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Posting what I believe is a hidden gem. IF you have a taste for text porn games you'll probably like this. Warning: shit's entirely in Japanese.

DL Link: https://ci-en.dlsite.com/creator/9265/article/569707 (blue button at the bottom of page)

The "ero trap dungeon" genre is somewhat popular in the Japanese doujin porn scene, it boils down to a female protagonist challenging a dungeon full of lewd traps and monsters. There's emphasis on the female protag accumulating a plethora of various lewd ailments as she proceeds deeper and deeper into the dungeon before she finally breaks. This game is like the holy grail of the genre.

This game allows you to name and create a character and have her play through a series of dungeons automatically. You can learn skills as you level up, and customize the AI of the player character via a FFXII-like gambit system.

One neat feature is that you can save the full text log for each run to enjoy at your own pace later. Some status effects persist between runs, but you're free to cure or inflict it on your character once you've unlocked them.

The dev is also further developing the game to include graphics, customizable player lines, and party (multiple characters) support.
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Just adding that this is not "early access" shit, the game is already complete and free with 5 dungeon stages each with unique ailments, enemies, and traps.

I think there's close to 90 ailments in total, it's pretty thorough and covers most I've seen in porn.
Seems cool, can I just slap one of those translator programs in?
Replies: >>46639 >>46690
>>46632 (OP) 
So, what's its claim to fame among a thousand other ero-trap games on dlsite besides having no graphics?
Replies: >>46639 >>46687
>>46637
I have no idea since I never used those. It's a .NET application built with Prism, so I imagine the text extraction might be less developed than something in, say, unity or rpgmaker.

Quite a bit of the strings are stored in an unencypted SQLite db, so if someone's interested in translating it that's a pretty easy way to start.

>>46638
Personally it's the sheer variety. Being text only makes it easy to cram a large number of enemies and trap varieties. I think this just feels really fresh because I've played the best titles on DLSite to death already (Succubus Saint, Wings of Roldea, Tsukinomizu's succubus trap island, etc.)
Replies: >>46652 >>46694
>>46639
Try playing The Agnietta ~Healer and the Cursed Dungeon~ too.
>>46632 (OP) 
can't get it to load, do I need one of those japanese local emulators or whatever?
Replies: >>46675
>>46673
Stop trying to use locale emulators you retard. Just set your locale to Japanese and never think about this shit again, the only difference is you'll see a yen sign in the terminal, and I think you can manage to live with that.
Replies: >>46679 >>46685
>>46675
I don't use them to begin with, which is why I asked if I need one
>>46675
that and some programs start installing shit in jap, which can be a problem if you don't know how to traverse options to change language settings.
Replies: >>46686
>>46685
I've even had an issue where a program didn't have a language setting. You get what your locale is set to and that's it.
>>46638
Thousand? Where do you even get that number for real? All I've seen are games that only marginally skirt and kinda play with it without committing properly. Most of it is just regular old vs enemies stuff with even things like proper combat-porn being a rarity. What you most often see is just "you lose and then get CG" level lame trash. Hell, even games having proper traps is rare enough that after having gone through probably a couple of hundred games that I've already pre-filtered to most likely being to my tastes, have maybe a dozen or two max that have any meaningful focus on the actual traps.That is NOT thousand. Not even a proper fraction of it. If you have some magical way of finding proper ero trap dungeon games, even lite ones (there are exactly zero PROPER ones that I know of) then do enlighten me.
Replies: >>46703 >>46736
>>46637
I've never gotten a text hooker to properly work
>>46639
tried translating db strings and names. 

- Enemy names: 
From what I've seen encounters both use string data from EnemyGroups and EnemyClasses tables. Even miniscule changes to names of enemies in these tends to break game and throws up exceptions, sometimes it works, sometimes it doesn't. For example small encounters of 2 slimes only loads up tl fine, but when it processes enemy party, which consists of different enemy types (ローパー1クラゲ2 -> Roper1Jellyfish2) then it can be easily fucked up by mtl or inconsistent tl. I suspect it is parsing these lines as is for processing, so keep that in mind if someone's planning on translating the game.

-Skills:
Skills require prerequisites, which are saved in separate column, and they're saved there, again, with plain string, so basically previous info applies here too.

-H-attacks, Traps scenes:
Some of the scenes and attacks are written with macroslike functionality, god save anyone trying to tl binding specific weapon to specific weapon skill and to trap skill and making it humanly readable without game sources

Also. UI data is not saved in db, so good luck with translating that
Replies: >>47573
>>46687
there was some game i played, you are an elf and get afflicted with various traps
it's translated, both it and it's sequel
but it focused way too much on sharting and pissing so i dropped it
it's in the cuckchan bin, probably put in there during the last year or year and a hafl
>>46632 (OP) 
>femc
>losing is the content
when will this end
Replies: >>46751
>>46632 (OP) 
Sounds cool
Too bad I can't read
>>46687
Have you found anything like this (worth playing) in English?
Replies: >>46737
>>46736
one i've been playing, it's a CYOA rather than a proper game and it starts with genderswap but it's alright so far

https://tfgames.site/index.php?module=viewgame&id=2229
Replies: >>46760
>>46714
I'd rather see a single girl in a dozen scenes with potentially various stages of corruption than a single scene for 12 girl.
>losing is the content
most porn games aren't exactly skill based, so you get the choice in what you fuck/lose to. instead of event collect-a-thons where you're forced to sit through event after event of niggerdicks and ugly bastards.
actual game ending events or hard game overs are retarded though.
>>46737
thanks
i see there's also a VN translation by the same author in that tfgames thing, from milliefeullie, the devs of that famous sidescroller game. is it good? downloading it anyways and probably will play tomorrow or today
Replies: >>46765
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>>46632 (OP) 
>Female protag
Replies: >>47040
>>46760
dunno, let me know if it's good
Replies: >>46806
>>46765
Its a linear game with 2-3 endings/area. Pretty good for a single playthrough but it has no re-playability.
I'd really like to try this. Is there some way to translate it?
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>>46763
You want a fucking mprotag ero trap dungeon?
>>47040
that's what he thought "trap" was referring to
>>47040
That'd be cool
>>47040
i'd play it if it's a cute trap and/or with mongirls.
>>47040
You could be the Great Evil lurking in the depths of the dungeon sending minions to assault the invading heroes (who are all women for some reason) and delaying their efforts with traps.

There is an Era game like that but its a bit half baked
Replies: >>47174 >>47246
>>47098
Half baked or not, it's still miles ahead of damn near everything else.
Translation when?
Replies: >>47236
>>47235
Never, in the year of Ever
>>47098
You mean that chinese one?
Replies: >>47259
>>47246
Yes
>>46694
>Also. UI data is not saved in db, so good luck with translating that
Dev might have hardcoded strings for them, and since it's .NET it'd be easy to change.
Replies: >>47593
>>47573
Do you have a guide? Never tried decompiling and messing with a program before, but might give it a try if it is that easy.
Replies: >>47609 >>47644
>>47593
Use a program like DNSpy to decompile the game. Beyond that I am not sure what to do to recompile w/ the translation changes.

Basically all the UI elements are hardcoded and need to be changed.
Replies: >>47644
>>47609
>>47593
You can also try going through with Ghidra, but I have no idea how to use it
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>>47040
Perhaps.
>>47040
Not my thing. It saids really gay. But it could be fun.
Replies: >>48299
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>>48288
>Self inserting as a woman

>Only way to progress is to be conquered

>
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I've never messed with dnspy or anything like it, and I couldn't find all the japanese text, so this is all I could do. Hopefully someone more capable can find the motivation to make this work, as this seems like a pretty cool game.
Replies: >>48524 >>48560
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Stumbled on this thread a week or so ago and made a couple passes at translating here and there, finally made some headway, so I'll outline what I've managed so far. Also, I could fall out of contact, so forgive the wall of barely organized text, but hopefully it's at least descriptive enough as instruction.

Open AutoEtd.exe in DnSpy
Search for and document strings that you can find and want to translate (I ripped a few via OCR Capture2text and used DNspy's search functions to find that a lot of interface text is in Resources>AutoEtd.g/resources), once you have the text you want to translate...
Right click AutoEtd (top left in DNSpy), open in hex editor and search (ctrl+f) for the untranslated text (make sure it's set to search for String UTF-8), as an example, in the case of セーブ (which translates to save) you should be finding E3 82 BB E3 83 BC E3 83 96, use an online text to hex translator (also set to UTF-8) and insert your translation, in this case "Save", capitalized because it's a menu item, would be 53 61 76 65.
IMPORTANT#1: For above example, we found 53 61 76 65 83 BC E3 83 96 and are inserting 53 61 76 65, this will result in some extra characters at the end, but if you replace extras with 00, so 53 61 76 65 00 00 00 00 00 then it should be clean, HOWEVER, if the opposite happens, that is, if you have a longer translation hex sequence than the original hex, you will have to abbreviate and/or shorten your translation to fit, you can only substitute in the "space" that already exists, you can't change or shift anything else around.
Important#2: When searching via the hex view, you may find more instances than actually exist as text, this is more likely when searching smaller pieces of text. In these cases, and it would be wise to do this with every translated text anyway, translate one of them, save, run, and see if the text you try to translate is translated or not. If not, revert (if you leave DnSpy open you can undo/redo one hex at a time) and try the next instance and repeat.

Extra note:
>>48412
I'm unable to locate any of the text strings that are translated in this post, even the one ending in "MP", as well as any enemy names ripped from an adventure log export, so while some text can be translated through the method I've described (mostly UI I think), it's clearly not 100%.
Replies: >>48560 >>48712
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In case it helps give some context to the steps I posted, and in case there's much doubt, here's another image.
For reference, the text translated in this menu was found in views/homeview.baml.
(The menu title "拠点" is also in that file, but I was indecisive between base/home/guild/barracks/hub/etc, so meh)
Replies: >>48539
>>48535
that looks annoyingly complicated to translate
Replies: >>48590
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>>48524
I opened dnspy and went to the "light blue" objects within the "yellow" objects on the sidebar, and then right-clicked to "Edit IL Instructions" within the text of the main panel to make the changes shown in >>48412.
The word "Base" in this screenshot was originally a kanji character, which i swapped by this method. I just flipped through all these objects and scrolled through looking for japanese text.
Replies: >>48590
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>>48539
Yep, it sure is, especially being able to find and see the text but not edit it, thankfully I'd dabbled in hex editing enough to try some things.

>>48560
Cheers, much appreciated, I've been able to recreate the steps you've described and make some edits to the same menu you'd modified.

A couple more notes...
1: Editing text in this way seems less limited then the hex method, also it's much simpler, no hex editing/converting needed.
2:DnSpy seems unable to search everywhere within the exe, and likely other files as well, once I opened the files individually and searched them, I was able to find these bits of text. (I don't know why this is the case, could be an issue with default settings, but either way, now that I know about this, I can search these files quite quickly using the individual search and scrolling through files via arrow keys, I think I could also export everything and regex search if needed)

Query: At this point, we potentially have access to all of the UI and interface text, but I've been struggling to locate and access the data stored in the SQLite databases described earlier in this thread (which seem to contain enemy/skill names, and likely a lot more), I'd appreciate details on where these are and how to access them.

I next plan to grab all the text I can find and post a text dump, and probably share an in-progress MTL version (I'm assuming that's "ok" since it's otherwise freely available and this is just a translation anyway, I'd just share the exe so you'd need to grab it normally anyway, forgive any apprehension, I'm typically just a lurker...).
Ok, here's a first text dump
https://justpaste.it/9ghno
This is just the text that will have to be hex edited in... but it should be all of it.

Regarding the rest that I have access to, I've already exported the exe, so I just have to brush up on my regex to get all of that isolated (I've used regex like, twice ever, and only for what I can see on my keyboard).
Replies: >>48659 >>48663
>>48649
epic...
why would you vanish, anyways? are you being gangstalked?
Replies: >>48664
>>48649
Good Luck. Sadly I was not able to do much with it but it does look like a good game.
Replies: >>48664
>>48659
Eh, to be honest, it's not actually very likely... and for what I can say of any woes and fears, I'm not at much risk for being 86'd either.
I bother saying it at all, mostly as a nudge/prompt for anyone to ask for clarification on any steps or methods I've posted if needed... also paranoia, tempering expectations, etc...

>>48663
t can relate, I haven't really done much with it either yet beyond getting a few adventure logs exported to glance over. With any luck, most of the interface translation shouldn't take more than a few days.
Stumbled on a ton more text, AutoEtd.Core.dll appears to contain all the text that ends up in the adventure logs, such as all the combat, traps, etc messages, and possibly some other stuff as well.
It all looks easily editable via IL editing too, so no hex substitution should be needed.
Additionally, I've exported this text already, so once I sort out the regex commands I need, all this text will be in the next text dump post.

Exporting via DNSpy: with the files in DNSpy's assembly explorer (left side by default) select what you want to export on the left, file>export to project, select destination folder, other settings as defaults.
(I know next to nothing about compiling exe files, but It almost seems like, you could maybe re-compile from an export like this.)
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Regex is looking promising, I think...
.*[ぁ-鿕].* can be used to find any line that contains at least one character in the range of [ぁ-鿕] which is, I think, every hiragana/katagana and a ton (but not all) of kanji.
Using that, it looks like there's 2300 matches between the exe and the dll, and though several hundred of them are method/class names/calls which we wouldn't be changing, there might still be over a thousand translatable bits.

Anyways, after a bunch of flailing with negative lookaheads/behinds, I've ended up with ^(?!.*[ぁ-鿕].*).* which "should" be an inversion I can use to sweep out the export, and a few more regex to remove method/class names/calls...
From there, I think I can merge all the remaining text files through cmd command, so I should have a full dump with my next post.
Replies: >>48698
Here is the dump from core.dll and the exe dump will be up in my next post.
https://justpaste.it/9rgkq
it's 1150 or so lines, but I likely missed many lines I could've removed, so it's probably closer to 1000-1100.
Anything inside quotation should be translatable, and anything outside of quotation shouldn't be messed with too much, but anything like "text" + char.name + "text" or "text{0}text{1}text" can likely be rearranged grammatically as needed, oh, and things like {0} and {1} are references, from what I've glanced at, 0 was almost always character name, and 1 was frequently their level.

To whomever might translate any of this, do let me know if you'd prefer different formatting, I ran into a few last minute obstacles I couldn't automate and cut some corners by hand to get this posted sooner than later.
>>48679
try ([一-龯]) from https://gist.github.com/terrancesnyder/1345094
Replies: >>48703
>>48698
Unless I'm mistaken, that range is inside of the one I used?
ぁ=E38181-E9Bfag95=鿕
一=E4B880-E9BEAF=龯

I used this resource to find my start and end character: https://www.fileformat.info/info/charset/UTF-8/list.htm
It's not impossible that I missed something with the range I used, since I read something about at least one extension/expansion/addition of kanji characters in UTF-8 that's detached from the rest, but whatever I could've missed would have to comprise solely of those characters, because a single matching character from my range would cause the regex I posted to trip (or, not trip on the inverted regex).
Replies: >>48704
>>48703
Grrr, how annoying, it seems my post is getting edited when I submit it...
The hex of 鿕 is NOT E9Bfag95, it's E9-BF-95, so to repost the ranges...
ぁ=E3-81-81-E9-BF-95=鿕
一=E4-B8-80-E9-BE-AF=龯
lol, epic word filter
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>>48524
Take care, there is at least one switch statement with a string that got optimized into a hash-table.
If you replace a string, and it gets passed to the function using this switch, the hashes won't match, and the entire function will break.
You'll probably have to recompile that method to fix that.
Replies: >>48715 >>48737
RecordState.cs.pdf
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>>48712
Edit the ZGames.AutoEtd.GameSystem.Exploration.Explorers.HHistory.RecordState
 method and replace it with this code (except match the switch cases to your translation, obviously).
Replies: >>48737 >>48751
Sorry for the delay, when I was merging files for this, something kept corrupting/altering the resulted merge file's text (after grouping files in a single folder, cmd copy *.* merged.txt), ended up doing it manually, here's the exe dump
https://justpaste.it/1ltuv
I didn't clean this up quite as much as the last text dump, but there's not nearly as much. Same logic applies though, stuff in quotes are translation targets.
By the by, this may or may not contain any of the text that needs to be hex edited in, but all of that is in the first dump I posted anyway.

At this point, I know of but have not been able to locate/access the following texts.
1: enemy names (database)
2: skill names and effects (database)
3: tooltips/hover texts (unsure, maybe database, maybe not)

>>48712
Oh... yeah, hash conversions would be an issue, good catch.
Scanning through the exports, it looks like that's the only one, but it's quite the mess of code too...
>>48715
Wow... ... ...
I've replaced the existing method with the one you've given (via right click>edit method, replace code, compile, exit that and file>save module).
Testing it now, I've altered the message text, and as soon as I can get even one of these to trigger properly, I'll post the patched file.
(Several of these messages "poisoning"/addiction related, so I made a lactating herm and am just, throwing them in the dungeon over and over, checking the logs and status screen as I go, maybe a later dungeon would yield faster results...)
>>48715
Alright, found one of the lines triggered in one of my log files, and no issues have occurred, except.. going back into the file I altered, it still has the hash code script...?
Hmm... ... ... wait, is this... ooh, lemme get this straight... when I go to translate this particular file, I'll need to take the code you posted, swap the translated strings into the switch cases, and then when I compile, the hash codes will match the translated hashes?
Replies: >>48753 >>48847
>>48751
That's how it should be.
Replies: >>48763
>>48753
Got it, I appreciate the expertise, I've only basic to low level programming experience to be honest, I know plenty of lingo, but not a lot else.

So, next up... ... ... I guess I'll get the worst out of the way and do translations that require hex substitutions in the exe. I think I can reasonably translate interface text, but I'll be sure to document my translations as I go all the same. I'll plan to post the exe with partial translation next time.
(I guess I'd just, attach it to the post here)
Replies: >>48836
>>48763 
Good luck
>>48751
Or rather no, when you translate the possible names of the states in StateFactory you have to go back to this file and edit the switch cases. Not just when you get to editing this file.
Replies: >>48858
*sigh* Welp, this is taking me longer than I was hoping... I've gone through and translated the hex substitution text, but I've not inserted them yet, here's a new dump of that with my translations and notes.
https://justpaste.it/690p6
There's only a few I'm not satisfied with, and they're generally noted as such, otherwise I think it's legibly polished.
I'll give this the day for anyone to glance over and make corrections/suggestions before I punch them in.

Sorry for the delay, I will post a partial translated file next time.

>>48847
Right, of course, I worded that poorly, my bad.
I planned to hit every instance of the same strings as I apply translations to account for comparators to begin with, but with the hash compare pointed out, that would have caused problems for any of those strings.
To account for that, whenever applying translations to strings that can be used in that method, I'd have to translate the code and compile as an extra step.
Here's the partial, (I don't know much on filehosting, but this should be up for at 30 or so days, I tried attaching to this post directly, but was getting denied)
https://www39.zippyshare.com/v/ZGLTwPN5/file.html
MD5 08FB836229EAB9006CDAA3003FF65DA7
SHA-1 C70B863C0B05AB9519B6E7F77133FDE7078E9226
As a reminder, this is just (but hopefully all) translations of text that requires hex substitutions.

One menu is untested given that I've yet to unlock/access it, which is the custom dungeon menu, nothing else should be a problem, though there is one minor caveat to the edits I've made...
It's already been mentioned in one of the text dumps I've posted, but the hex edits I've done to translate this text cause DNSpy to fail decompiling the code files I change, this is likely due to using the 00/null character in place of excess hex code, and the compiler not expecting null characters inside of strings (understandable). I did investigate some alternatives, such as using 02/" " spaces instead, but that was causing the layouts to be stretched by the added width of the spaces, and I also tried some other "empty" hex characters such as E280BE, but I was getting the same issue with DNSpy, so I'm unsure if there's a way around this, but for now, I opted to keep the interface as clean as possible, and since it's only the edited files that DNSpy has issues displaying (Resources/AutoEtd.g.resources), it won't pose any issues accessing and translating anything else.

Also... and I'm hesitant to even draw attention to this, but I think it's probably for the best to address it all the same for those at risk...
All the remaining text (besides the database, which I've still no leads on) is within code that is easily accessible and translatable, and in addition... instructions, tools, and details on how to do so have been discussed here. This is good for translation, but in this case, it's also exploitable, so... be smart, take security into your own hands, and treat every translation file as potential malware, this file is no exception.

Lastly, I'm taking a break from translation, specifically just translating text though, I'll still be around and able to patch in translations/corrections, sorry if this disappoints.
>>49006
thank you for your work
>>49006
For reference, catbox.moe is the easiest, most straightforward hosting to both upload to and download from, unless it's important that your file retains its original filename.
Replies: >>60818
Zippyshare died, rest in peace, you were one of the good ones.
...
...
...
That aside, I'll post a new link, at some point... within the next couple months (sorry for the delay, but it will include documentation for the different translation methods), and it'll be "slightly" more translated.
It's been a while, so I'm not actually sure how much more I translated compared to what was done in the version posted, but I did manage to add names to all but 2-3 of the status effects via their tooltip messages.

Oh, and I think I saw the developer had started work on a sequel of sorts, here's hoping it's a bit easier to translate.
Replies: >>69630
>>49213
anonfiles is the best, download is slightly slow but it's anonymous. better than litterbox.moe
>>49006
This not happening?
>>49006
Link didnt work
>>60814
>I'll post a new link, at some point... within the next couple months
over a year later and nothing. Is anon dead, r.i.p. anon-chan
Replies: >>69787
>>69630
Many such cases.
Anyone keep the work this guy started?
Replies: >>71366 >>71497
>>71111
Does anyone even have the work this guy started? Can't do much without that.
Replies: >>71497
I wondered what happened to the translation. Shame to see it's fucking dead.
>>71111
>>71366
https://files.catbox.moe/5hg5rw.7z
Not the original translator, but I downloaded it back when he first posted it and would like to see work continue as well. I'll be monitoring the thread for developments, so let me know if it needs to be reuploaded somewhere else.
Replies: >>71534
>>71497
The string hunting and hex editing makes this a nightmare to deal with. Plus issues like enums being used as strings forcing you to blindly translate code, and class names themselves being used as display names... it's a mess.
All that aside, trying to recompile an unedited file using dnSpy informs me that it can't locate some dependency despite the dll clearly being in the exe. So unless I can figure out that I can't do much anyway.
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