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About
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This is an unofficial English translation patch (English patch version 1,00) created by Atelier Eternity for Bitch Exorcist Rio 5 version 1.02 (the latest version of the Japanese game as of writing this on 6/26/2018). 

This is a FREE patch for use on the commercial version of the Japanese game purchaseable here: http://www.dlsite.com/ecchi-eng/work/=/product_id/RE188301.html

Please support the developer and consider purchasing their other games as well!

Instructions to apply this patch can be found all over the internet.

No complicated licensing or other such jazz. Feel free to share this patch with others, but only at no cost! If the developer or a rights holder requests I stop distributing the patch I will stop distribution and ask that everyone else stops distributing our patch too (but, by that time I expect it will have already spread far beyond my control anyways).

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TRANSLATOR'S NOTES
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This is more of a translation than a localization in that I kept a lot of the Japanese sentence structure and intentionally left any Japanese echomimetics in the game that couldn't be translated into one word.

So when you see a big string of Chuppos, Jubbos, or Reros. Just know that it's probably a lewd onomatopoeia for sex or tongue wrestling that would have been overly verbose for English (imo). I think that the meaning of most of these sounds can be gleaned from the context of what's narrated before and after them. They're used quite frequently and I think they add to the charm of the game itself. Anybody who's played the other games in this series will probably smile during a few of the more... familiar scenes from those games appearing in this game.

Here's a link to one of my research sources in regards to the above for those who are curious as to the specific meanings of a few of the words: http://www.hellodamage.com/top/2005/12/17/x-rated-manga-sound-effects/

I put a few memes in there for fun. Hey, they kept me going, and honestly the Japanese was sort of bland for my saucy American tastes so I just spiced it up a little bit. The meanings are about as accurate as a dry translation would have been anyways. If they bother people I'll leave them out in future projects.

I also used this website to convert katakana to hiragana (which is much friendlier for machine translation) which made translating the tribal dialogue a piece of cake: http://en.calc-site.com/letters/convert_kana 

A note on the tribesmen -- they speak in Japanese ooga booga, represented by the use of katakana where hiragana would normally be. Katakana basically represents foreign speech and it usually makes the machine translators go bonkers because they expect Japanese Japanese and not foreign Japanese. I was thinking of capitalizing all of their dialogue to represent their rough, foreign nature but opted against it as I felt something like that should be reserved for more robotic talk. So, I pretty much just straight up translated it without adding any kind of extra flare to it in English -- honestly, I didn't have the patience to research another manner of speech I could have given them.

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POSTMORTEM
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This is my first translation job and it was a great learning experience for me. I can definitely do a much better job on my next one with what I've learned. Translation took me 14 full-time days and editing/fixing took me about 10 full-time days. I'd give my job on this project a B-. I acknowledge the small punctuation errors, spacing, and dryness of some of the dialogue. It's still be worlds above machine translation.

I'm a native English speaker who's studied Japanese for 4 years in a well-respected American university and lived in Japan for one year -- my degree is actually in Japanese Literature -- so I'm fairly confident in my accuracy, but I know it's not perfect and I definitely could have combed the entire translated script with a thesaurus to make it better. I've combed over each scene at least twice in Japanese and five times in English, pretty much finding small things each time I did it. I also played through the entire game twice and left savepoints everywhere to quickly check my own work.

Because my Japanese is good enough I was able to use unconventional Japanese slang resources like 2chan and Japanese dictionary websites to verify the accuracy of my work. While I'm confident in my knowledge of Japanese grammar I did use machine transation to quickly define most of the kanji as I've always been terrible with kanji. Basically, whenever I got crap definitions from the machine translator I verified meanings on 2chan or other Japanese language websites. Oftentimes the crap I got from the machine translators was slang I had no idea even existed. I got mad respect for people who attempt these translation projects with little to no knowledge of Japanese!

I have experience working in professional AAA game development studios and I could certainly apply the organizational experience I learned working to translation projects in the future.

Here are things I would do differently for the next game I translate for more accuracy, speed, and quality:

1) I want to create a bible of common terms (similar to what people who make partials translate in the database section of RPGMaker games). It's great for team translations to keep the terms even, but it's also good if you've taken long breaks from your work and are coming back to it later and forget how you've translated something you know you've seen before. *cough*Saintly Line*cough*Spirit Break*cough*

2) Instead of replacing text directly in RPG Maker right away, I want to copy/paste the entire Japanese script into an Excel Sheet (or Google Doc) with adjacent cells for the direct translation and for the text that will actually go into the game. This makes it much easier for me to refer to the original Japanese if I ever doubt my own work. And I can color code my work according to how complete I think it is. Again, this is great when working in a team too.

3) I'd take some extra time and go through every scene and dialogue with a thesaurus to improve the variety of terms and language used throughout the entire game. This is the step that turns a decent translation (like this one) into a wonderful localization -- the polish if you will. Also I'd actually properly localize all those Japanese echomimetics I left in the game.

4) I'd try to find a small group of trustworthy volunteers who own the Japanese game to QA my work at an extremely detailed level for the little formatting and punctuation bugs that I simply left in this game because I was too lazy to fix them myself. Of course, I'd actually take the time to fix them too.

tl;dr I learned a lot from my mistakes and my next project should be even better!

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FINAL WORDS
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Going to take a bit of a break from solo translating. This was, relative to a lot of translated Japanese games I've played, a very small project taking me only a month to complete. But it really wore me out. Especially the last few days of editing and replacing text felt like they took forever and I just wanted to be done with it. Indeed, the most difficult part of translating a game is finishing your work.

Based on my own work on this game I'm sure that with proper allocation of human resources and a really organized plan even the biggest projects shouldn't take a small team more than two months to complete. Personally, I wish I had an editor who could check my work in game and fix my words for me. Probably could have finished this translation in two weeks with just one other person there to check and fix my work while I was translating it.

On that note, I've also considered trying to contact some Japanese developers directly to see if they'd be interested in having me translate their games as they develop them. I feel like a lot of developers lose out on potential sales by having translators localize games that are already available in the Japanese market. And, obviously, the more money they make on sales the easier it is for them to make that decision to turn their game making hobbies into careers. They'd make the most out of having worldwide releases than just local ones, right?

If I'm not helping others with their work I'll probably be busy designing and drawing my own adult game on paper. I'll eventually build a prototype either on Wolf Engine, RPGMaker MV, Renpy, or Game Maker for testing. I like to joke that our studio is called Atelier Eternity because it will take an eternity to produce anything worth playing. I want to build all the assets from the ground up to make something that distinguishes itself aesthetically from a lot of adult games that use the same assets. One of the reasons I did this translation project was to examine the scripting logic, scope, and design of a game I felt was pretty decent for a small project.

Feel free to follow us on Patreon for future updates on our projects! https://www.patreon.com/AtelierEternity

Enjoy the translation!

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SPECIAL THANKS
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Krystallize - For showing me just how easy it is to translate a game with this video: https://youtu.be/5zZTMpJ92zY
