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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 The files attached directly to this post are now outdated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

  • I've flushed megs of text through JParser (About half a game's worth, though in big ol' 1000+ line increments) with ATLAS enabled, with a substitution. and still no crash. Was the exact same exe as I just posted.

    I can't see how it could be system specific, since the old version is working fine, which makes me think it's a particular string in what you're testing, possibly a name, causing a buffer overrun or writing to unallocated memory. Both of those can cause a delayed crash, so may well not crash until several strings later, or not crash at all, until it's handed that string again.
    Last edited by ScumSuckingPig; 04-18-2010, 01:54 PM.

    Comment


    • @ScumSuckingPig
      I want to report regarding to version 0.35b.
      It seems when I enabling the "Translate windows menus with Atlas", and then I added a word in Atlas dictionary :
      - The game will crash, or
      - Atlas will notice something like "can't update dictionary, translation in progress", seems like the file is in use.
      After this happened, there is no other way than to close any related program...
      This problem never occured on previous version.

      And I about TA substitution, actually I always forget to ask this.
      So for example, I have a substitution :
      なに become 何
      And then we have text from clipboard :
      イリーナに
      and the substitution will replace it become :
      イリー何

      So maybe you need to change it become "case-sensitive" ?

      Comment


      • Nothing I can do about the crash, as it's ATLAS that crashes, and not my code.

        Other issue I'll probably get around to fixing at some point.

        Comment


        • Had been hoping I'd be able to release a beta version with my new text hooker this weekend, but I'm still working on the interface. More painful than the actual hooking code itself. Anyways, if anyone's curious, here's the preliminary documentation for my hooking format. Note that it's still subject to change (Might decide to make everything base 16, or make types without '*' also pointers, for example, though current method would allow some minimal decrypting of encrypted strings). Also note that unlike AGTH, I only allow one context, but as I allow expressions, can just add two contexts together if you need to. Multiple codes can simultaneously be used for a single game.

          Format is intended to require fairly minimal changes to AGTH codes in order to convert codes. Shouldn't be hard to write a script to convert codes.

          I'm open to any suggestions in terms of changes or new features.


          The format is:

          Type:String:Context:Length:Charset@address:module: function

          Type is case insensitive and has 2 basic types
          char - 1-byte character(s). Everything but UTF16, basically. Character sets in which one character can map to one or more bytes are also considered char strings. Charset indicates the exact character set being used. 0 or no Charset value indicates the current locale's character set.
          wchar - 2-byte character(s). UTF16 only. Charset ignored. Length is in terms of pairs of bytes.

          And (currently) 3 advanced types.
          SJIS - corresponds to a character set of 932 (SJIS) and a type of char. Just easier to remember than 932, though generally not really needed, as char should work fine even without a Charset value.
          UTF8 - corresponds to a character set of 65001 (UTF8) and a type of char.
          UTF16 - same as wchar

          If "BE" (Big Endian) follows the type, like "UTF16BE" or "SJISBE", sets of adjacent bytes are assumed to be flipped. Meant to correspond to the 'B' code of AGTH, but currently probably buggy. Currently only works with UTF16, UTF16*, char, and SJIS (Not char* or SJIS*).

          If '*' follows the type (If "BE" is present, must follow that, too), then the value of "String" is a pointer to a string with a length of Length. If Length is not given or is -1, then the string is assumed to be null-terminated. If '*' is not present, String *contains* a single character value, or, if Length is 1, a single byte that might not represent an entire character. Just to be clear - no '*' means the string contains what you want, rather than points to it, so it's not quite equivalent to using '*' and a Length of 1.


          String must be present and cannot be null. Context, Length, and Charset are all optional and can be left out (Optionally, along with the preceding colon, if no subsequent values appear as well). All 4 values are given in terms of expressions using numbers, arithmetic operators, register values, and pointer dereferences. If no Context is given, the address of the calling function will (hopefully) be used instead. Most codes don't need Length or Charset (Or even Context), but they may be useful in some cases, and I need them for some of the functions hooked by default, anyways. A Context of 0 means no context (Could use any other constant as well, but 0 will hide the value entirely).

          Numbers are given in base 10, unless preceded by 0x, in which case they're in hex. registers are identified by name (Not case sensitive), and pointer dereferencing is indicated by surrounding the value in square brackets: []. Also _X is the same as [ESP + X]. Only the 8 32-bit general purpose registers are supported.

          Currently, only +, -, *, /, %, <<, >>, and parentheses are supported. For simplicity, shifting is given the same priority as *, /, and % in terms of order of operations, though this may change.


          The "@address:module:function" is almost identical to AGTH's. Address, unlike everything else, is in hex. Module and function are both optional (Though with a function name, must also have a module name). The only difference is @module:function also works, and assumes an offset of 0.


          Some examples, some with what I believe are their corresponding AGTH codes, though I could be wrong. AGTH codes stolen from Freaka:

          char*:_0x100C@42FF4E
          /HS100C@42FF4E

          char*:_4108@42FF4E
          /HS100C@42FF4E

          char*:[esp+4108]@42FF4E
          /HS100C@42FF4E

          wchar:[_EBX+ECX]@46B0FA
          /HWN-10*-8@46B0FA

          wchar*:_EBX+ECX::1@46B0FA
          /HWN-10*-8@46B0FA

          char:_4:_0x48@4180A0
          /HAN4:48@4180A0

          wchar*:[10+2*_[EAX+ECX<<4]]::25@56B0FA

          // Uses EUC_JP, though no idea why a game would use that.
          char*:[10+2*(EAX+ECX<<4)]:::20932@56B0FA
          Last edited by ScumSuckingPig; 04-26-2010, 11:24 AM.

          Comment


          • well i am new to using these translation techniques . I am using translator aggregator 3.5c. Atlas translation works fine. But when i try to use google translate or any of the other website translation features an error 'Connection error ' comes. Can you suggest what is to be done . Also i am behind a proxy server in my college.

            Comment


            • I'm using Microsoft's http API directly, so if you have it configured to use a proxy, I believe it should automatically use it. Note that it uses the winhttp proxy, *not* the IE one.

              To configure the winhttp proxy, use the netsh winhttp context under Vista and later, and ProxyCfg.exe under XP and Server 2003/XP64. Don't ask me how to use either method. I don't use a proxy, myself.

              Comment


              • Thanks . It worked. Can you tell me something more. How to translate the menu commands. I am using AGTH and Translator Aggregator 3.5c .

                Comment


                • Use TA's launcher and select translate menus. Or press Ctrl-L and do the same.

                  Comment


                  • Hi, ScumSuckingPig.
                    Here is what I have done so far. Source is not quite tidy. I'm not very familiar with disasm,
                    if you have good method to decide whether it's safe to install a hook then a user specify hook is no longer a problem.
                    I also inject CALL into target address to take over the control and extract text.
                    It can detect repetition automatically(/KS in AGTH). Next I will focus on /KF then.
                    I didn't pay much attention to error handle so maybe it's not quite stable.
                    Sorry for lack of comment in the source. Hope these things help.
                    To inject into a process, just pass the process name as command line parameter.
                    Since it just hooks several API, it will function properly with only a few games...
                    Attached Files
                    Last edited by kaosu; 04-27-2010, 08:06 AM.
                    sigpic
                    Got stuck at AGTH H-codes? Have a try of ITH, supports more game engine.
                    http://www.hongfire.com/forum/showthread.php?t=208860

                    Comment


                    • Here's my hooking code. Probably has about as many comments as yours, so you have nothing to apologize for.

                      I'm just using sockets to transfer the data, because I can use asynchronous mode on one end and synchronous on the other. Only things I don't like about sockets are I need a listening socket, I have to load/initialized windows sockets, and I have to pass the port to the injected process (Currently just use shared memory for that. Would use environment variables, but that doesn't work when injecting into a pre-existing process). However, I also don't need to have a thread for pipe handling or poll any pipes, which is worth the downsides, IMHO.

                      Anyways, if you're interested in that code, just ask. I'll hopefully be releasing a new version, with source, in a week or two. It's not isolated from TA's code, which is why I'm not attaching everything.

                      My primitive expression parser is also included, as is the context manager ("ThreadContext.cpp"), which I'm still working on, and is where I'll handle text filtering and such, TA-side. Also, code to handle the full user hook format described on the previous page is present.

                      Undoubtedly a number of bugs still remaining, though it works fine with the few applications I've tested, other than the fact that TA doesn't yet do anything with the data it receives, other than silently group it by context.

                      <Outdated, see 0.4.0>
                      Last edited by ScumSuckingPig; 05-02-2010, 05:33 PM.

                      Comment


                      • EDICT changed its format again... dunno why.

                        For those who use the latest edict you can extract and open it in MSWord (EUC JP encoding) and add four extra question marks (????) on the first line to make it work with jparser again.

                        And the new entry like "EntLXXXXXXXX" is annoying, how about auto removing that useless code in the next TA version?

                        Err ScumSuckingPig, can you also add TA a feature to autocopy its processed translation texts to clipboard?

                        I'm really looking forward to see TA with its own Text Hooker

                        Comment


                        • The latest version of edict2 is corrupted. Going to wait for that to be fixed before worrying about format changes.

                          (Some sample bad text: 薯€藷・oK), 鞘s(oK), 鞘・oK)).

                          Don't expect too much from the integrated text hooker. Going to have much lower compatibility, most likely, though I do intend to try to get it working well (as opposed to the graphics/text hook thing, which I gave up on).

                          Edit: On second thought, looks like the multiple text encoding text editor I've been using for years isn't decoding some of the file properly... Firefox displays it fine...Hmm...
                          Last edited by ScumSuckingPig; 04-28-2010, 01:40 PM.

                          Comment


                          • So it looks like the latest version of edict is using some 3-byte EUC-JP characters, which aren't being mapped to unicode correctly.

                            I've been using Microsoft codepage 20932, which isn't technically euc-jp, though MS calls it "EUC-JP". The real euc-jp Microsoft codepage is 51932, and doesn't work with Microsoft's standard conversion function. Regardless, fixing that and switching to a more annoying Microsoft conversion function still does not fix the issue. Looks like I'm going to have to either write my own conversion code or start using a 3rd party library to handle euc-jp to unicode conversion. What fun.

                            Anyways, don't expect a quick patch for the modified dictionary, because of this issue. Would be releasing a minor fix today, if the moved "header" were the only problem.
                            Last edited by ScumSuckingPig; 04-29-2010, 08:37 AM.

                            Comment


                            • I'm using TA 0.3.5c and when I tried to launch a new process, when I navigate into 'My Computer' the drives weren't showing there. But the folders and files inside the drives are showing properly.

                              I think it's just a small bug, but maybe it's caused by the 'All Executables' option in the 'Files of Type' at the launch window.

                              I can still navigate around using the directory tree, though.
                              "Looking up is good, but always remember to look down to see what we were walking on.."

                              "Do you know what's behind the glimmering moon? A completely dark surface unseen to any others.."

                              Comment


                              • It's a standard Microsoft open file dialog. I see all my drives without a problem. If it's not working, blame Microsoft. Not my code.
                                Last edited by ScumSuckingPig; 05-01-2010, 09:55 AM.

                                Comment

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