binbingwu / Multi-Agent-Game-Localizer
git clone https://github.com/binbingwu/Multi-Agent-Game-Localizer.git
Multi Agent 游戏汉化器:Claude 作为主控(Orchestrator),本地小模型作为翻译子 Agent,本机生成汉化补丁
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LanguagePython
LicenseGPL-3.0
Created2026-09-26 (27d ago)
Last push27d ago
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README excerpt
English · 简体中文 Claude does the thinking, local models do the heavy lifting. Claude understands the game, sets the strategy, writes engine plugins and reviews quality; a local LLM translates tens of thousands of lines in parallel, into any language it knows. The patch is built on your own PC from your own game files, so there is no need to download a patch from an unknown source. Why · Architecture · Languages · Requirements · Quick start · Prompting · New engines --- ## 📊 Real-world result AliceSoft's *Evenicle* (Steam English release, v1.04) translated into Simplified Chinese on an RTX 4070 12GB: 65,474 story lines 4,281 UI strings ≈ 9 lines/s 8 parallel slots ≈ 2 hours whole script ≈ 95% pass QA first time The translated text renders in-game, long lines wrap correctly, and the name box, inner-monologue brackets and multi-line layout match the original release. --- ## 🎯 Pain points it solves 🗣️ Machine translation is bad Pasting lines one by one into a translator gives no context, inconsistent names, and plenty of omissions. Here: lines are translated scene by scene. Every batch carries the translation strategy, a scene summary, the speaker, the glossary and the previous lines. Lines that fail QA are sent back automatically. 🛡️ Is that fan patch safe? Patches and executables from forums and file hosts cannot be verified. Here: the code is open source, and the patch is generated on your machine from your own game files. Originals are backed up automatically, and one command restores them. ⏳ Waiting for a translation group Niche titles and new versions get no translation, and patches made for another release do not fit yours. Here: do it yourself in a few hours. After a game update, extract again and translate only what changed. 🌍 Only one language pair Most tools and fan patches cover only one direction, such as Japanese to English. Here: source and target are per-project settings. Any language the model knows works, and common languages come with tuned rules. 🧩 Every engine is different Every engine packs its text differently. Here: engines are plugins. For a new engine, Claude analyses the file format and writes a plugin. Context, translation, QA and packaging are reused unchanged. 💸 Cloud LLMs for every line cost too much Sending tens of thousands of lines to a cloud API eats money and quota. Here: the bulk translation runs on a free, offline local model. Claude only does the work that needs judgement. > [!NOTE] > **About "works with every game":** the architecture is engine-agnostic, but each engine needs a plugin. The built-in, tested plugin is **AliceSoft System 4** (`.ain` + `.fnl`, e.g. Evenicle and the Rance series). > For Ren'Py, RPG Maker, Kirikiri, Unity and others, ask Claude to write a plugin first (see Adding a new engine). After that it runs the same way. --- ## 🏗️ Architecture ### Who does what | Role | Played by | Responsibilities | |:--|:--|:--| | 🧠 **Orchestrator** | **Cl