I set these prefixes up
Step two: Install RM 2k rtp
* Set up the wineprefix
Push "install" in the main PlayOnLinux window
In the new window:
Click the underlined text in the bottom left that says, "Install a non-listed program"
Push "next"
Select "Install a program in a new virtual drive"
Push "next"
Enter a name, such as "rpgmaker_ja"
This name should not have spaces
Push "next"
Check the following boxes:
"Use another version of wine"
Optional: "Configure wine"
Push "next"
Select your preferred version of wine
I chose 1.5.24
Push "next"
Wait for the prefix to be created
If you checked the "Configure wine" box, winecfg will pop up
This is when I tell wine to emulate a virtual desktop in the future
Select Graphics tab
check "emulate a virtual desktop"
Edit the numbers to define your preferred size
Push "OK" in winecfg
Push "cancel"
* Put installer in wineprefix using your filemanager
the wineprefix can be found in ~/.PlayOnLinux/wineprefix
the file should be in a subdirextory of "~/.PlayOnLinux/wineprefix/$PREFIXNAME/drive_c"
* Create shortcut to installer
Push "Configure" in the main PlayOnLinux window
In the new window:
select your new wineprefix by clicking on it in the left pane
push the "make a new shortcut from this virtual drive" button on the right side
In the new new window:
You should see the RTP installer.
If you do, select it
If you don't, select browse
Push "next"
If you selected "browse", use the new new new window to select the installer.
Enter a name, such as "RM2k RTP"
This name can have spaces
Push "next" to create the shortcut
Push "cancel" to stop making shortcuts
You can close the 'configuration' window now.
* Add the line 'export LANG="ja_JP.utf8"' to the shortcut
Locate your shortcut in "~/.PlayOnLinux/shortcuts"
Open it with your text editor of choice
Add the line 'export LANG="ja_JP.utf8"' (without the single quotes) among the 'export's
Save your changes
* Run the shortcut
Select the shortcut you just made and modified in the main area of the PlayOnLinux window
Push "Run"
Proceed as though you were on Windows
The backslashes may be yen signs, but it should still work.
If you downloaded the RTP from the website, it's actually an extrator.
Once it's done it will crash. This is okay.
Close the announcement
* Make a shortcut pointing to the installer
There are two ways to do this:
You *could* go back to 'push configure' and set the whole thing up anew, or...
You could modify the existing shortcut to point to the new executable
In my case, I had "2000rtp.exe" in C:\, and told it to extract to C:\
Move the file "RPG2000RTP.exe" to wherever you had "2000rtp.exe"
Edit the last line of your shortcut by replacing "2000rtp.exe" with "RPG2000RTP.exe"
* Run the actual installer the same way
Proceed as though you were under Windows
final steps in next post.
Step four: Play RyonaRPG
Delete* Put game in wineprefix
Put the files for the game somewhere in $PREFIX/drive_c -- I usually put the directory in Program Files
* Create shortcut to game
Config.
Select Prefix
New shortcut
next
browse
next
find RPG_RT.exe and select it
next
give a name (e.g., Ryona RPG)
next
cancel
find the shortcut file
add the magic line
save
* Run the shortcut
Step five?: Clean up after yourself?
PlayOnLinux adds something with the shortcuts to your desktop. These are not necessary to the function of the program, and can be deleted if you desire
Running english RPG maker games requires significantly less futzing with the shortcut scripts.
DeleteWell, thanks. I'll see if I can get it working sometime.
DeleteBTW, extracting the python scripts from the EXE worked. I would not have thought of trying that.
DeleteThe dropbox link is claiming it has been deleted or moved, is there somewhere new to download?
ReplyDeleteWhoops. My mistake - sorted now.
DeleteHey Habisain, I just thought of a feature that might be of use to people, myself included. It's not critical, so you might just want to add it to the to-do list.
ReplyDeleteAnyway, currently it takes about three minutes to translate the game I'm working on, even if it's only one map I'm altering. It'll just go ahead and do them all. And that's OK, but if it were to take note of which files have changed from last time, it might be able to just process those. I imagine that would cut down the time it takes to test quick edits.
Anyway, I hope your VX coding is going well.
Er. That's a bit odd, actually. It should already be basing stuff on the modification times of the files, such that a map is only retranslated if either the translations file or the map file have changed.
DeleteI look into it when I get a chance.
Well, I'm not sure if it's only retranslating modified files or not. What I can say is I observe it re-patching all the files again, which is what takes most of the time. It's not too much of a hassle, since I just do other things in the meantime. But, I was just curious about this behavior.
DeleteAnyway, while idly browsing, I had another idea which would be helpful: what about if there was a mode you could enable (let's call it debugging mode) at compile time... This would somehow insert the English translation (if present) immediately behind the original Japanese. So, you'd be playing, and you'd get to see the Japanese, and then instead of hitting the button to go onto the follow-on Japanese message, you'd instead get the English version. Then, you'd hit to the button to get the next Japanese, etc.
This would enable us to quickly run through the game to check existing translations and formatting (comparing both to the original).
Is that in any way possible? It probably is quite involved to do something like that, but again, I don't mind if you put it on you to-do list.
And, I think it'd be pretty useful in getting good translations for these games.
This... is actually a tricky one. I can understand the motivation for such a feature, but I think the implementation you're suggesting might be a little off.
DeleteFirst off, it's only possible for some parts of RPG2k games. Item names, combat strings etc. wouldn't work. Choices would also be problematic.
Second off, once you get to RPGVX, with custom scripting, it becomes really complex.
I think what might be better would be to implement it as a part of my (still upcoming) Scriptable Machine Translator. That way a hook program (e.g. AGTH) could retrieve text from a game, and the scriptable translator could present the original text. That way you've got a side-by-side translation (handy) and it avoids the problems that can occur in corner cases with inserting the Japanese back into the game.
Yeah, I didn't think of what effect it might have on item screens and things.
ReplyDeleteI'll leave the implementation to you, Habisain. :) I'm glad you can see the value in seeing the untranslated text along with the running translation. That was the main idea.
What I might do in the meantime, is run the game concurrently in two windows, one of the original game and the other with the translation. It means I'll have to play with two windows to keep things the same, but I guess it's a small price to pay.
I'm not doing that much translation just now, since I'm busy watching anime and stuff, but hopefully I'll get back to it soonish. Until then, I wish you luck with your VX support.