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Translation Aggregator

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  • Translation Aggregator

    I'm no longer working on Translation Aggregator, but Setx has released an updated version, here. The files attached directly to this post are now outdated

    Translation Aggregator basically works like ATLAS, with support for using a number of website translators and ATLAS simultaneously. It was designed to replace ATLAS's interface as well as add support for getting translations from a few additional sources. Currently, it has support for getting translations from Atlas V13 or V14 (Don't need to have Atlas running), Google, Honyaku, Babel Fish, FreeTranslations.com, Excite, OCN, a word-by-word breakdown from WWWJDIC, MeCab, which converts Kanji to Katakana, and its own built-in Japanese parser (JParser). I picked websites based primarily on what I use and how easy it was to figure out their translation request format. I'm open to adding more, but some of the other sites (Like Word Lingo) seem to go to some effort to make this difficult.

    JParser requires edict2 (Or edict) in the dictionaries directory, and supports multiple dictionaries in there at once. It does not support jmdict. You can also stick enamdict in the directory and it'll detect some names as well, though the name list will be heavily filtered to avoid swamping out other hits. If you have MeCab installed, JParser can use it to significantly improve its results. TA can also look up definitions for MeCab output as well, if a dictionary is installed. In general, MeCab makes fewer mistakes, but JParser handles compound words better, and groups verb conjugations with the verb rather than treating them as separate words.

    TA also includes the ability to launch Japanese apps with Japanese locale settings, automatically inject AGTH into them, and inject its own dll into Japanese apps. Its dll can also translate their menus and dialogs using the ATLAS module (Requires you have ATLAS installed, of course). Versions 0.4.0 and later also include a text hooking engine modeled after AGTH. The menu translation option attempts to translate Windows-managed in-game menus, and is AGTH compatible. The AGTH exe and dlls must be in the Translation Aggregator directory for it to be able to inject AGTH into a process. AGTH is included with the most recent versions of TA.

    The interface is pretty simple, much like ATLAS: Just paste text into the upper left window, and either press the double arrow button to run it through all translators, or press the arrow buttons for individual translation apps. Each algorithm is only run once at a time, so if a window is busy when you tell it to translate something, it'll queue it up if it's a remote request, or stop and rerun it for local algorithms. If you have clipboard monitoring enabled (The untranslated text clipboard button disables it altogether), it'll run any clipboard text with Japanese characters copied from any other app through all translators with clipboard monitoring enabled. I won't automatically submit text with over 500 characters to any of the translation websites, so you can skip forward in agth without flooding servers, in theory. I still don't recommend automatic clipboard translation for the website translators, however.

    To assign a hotkey to the current window layout, press shift-alt-#. Press alt-# to restore the layout. Bound hotkeys will automatically include the current transparency, window frame, and toobar states. If you don't want a bound hotkey to affect one or more of those states, then you can remove the first 1 to 3 entries in the associated line in the ini file. Only modify the ini yourself when the program isn't running. All other values in those lines are mandatory.

    Pre-translation substitutions modify input text before it's sent to any translator. Currently applies to websites, ATLAS, Mecab, and JParser. There's a list of universal replacements ("*") and replacements for every launch profile you've created. I pick which set(s) of substitutions to use based on currently running apps. Note that you do not need to be running AGTH or even have launched a game through TA's launch interface for the game to be detected, but you do need to create a launch profile. May allow you to just drag and drop exes onto the dialog in the future.

    MeCab is a free program that separates words and gives their pronunciation and part of speech. I use it to get the information needed to parse words and display furigana. If you have MeCab installed but I report I'm having trouble initializing it, you can try copying libmecab.dll to the same directory as this program. Do not install MeCab using a UTF16 dictionary, as I have no idea how to talk to it (UTF16 strings don't seem to work). Instead, configure MeCab to use UTF8, Shift-JIS, or EUC-JP. If you have both MeCab and edict/edict2 installed, you can view a word's translation in MeCab by hovering the mouse over it. Also, JParser can use MeCab to help in parsing sentences.

    JParser tends to be a better choice for those who know almost no Japanese - it tells you how verbs are conjugated, handles some expressions, etc. MeCab may well be the better choice for those who know some Japanese, however.

    Source, attached below, is available under the GPL v2.

    Thanks to (In alphabetical order, sorry if I'm leaving anyone out):
    Hongfire Members:
    Freaka for his innumerable feature suggestions and reported issues over the course of development.
    Setsumi for TA Helper and for all his suggested improvements and reported issues, particularly with JParser.
    Setx for AGTH.
    Stomp for fixing the open file dialog not working properly on some systems and adding the tooltip font dialog, and fixing a bug that required admin privileges when certain other software was installed.
    Might sound like minor contributions, but feedback really drives the development of TA.

    Non-members:
    KingMike of KingMike's Translations, who is apparently the creator of the EUC-JP table I used to generate my own conversion table.
    Nasser R. Rowhani for his function hooking code.
    Z0mbie for writing the opcode length detector/disassembler I use for hooking. Apparently was intended for virus-related use, but works fine for other things, too.
    And the creators and maintainers of edict, MeCab, and zlib.

    You might also be interested in:
    *Setsumi's TA Helper and AGTHGrab.
    *errotzol's replacements script.
    *Devocalypse's devOSD.
    *kaosu's ITH (Like AGTH. No direct TA support, due to lack of a command line interface, but definitely worth checking out).

    MeCab
    edict2

    Changelog:
    0.4.9
    * Fixed MeCab/JParser getting stuck when starting a new translation before the last is fixed.
    * Fixed interface lockup while mousing over an item in MeCab while JParser is running.
    * Menu translation will now translate column headings in ListViews (Needed this for the AA launcher)
    * Fixed ATLAS config crash.
    * Global hotkey support. Toggle under "File" menu (Tools is kinda big already). Currently only really supports history navigation. May add more later.

    0.4.8
    * Added history. Logs both original text and translations (For online translators). It logs up to 20 MB of original text, and whatever translations are associated with it. Currently only way to force a retranslation is to toggle one of several options (Autoreplace half-width characters, src/dest language, modify substitutions).
    * Fixed deadlock bug on MaCab mouse over while JParser is running.
    * Fix corrupting built-in text hooker settings when launch failed. Suspect no one uses this, anyways.
    * Drag/dropping an exe onto TA to open up the injection dialog now actives TA.

    0.4.7
    * JParser and MeCab each use their own thread (Mostly).
    * Changed conjugation table format to JSON - plan to do this to a lot of other files (Being careful not to mess up game settings or substitution tables). Currently have way too much file loading code.

    0.4.6
    * Fix WWWJDIC
    * Fix closing injection dialog
    * Updating process list 10+x faster
    * Process list autoupdates
    * Fixed bug that would result in injecting into wrong process when one program is running multiple times.
    * Updated included AGTH version

    0.4.5
    * Added bing support.
    * Updated Honyaku code (They didn't try and block TA, they just modified their HTML)
    * Fixed AGTH command line code.
    * Replaced "/GL" with "/SM" compile option, resulting in faster builds when one has a lot of cores.

    0.4.4
    * Regular expressions are now compiled
    * Injection validation when using addresses relative to dlls (Or function addresses in dlls) should be fixed.
    * Added option to create shortcuts. They'll launch TA (If it's not running) and try to launch the game using the current injection settings (Injection settings that you'd get at the launch screen - the current settings are not saved - it always uses the most recently used ones).
    * Appropriated some of Setsumi's code to make tooltips larger.

    0.4.3
    * Multiple subcontexts now supported. Separate them with semi-colons. AGTH code converter will add two subcontexts, when appropriate.
    * Using aliases for hooks added. Prefix a hook with "[Alias Text]" and that's what will be displayed on the context manager screen as the hook's name. Makes it easier to see context strings.
    * Locale selection added to injection dialog.
    * "Hook delay" added to injection dialog. Actually doesn't delay hooking, delays how long before hooks that use filtering based on calling function's dll are enabled. Generally only the default hooks do this. Increasing this delay may circumvent issues with games that crash when launched with AGTH, but work fine when injected after launching.
    * Added "!" and "~" operators.

    * Stomp's admin privilege fix when using some 3rd party software added.
    * Excite fixed
    * Fixed sanity testing for injection addresses, so when specify a dll or exe name in a text hook, shouldn't erroneously think it's an error when the module isn't loaded in the current address space.
    * Fixed some JParser dicrionary common word parsing, when using versions of edict with entL entries. Also changed treatment of Kanji entries when only their corresponding Hiragana are marked as common.
    * Fixed substitution matching Hiragana with Katakana and vice versa.
    * Fixed a clipboard-related crash bug.
    * Fixed hooks causing crashes when relocating call/jumps (Hopefully...)
    * Fixed AGTH repeat filter length placement (oops).

    0.4.2b
    * Fixed substitution loading/deleting.
    * Fixed << and >>.

    0.4.2
    * AGTH code conversion tool.
    * Injection code checker added.
    * New child process injection handler (Really nifty injection code for that...). Should be a little more robust than before.
    * Option not to inject into child processes added.
    * Auto copy to clipboard added.
    * Both extension filters fixed.
    * Both eternal repeat filters fixed/upgraded.
    * Phrase repeat filter fixed/upgraded.
    * OpenMP/MSVC 2008 SP1 runtime requirement removed
    * char/charBE fixed
    * GetGlyphOutline fixed
    * Copy to clipboard crash when auto translate disabled fixed.
    * Slightly improved dll injection error handling.

    0.4.1
    * More context/filter options.
    * Repeated phrase filter now handles cases where phrase is being extended by a couple characters each time (xxyxyz, etc). Extension filters no longer really needed, unless the repeat starts out too short.
    * Option to handle eternally looping text.
    * Option to ignore text without any Japanese characters.
    * Text which substitution rules reduce to nothing no longer overwrites translated text.
    * Log length limit added.
    * Options to manage default internal text hooks added.
    * Clipboard treated as a context. Its default settings should mirror the old handling.

    0.4.0
    * Added it's own text hooking engine. Probably still buggy.
    * Fixed excessive redrawing when a hidden furigana window had clipboard translation enabled.
    * Works with new, even more poorly formatted edict files.
    * Handles EUC_JP characters that Windows does not (Doesn't use them properly with WWWJDIC at the moment, however). Only really fixes loading edict files with those characters.
    * Fixed right clicking when full screen.
    * Fixed not checking auto Hiragana mode.
    * Less picky when reading MeCab output.
    Attached Files
    Last edited by ScumSuckingPig; 07-11-2015, 11:20 AM. Reason: Change download link, re-upload attachments upon request from Setx

  • Erm... I have no idea what @40000:goat.exe means. Is that the same as @40000, or is the first relative to the exe base address and the second an absolute address? Is the dll/exe extension required? What if two dlls with the same name are loaded? I assume the addresses are in hex (I don't play games that require specific codes a whole lot...)?
    Last edited by ScumSuckingPig; 07-02-2009, 03:08 PM.

    Comment


    • I believe I've only seen once somebody using it that way, but if there is something following the : it's relative to that file base. So @410000 for goat.exe would be the same as @10000:goat.exe. I don't know how that 400000 stuff in general works though, I mean most programs use 400k as base but I've came across some that do not. Ollydbg always gets that right and I guess it's some sort of variable set in the file header.

      Cases are:
      /H****@4A0000 (95% of all cases probably) - this is basically the address you would also see with ollydbg
      /H****@A0000:Graphics.dll - that would be hooking into the dll, address relative to the dll start itself (you can use this with the exe itself also as said above, but thats very rare).
      /H****@A0000:Graphics.dll: - same as above, just some ppl tend to add that :
      /H****@A0:Graphics.dll:_StringStrBla - that would mean add the hook to the address that comes A0 bytes after exported function _StringStrBla starts (I think I made one or two codes that way and I'm not really aware that anybody else has used it)
      /H****@A0:Graphics.dll:#22 - same as above, just using the ordinal number instead of function name (probably even rarer then above)

      Edit: Hashing shouldn't be needed, 10 bytes should be enough. Kinda hard to find a good number, might be already to much in some cases for searching (but then one could try to manually remove some) and sometimes it might be better to take the 10 bytes before, but I guess you can't have it all.
      Last edited by Freaka; 07-02-2009, 03:42 PM.

      Comment


      • I think Aral Trans handles the hooking addresses in a comparable way. E.g. HOOK(Ags.dll!0x0001A853,[...]) for module hooks and HOOK(0x00471960,[...]) for 'normal' ones. The address calculation looks quite simple if I understand it right (comments are mine):

        Spoiler
        Code:
                CHookPoint* pInst = new CHookPoint();
        
                try
                {
                        int nIdx = strAddr.ReverseFind(_T('!'));   //checking if it's a module
                        
                        if(nIdx>=0)
                        {
                                pInst->m_strModuleName = strAddr.Left(nIdx);
        
                                pInst->m_hModule = GetModuleHandle(pInst->m_strModuleName);
                                if(NULL == pInst->m_hModule) throw -4;
                                
                                //convert the hex-string representation to a number
                                _stscanf(strAddr.Mid(nIdx+1), _T("%x"), &pInst->m_pCodePoint);  
                        }
                        else
                        {
                                pInst->m_hModule = NULL;
                                _stscanf(strAddr.Mid(nIdx+1), _T("%x"), &pInst->m_pCodePoint);
                        }
        
                        if(NULL == pInst->m_pCodePoint) throw -1;
        
                        // I don't know what this really does, but shouldn't have an impact on the calculation 
                        PROC_HookCodePoint HookCodePoint = CATCodeMgr::GetInstance()->m_sContainerFunc.pfnHookCodePoint;
                        if(HookCodePoint == NULL) throw -2;
        
                        // GetHookAddress makes a simple calc and we have the address (see below)
                        BOOL bHookRes = HookCodePoint((LPVOID)pInst->GetHookAddress(), PointCallback);
                        if(bHookRes == FALSE) throw -3;
                        
                        TRACE("[aral1] ¡Ú %p Hooked \n", pInst->GetHookAddress());
                }
        
        [...]
        UINT_PTR CHookPoint::GetHookAddress()
        {
                return ( (UINT_PTR)m_hModule + m_pCodePoint );
        }

        Comment


        • Just thought I'd pass along a strange issue, see if anyone's replicated it before or if its just me. The timing of this seems to be completely random, but every now and then I'll open up TA, and it will open just to the taskbar. The program's running, but its just in the taskbar as if its minimized and clicking on it doesn't restore it. Only option then is to just kill the process manually from the task manager. So far the only fix I've found is to simply go into the directory I have TA installed in and delete the configuration settings file. Once I do that, all's well again (though I of course have to set everything back up to my liking). Like I said the timing of this seems to be totally random. I've gone days without it happening, while sometimes I've encountered it happening the very next time I try to open it after fixing it.

          Anyway just thought I'd pass that along to see if this is just something on my end or not. For reference I'm running Windows XP SP3.

          Comment


          • Do you have a multiple monitor setup? It's probably off the screen for some reason. Do you have the move option if you right click on its task bar entry?

            Comment


            • Nope, I'm just on a single monitor. Now that you mention it though I can still right click from the taskbar, from which it just ignores the restore and move commands (they're not grayed out, it just doesn't do anything when I click it), however I can maximize and the window will show up. That of course doesn't do much good as it then takes up the entire screen, but that's the only way to get the screen to show up in any capacity. Restoring in that state will simply make it disappear back into the taskbar again, as if I'm telling it to minimize, and I'm back at square one. Its an odd issue. I wouldn't really consider it something high priority though, as the fix is easy enough, so I'm not in dire straits or anything.
              Last edited by ssj4815; 07-23-2009, 03:04 AM.

              Comment


              • What you can do is, right click in the task bar, select "move", press one of the cursor keys (up, down, left or right) and then moving your mouse will drag it around.

                I've had it once and if I'm not mistaken then the positioning values seemed oddly large negative. But I assumed it would be due to changing screenresolution or so.

                Comment


                • I save and restore the old window positions without checking their values. Checking is a bit of a pain with multiple monitors. Now that the issue has come up, however, I'll probably add it to the next version.

                  Comment


                  • Thanks the suggestion Freaka, I'll give that a try the next time the situation arises. And thanks SSP for your continued development!

                    Comment


                    • I had an idea, after being annoyed with the translators not being able to handle names (other than Atlas that I can add them in). Idea is: what if there is a list in the Original Text box, similar to how Atlas has a button for it, where you could add names and their romanized equivilant, so that it wont pass a name that gets translated into something weird to the translators. So like, if I have 姫菜, I could set it to HIMENA which would show up that way in all the translators instead of 'Princess Greens' or something weird.

                      Or is there an existing way to deal with this already that I dont know about?

                      Comment


                      • Necrosis360: You can do it, but currently only for ATLAS, and it's not well documented. Have to create a rule set file, and then use lines like "Replace <japanese> with <text>". Can also add line break rules, with "Line break before <japanese/symbol/whatever>" and "Line break after <Japanese>". Then in the ATLAS config screen, point to the rule set file. It may have some bugs, as it hasn't been thoroughly tested (Since no one uses it). No way to modify the file form the interface. The text file must be in UTF8 or UTF16.

                        May work on it again, at some point, making it easier to use and apply to other translators. I'm more annoyed with the Japanese language about the name issue than with the translators. Names are generally just words, sometimes with one of several alternate pronunciation, so are basically impossibly to translate unless you can intelligently parse the entire sentence in context, which no translation app can currently do.

                        Comment


                        • This may sound like a stupid question, but is it possible to hook the text taken from Mecab and translate that instead? As it stands right now I don't even know how to get the text from mecab to manually translate it. I just think it would widen the scope of the translation, so far its been about 70-80% right on readings(I think so anyways, just been looking it all up on dictionaries).

                          Also about the name thing, idk why but Babylon is practically always spot on with names and is a great translator(well I've only been using it randomly for a few months though).

                          Comment


                          • In my tests, mecab doesn't seem to provide significantly better parses than I do. Given that, and the additional complexities (Unclear how it handles different forms of conjugated verbs (As no English docs on the subject), uses a different dictionary without common phrases, no way to tell what it thinks are endings to conjugated words, etc), I decided it wasn't worth the effort.

                            Comment


                            • Originally posted by Dome28 View Post
                              Im can programmed in C and JAVA, if you are required ,to implement something myself, but i don't know how the program itself..

                              great job guys

                              Edit:

                              I've been watching Source - Translation Aggregator 0.1.6 download, modify the code that searches the web for google, (GoogleWindow.cpp)

                              ie=UTF8&langpair=ja|en&text= to ie=UTF8&langpair=ja|es&text=

                              to seek jap at Esp, but do not implement the codes programmed in the software.

                              Un saludo
                              There is a vercion compiled this program with the change, sorry not much programming
                              All my POST

                              Comment


                              • If you can use a hex-editor, you can simply search for langpair=ja inside Translation Aggregator.exe and change the following en to your language code (es, de, etc.). I did that for es in the attachment.
                                Attached Files

                                Comment

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