421 lines
No EOL
21 KiB
Markdown
421 lines
No EOL
21 KiB
Markdown
# DazedMTLTool
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An AI-powered game translation tool with a GUI. Translate RPG Maker, Ren'Py, Tyrano, Wolf RPG, Kirikiri, and other game engines from Japanese to English using GPT or compatible AI models.
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## Credits
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- **[Sinflower](https://github.com/Sinflower)** — [RV2JSON](https://github.com/Sinflower/RV2JSON) — enables RPGMaker Ace games to be translated the same way as MV/MZ by converting rvdata2 files to JSON and back. A copy is bundled offline in `util/ace/offline/`; newer builds are downloaded when online.
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- **Sakura & Kao_SSS** — TL Inspector (`util/tl_inspector/`) — in-game translation source inspector and live-edit plugin for RPG Maker MV/MZ playtesting.
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- **Len** — Forge (`util/forge/`) — MZ playtest cheat & editor overlay (install alongside TL Inspector).
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- **Len** — batch translation mode — Anthropic Message Batches API integration (collect/consume pipeline, cost estimation, resume, and GUI/workflow support).
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## Table of Contents
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- [Supported Engines](#supported-engines)
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- [Requirements](#requirements)
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- [Installing Python](#installing-python)
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- [Quick Start](#quick-start)
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- [Using the GUI](#using-the-gui)
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- [Vocab & Prompt](#vocab--prompt)
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- [Tips](#tips)
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- [Batch Translation (Anthropic, 50% off)](#batch-translation-anthropic-50-off)
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- [Folder Structure](#folder-structure)
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- [Finding Untranslated Text (Snipping Tool OCR)](#finding-untranslated-text-snipping-tool-ocr)
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- [RPG Maker Translation Workflow](#rpg-maker-translation-workflow)
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- [Using Copilot & VSCode](#using-copilot--vscode)
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- [Version Control with Git](#version-control-with-git)
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- [Troubleshooting](#troubleshooting)
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## Supported Engines
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- RPG Maker (MV, MZ, Ace, and more)
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- Wolf RPG Editor
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- Ren'Py
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- TyranoBuilder / TyranoScript
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- Kirikiri
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- NScripter
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- CSV / Text files
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---
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## Requirements
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- **Python 3.12 – 3.14** — See [Installing Python](#installing-python) below if you don't have it yet.
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- **An AI API Key** — You'll need an API key from [OpenAI](https://platform.openai.com/settings/organization/api-keys), [Google Gemini](https://aistudio.google.com/apikey), or a compatible provider.
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---
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## Installing Python
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If you already have Python 3.12–3.14 installed and working, skip to [Quick Start](#quick-start).
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### Step 1 — Download
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Go to [python.org/downloads](https://www.python.org/downloads/) and download **Python 3.13** (or any version from 3.12 to 3.14).
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### Step 2 — Install (Important!)
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When the installer opens, **check both boxes at the bottom before clicking Install**:
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- ✅ **"Add python.exe to PATH"** — This is the most important step. Without it, your system won't be able to find Python.
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- ✅ **"Use admin privileges when installing pip"**
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Then click **Install Now**. The default settings are fine for everything else.
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### Step 3 — Verify
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Open a **new** terminal window (don't reuse an old one — it won't see the new PATH) and run:
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```
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python -V
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```
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You should see something like `Python 3.13.x`. Then check pip:
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```
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pip -V
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```
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You should see something like `pip 24.x.x from ...`.
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### If `python` or `pip` is not recognized
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This means Python wasn't added to your PATH. You have two options:
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**Option A — Reinstall (easiest)**
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1. Open the Python installer again (or redownload it).
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2. Select **Modify**.
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3. Click **Next** on the first screen.
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4. On the Advanced Options screen, check **"Add Python to environment variables"**.
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5. Click **Install**. Then open a **new** terminal and try again.
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**Option B — Add to PATH manually**
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1. Press `Win+R`, type `sysdm.cpl`, press Enter.
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2. Go to the **Advanced** tab → **Environment Variables**.
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3. Under **System variables**, find `Path` and click **Edit**.
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4. Click **New** and add the path where Python was installed. Typically:
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- `C:\Users\YourName\AppData\Local\Programs\Python\Python313\`
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- `C:\Users\YourName\AppData\Local\Programs\Python\Python313\Scripts\`
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5. Click **OK** on all dialogs, then open a **new** terminal and try `python -V` again.
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> **Tip:** If `python` works but `pip` doesn't, try `python -m pip -V` instead. If that works, you can use `python -m pip install` anywhere you'd normally use `pip install`.
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---
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## Quick Start
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### 1. Download the Tool
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1. Click the green **Code** button at the top of this page and select **Download ZIP**.
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2. Extract the ZIP to a folder of your choice (e.g., `C:\DazedMTLTool`).
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### 2. Set Up Your API Key
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1. Inside the tool folder, find `.env.example` and make a copy of it named `.env`.
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2. Open `.env` in any text editor (Notepad works fine) and fill in your API details:
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- `api` — Your API base URL (for Nvidia use `https://integrate.api.nvidia.com/v1/`, for Mistral use `https://api.mistral.ai/v1/`).
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- `key` — Your API key.
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- `organization` — Your organization key (make something up if using a self-hosted or non-OpenAI API).
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- `API_PROVIDER` — Use `openai` for OpenAI-compatible providers (including Nvidia), `gemini` for Gemini, or `mistral` for Mistral (only needed when `api` is left empty).
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- `model` — For Nvidia/custom OpenAI-compatible endpoints, enter the model name manually (example: `deepseek-ai/deepseek-v4-pro`).
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3. The rest of the settings (wordwrap, batch size, etc.) can be left as defaults for now. You can tweak them later.
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> **Mistral note:** When the API URL points at `api.mistral.ai`, requests are paced by an
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> adaptive rate limiter. Mistral enforces a **per-minute request limit** and a **per-minute
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> token limit**, both of which are **per-model** — e.g. `mistral-medium` allows 25 req/min
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> while `ministral-3b` allows 750/min (Mistral's dashboard shows these ÷60 as "RPS", so the
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> effective rate ranges from well under 1 to over 12 requests/sec depending on the model). The
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> limiter reads both limits straight from the live `x-ratelimit-*` response headers, spaces
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> requests so it never overruns the per-minute request budget, charges them against a rolling
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> per-minute token budget, and honours `Retry-After` on 429s. It starts from a conservative
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> seed and pins itself to the exact per-model rate after the first response — so you can run
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> multiple `fileThreads` and it won't error out, it just paces the calls. Override the seeds
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> with `mistralReqPerSec`, `mistralTokPerMin`, and `mistralTokenHeadroom` if needed (rarely).
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### 3. Launch the GUI
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**Double-click `START.bat`**. It will:
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- Create a virtual environment automatically.
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- Install all dependencies.
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- Launch the GUI.
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That's it! From now on, just double-click `START.bat` to open the tool.
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---
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## Using the GUI
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The GUI has several tabs that handle different parts of the translation process:
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### Config Tab
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This is where you configure your API settings, wordwrap widths, and other options. Most of these mirror what's in the `.env` file, but you can adjust them visually.
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### Translation Tab
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The main tab for translating files.
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1. **Add files** — Place the game files you want to translate into the `files` folder (inside the tool directory).
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2. **Select a module** — Pick the engine that matches your game (e.g., RPG Maker MV/MZ, Wolf RPG, Ren'Py, etc.).
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3. **Click Translate** — The tool will process each file and output translated versions to the `translated` folder.
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4. **Copy the results** — Move the translated files from `translated` back into your game's data folder.
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### Engine Config Tab
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Engine-specific settings. RPG Maker has the most mature support — you can toggle exactly which event codes to translate (dialogue, choices, variables, plugin commands, etc.). The defaults cover ~95% of a game's text out of the box. See the [RPG Maker Translation Workflow](#rpg-maker-translation-workflow) section for a detailed step-by-step guide.
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Other engines (Wolf RPG, Ren'Py, Tyrano, etc.) have less granular support and may require more manual tweaking or post-editing depending on the game.
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### RPG Maker / Wolf / CSV Tabs
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Specialized tabs with extra options for those specific engines.
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---
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## Vocab & Prompt
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### vocab.txt
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This file gives the AI context about your game — character names, genders, recurring terms, etc. The better your vocab file, the more consistent the translation.
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Open `vocab.txt` (or copy `vocab.txt.example` to `vocab.txt` if it doesn't exist) and add entries like:
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```plaintext
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# Game Characters
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水無月 士乃 (Minazuki Shino) - Female
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暗黒斎 (Dark Kokusai) - Male
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フトシ (Futoshi) - Male
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```
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Format: Japanese name, English name in parentheses, then gender.
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> **Note:** A very large vocab file can increase API costs and potentially reduce quality. Focus on the most important characters and terms.
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### prompt.txt
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This is the system prompt sent to the AI. A default `prompt.txt` is included and works well for most games. You generally don't need to edit it unless you want to customize the translation style.
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---
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## Tips
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- **Check `log/translations.txt`** after a run to see what was translated. You can copy useful terms from it into `vocab.txt` for consistency in future runs.
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- **Start small** — Translate a few files first to make sure the output looks good before doing the whole game.
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- **Wordwrap** — If text overflows or looks awkward in-game, adjust the `width` setting in `.env` or the Config tab. `60` is a good default for most RPG Maker games.
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- **Version control** — Using [Git](https://git-scm.com/) with the game folder is highly recommended. It lets you track every change the translation makes, compare with original files, and roll back if needed.
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---
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## Batch Translation (Anthropic, 50% off)
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Batch mode was contributed by **Len** — see [Credits](#credits).
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When using a Claude model, the CLI offers a third mode that translates through the
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[Anthropic Message Batches API](https://platform.claude.com/docs/en/build-with-claude/batch-processing.md)
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— every token (input, output, and prompt-cache reads/writes) is billed at **50% of the live price**.
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Batches usually finish within an hour (24h worst case), so use it for large jobs where you don't
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need results immediately.
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```
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python start.py
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-> 3. Batch Translate (Anthropic Batches API, 50% off)
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```
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How it works (all engine modules are supported automatically):
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1. **Pass 1 (collect)** — files are processed normally, but instead of calling the API each
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request is queued to `log/batch_requests.json`. Requests are byte-identical to live ones:
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the static `prompt.txt` block is cached with a 1h TTL, matched vocab and translation
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history ride along per request, and structured output enforces the exact line count.
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Speaker/variable names still translate live during this pass (they get embedded into the
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dialogue payloads, so both passes must resolve them identically) — they're a tiny share
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of the volume.
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2. **Cost estimate** — before anything is submitted you get a cost breakdown
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(batch + cache / batch worst-case / live price) and a y/n confirmation.
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3. **Submit / poll / fetch** — the batch is submitted, polled until it ends
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(`batchPollInterval` env var controls the interval, default 60s), and the results are
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saved to `log/batch_results.json`. Ctrl-C while polling is safe — the batch keeps
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processing server-side.
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4. **Pass 2 (consume)** — files are processed again; every payload is filled from the batch
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results through the normal validation pipeline (line counts, placeholders, content
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checks). Anything the batch missed or that fails validation falls back to the live API
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automatically, so the output is always complete.
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Context note: in live mode the rolling translation history contains the previous batch's
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English lines; in batch mode requests are independent, so the history carries the previous
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batch's *source* lines instead. The model still sees the surrounding scene, and `vocab.txt`
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keeps names and terms consistent — so keep your vocab file in good shape for batch runs.
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Cost tracking is exact: per-file and total costs printed after the consume pass use the real
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billed token counts (cache reads at 0.1x, cache writes at 2x, output at the output rate) with
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the 50% batch discount applied.
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`python selftest_batch.py` round-trips the whole flow offline (no API key needed) if you want
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to verify the pipeline after making changes.
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---
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## Folder Structure
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| Folder | Purpose |
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|---|---|
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| `files/` | Place game files here before translating |
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| `translated/` | Translated output appears here |
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| `log/` | Translation logs and cache |
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| `modules/` | Engine-specific translation scripts |
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| `gui/` | GUI source code |
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---
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## Finding Untranslated Text (Snipping Tool OCR)
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When playtesting a translated game, you'll inevitably find text that was missed or needs fixing. The fastest way to grab Japanese text from the screen and search for it in the game files is with the **Windows 11 Snipping Tool** — its built-in OCR is far better than most dedicated OCR tools for Japanese text.
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### How to Use It
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1. Press **Win+Shift+S** to open the Snipping Tool and take a screenshot of the untranslated text in-game.
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2. The screenshot opens in the Snipping Tool editor. Click the **Text Actions** button (the icon with lines of text) in the toolbar.
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3. The tool will detect and highlight all text in the image. You can now **click and drag** to select specific text, or click **Copy all text** to grab everything.
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4. Paste the copied Japanese text into VSCode's search (`Ctrl+Shift+F` to search across all files) to find exactly where it lives in the game data.
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5. Fix or re-translate that file as needed.
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### Why Snipping Tool?
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- **Built into Windows 11** — no extra software to install.
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- **Excellent Japanese OCR** — handles kanji, hiragana, and katakana very accurately, even from stylized game fonts.
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- **Quick workflow** — screenshot → copy text → paste into search, all in a few seconds.
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> **Tip:** If you're on Windows 10 or the Text Actions button doesn't appear, make sure Snipping Tool is updated via the Microsoft Store. Alternatively, [ShareX](https://getsharex.com/) with its OCR feature is a good free option.
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---
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## RPG Maker Translation Workflow
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Here's the recommended step-by-step process for translating an RPG Maker MV/MZ game. This is also shown inside the GUI's RPG Maker tab.
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| Step | Action |
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|------|--------|
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| **1** | **Parse speakers → vocab.txt** — Use the Parse Speakers feature to pull character names from the game files into `vocab.txt`. |
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| **2** | **Identify speaker genders** — Figure out which characters are male/female and update `vocab.txt` accordingly. This helps the AI use correct pronouns. |
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| **3** | **Translate Actors.json, MapInfos.json** — These are small files with character and map names. Good to do first. |
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| **4** | **Translate Items, System, Weapons, etc.** — All the data files that aren't maps or events. Place them in `files/`, translate, then copy results back. |
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| **5** | **Find speaker names** — Enable CODE 101 (Speakers), check for bracketed names, or use the "First Line = Speaker" option to capture speaker names properly. |
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| **6** | **Replace `\n[0-999]` variables** — Some games use variable codes like `\n[1]` for character names. Replace these with the actual actor names so the AI can translate around them. |
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| **7** | **Translate Maps & CommonEvents** — The bulk of the game's dialogue. Start with a small map to test, then do the rest. You can use **Estimate** in the GUI to check the cost before running. |
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| **8** | **Edit plugins for menus/text** — Some UI text lives in `plugins.js` or plugin parameters. You may need to manually translate these in a text editor. |
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| **9** | **Translate CODE 122 vars, 356 plugins as needed** — Enable these codes in the RPG Maker tab if the game stores dialogue in variables or plugin commands. |
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| **10** | **Playtest → find issues → fix → repeat** — Play through the game, screenshot any untranslated text, search for it in the game files, and re-translate as needed. |
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> **Note:** Some text (e.g., CODE 122 variables) may only update when starting a new save file.
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---
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## Using Copilot & VSCode
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[VSCode](https://code.visualstudio.com/) is a free code editor, and with [GitHub Copilot](https://marketplace.visualstudio.com/items?itemName=GitHub.copilot) you get an AI assistant built right into it. This is incredibly useful for translation work — you can ask the AI to help modify game files or even tweak the tool's modules without needing to know how to code.
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### Setup
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1. Install [VSCode](https://code.visualstudio.com/).
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2. Install the **GitHub Copilot** extension (`Ctrl+Shift+X` → search "GitHub Copilot").
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3. Sign in with your GitHub account (Copilot has a free tier).
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### Editing Game Files with AI
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Open your game folder in VSCode (`Right Click` → `Open with Code`) and use Copilot Chat (`Ctrl+Shift+I`) to ask for changes. Examples:
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- *"Replace all `\n[1]` with `Shino` in this file"*
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- *"Translate all the Japanese menu text in this plugins.js file to English"*
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- *"This dialogue has broken line breaks — fix the formatting"*
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You can also select a block of text, right-click, and choose **Copilot → Fix / Explain / Modify** to work on just that selection.
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### Modifying Tool Modules
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Open the DazedMTLTool folder in VSCode and ask Copilot to make changes to the translation modules. Examples:
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- *"Add a new regex pattern to skip lines that start with //"*
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- *"Change the wordwrap logic to break on full-width punctuation"*
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- *"Explain what CODE 356 does in rpgmakermvmz.py"*
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Copilot can read the surrounding code and suggest context-aware edits — you just review and accept. This makes it easy to customize the tool for specific games without deep Python knowledge.
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### Tips
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- Use **Ctrl+Shift+I** to open Copilot Chat and ask questions about any file you have open.
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- Use **Ctrl+I** for inline editing — select code, describe what you want changed, and Copilot will rewrite it in place.
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- Use [Git](https://git-scm.com/) with your game folder so you can always undo changes if something breaks. The [GitLens](https://marketplace.visualstudio.com/items?itemName=eamodio.gitlens) extension makes this even easier.
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---
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## Version Control with Git
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Git tracks every change you make to your game files, so you can compare translations against the originals and roll back mistakes. This is optional but **highly recommended** — it has saved countless hours of work.
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### Install Git
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1. Download and install [Git](https://git-scm.com/). The default settings during installation are fine.
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2. Open a terminal and verify it's installed: `git -v`
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### Set Up Git in Your Game Folder
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1. Open your **game folder** (where `Game.exe` lives) in VSCode — right-click the folder → **Open with Code**.
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2. Open the terminal in VSCode (`Ctrl+`` ` ``) and run:
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```
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git init
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```
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This creates a new Git repository in that folder.
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### Create a .gitignore
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Not every file needs to be tracked. Create a file called `.gitignore` in the game folder with contents like this:
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```plaintext
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# Ignore everything except text-based game files
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*.*
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# Allow these file types
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!*.json
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!*.txt
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!*.js
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!*.csv
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!*.ks
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!*.tjs
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!*.rb
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!*.rvdata2
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# Other useful files
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!.gitignore
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```
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This tells Git to only track the file types that matter for translation.
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### Save Your First Commit
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1. Click the **Source Control** icon on the left sidebar (or press `Ctrl+Shift+G`).
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2. You'll see all the game files listed. Type `Initial Commit` in the message box and click **Commit** → **Yes** (to stage all files).
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3. Your original files are now saved.
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### Create an "original" Branch
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This lets you always compare your translated files against the untouched originals.
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1. Press `Ctrl+Shift+P` → type **Create Branch** → name it `original` → press Enter.
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2. Press `Ctrl+Shift+P` → type **Checkout** → select `main` (or `master`).
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Now you're back on the main branch. Any translations you make here can be compared against the `original` branch at any time.
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### Comparing Changes
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After translating and copying files back into the game folder:
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1. Open **Source Control** — you'll see all modified files listed.
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2. Click any file to see a side-by-side diff of what changed.
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3. Commit your changes with a message like `Translated Items, Weapons, Actors`.
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To compare with the original untranslated files:
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- Right-click any file → **Open Changes** → **Open Changes with Branch** → select `original`.
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|
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### Recommended Extension
|
||
|
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Install [GitLens](https://marketplace.visualstudio.com/items?itemName=eamodio.gitlens) (`Ctrl+Shift+X` → search "GitLens") for a much richer Git experience — commit history, file annotations, branch comparisons, and more.
|
||
|
||
---
|
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|
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## Troubleshooting
|
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|
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- **`START.bat` closes immediately** — Make sure Python 3.12–3.14 is installed and added to your PATH. Open a terminal and run `python -V` to check.
|
||
- **API errors** — Double-check your API key and organization in `.env`. Make sure you have credits/quota with your provider.
|
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- **Missing dependencies** — Delete the `.venv` folder and run `START.bat` again. It will recreate the environment and reinstall everything. |