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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 The files attached directly to this post are now outdated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, 12:20 PM. Reason: Change download link, re-upload attachments upon request from Setx

  • #31
    I managed to crash TAA, or more specifically it looked like it was the google translation thread(?). The rest (atlas) kept working until I confirmed the error msg. I was skipping through the game, so I guess it was some sort of flodding problem and it happened 2 or 3 times - but I can't reproduce it reliably. Would the tech details be of any use? I didn't made any screenshot, but I'd try to do next time around - I think the exception came from ntdll.dll though.

    Comment


    • #32
      The only multi-threading I explicitly do is for ATLAS. Microsoft's http wrapper that I use mentions that it creates separate threads, so if it's not a problem in the main thread, odds are it wouldn't help.

      If you have VC installed and can do a stack trace back up to a function I call myself (I might not even be calling anything directly in the crashed thread, though I may be in one of my callback routines), then cross reference that address with the insertion points in whatever is the dll I'm calling directly (Which can be found in depends.exe and then using it to launch TAA), that function name could be useful, but that's a fair bit of work if you're not familiar with the tools or don't have them already installed for something that may or may not be all that useful.

      I'll try and look into it, but if it's a threading issue of some sort, could be rather difficult to duplicate and figure out. Suppose it could be my callback function running in another thread trying to start a new connection at the same time that my clipboard monitoring code does. I don't think it's all that likely to be the issue, as there just shouldn't be all that much time before one will prevent the other from running. Relying on such things is admittedly bad coding practice, but I didn't realize MS could call the callback functions in another thread at the time. I can try moving that function call from my callback routine to my main thread, though.
      Last edited by ScumSuckingPig; 11-30-2008, 10:11 PM.

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      • #33
        Freaka: Tell me if this version fixes your google issues (Or if it doesn't). I've been using the websites pretty sparingly, so it's not the sort of issue I tend to run into.

        The added dll stuff currently only translates menus and dialogs, like (I think) OAGT does, though OAGT does more than that, of course. I could never get OAGT to do anything but crash, maybe because my computers are running 64-bit OSes. Don't do anything else yet in terms of in-game translation, but I'm thinking about it. If I end up going more in this direction, I might have to give my app a 3 or 4 letter name starting with a vowel and having a T in it (OTH, AGTH, OAGT...)

        Edit: Just noticed you can't add to ATLAS's dictionary from my interface. It'll be fixed in the next version.
        Last edited by ScumSuckingPig; 12-03-2008, 06:16 PM.

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        • #34
          Would it be possible to have the option to show Romanji? I understand a bit of spoken Japanese, but next to nothing on the written.

          Comment


          • #35
            Definitely. It's a feature I've been planning to add, but it's going to take a fair bit of effort if I want to do it right.

            I could easily just make it a toggle on the MeCab window, as MeCab gets me Katakana from Kanji, and I already have Hiragana/Katakana to Romanji code. Then I could just display only the Romanji, or Romanji in between the original characters. What I really want, however, is to be able to display Romanji just above the equivalent Japanese, with an option to display Hiragana or Katakana instead of, or possibly in addition to, the Romanji. The problem with this is I'd have to write my own text formatting code, which is a fair bit of work. Not sure when I'll get around to it, but probably implement it fairly soon.
            Last edited by ScumSuckingPig; 12-03-2008, 06:06 PM.

            Comment


            • #36
              Originally posted by ScumSuckingPig View Post
              Freaka: Tell me if this version fixes your google issues (Or if it doesn't). I've been using the websites pretty sparingly, so it's not the sort of issue I tend to run into.
              Can't promise much testing to soon, but will do. One thing I also noticed with the old version and skipping was that it reported an unrecognized response, shortly before showing a good response. Maybe that was related somehow.


              Originally posted by ScumSuckingPig View Post
              The added dll stuff currently only translates menus and dialogs, like (I think) OAGT does, though OAGT does more than that, of course.
              From my first test that looked pretty good, thanks! Although that function is pretty hidden, maybe you should add it as extra main menu point "Menu Translation" or so. Actually I wonder if "program" (select a running program?) instead of "process" might be a better term to make people understand what it is about.

              Btw. is there any scenario in which launching would be better then injecting?

              Originally posted by ScumSuckingPig View Post
              Don't do anything else yet in terms of in-game translation, but I'm thinking about it. If I end up going more in this direction, I might have to give my app a 3 or 4 letter name starting with a vowel and having a T in it (OTH, AGTH, OAGT...)
              Actually there is BGTA also around http://www.ck16.com/bgta/! IIRC it uses agth + onlinetranslation (google i think) and outputs it either into a moveable layer or injects it into the program.

              Comment


              • #37
                Originally posted by Freaka View Post
                Can't promise much testing to soon, but will do. One thing I also noticed with the old version and skipping was that it reported an unrecognized response, shortly before showing a good response. Maybe that was related somehow.
                No rush on testing, have plenty of other things to work on. Just wanted to make it clear that there was an attempted fix on this issue, so if you still run into it, I would like to know.

                Originally posted by Freaka View Post
                From my first test that looked pretty good, thanks! Although that function is pretty hidden, maybe you should add it as extra main menu point "Menu Translation" or so. Actually I wonder if "program" (select a running program?) instead of "process" might be a better term to make people understand what it is about.

                Btw. is there any scenario in which launching would be better then injecting?
                Adding another top level submenu for it's a good idea, I'll do it in the next release.

                Injecting lets you use it with AGTH, though you could also use TAA to launch and then have AGTH inject with /P. Also, sometimes programs will lock up if I inject too quickly. I have a 3 second delay, but I'm not sure it's always enough, so injecting is one way to avoid any issues there. I can't recall having any lockup issues with the release build, but it's pretty common with the debug. If for some reason you don't want to run a program in Japanese mode, injecting lets you do that, too.

                The real reason for it, though, is so you don't always have to navigate to a game's executable in my file browser, which I think is a bit clunky. What I'm planning on doing is putting together a "Known Japanese programs list", which I learn over time from either injection or launching. Then I just make a hotkey to auto-inject into any running known jap process. That'll let you run it from a shortcut or with AGTH or whatever, and just press the hotkey. It also opens up the door for custom settings for individual apps.

                One other thing it's good for is if an installation of a Japanese app fails, you can inject it into the installer to read the error message, rather than having to install again from scratch.

                Originally posted by Freaka View Post
                Actually there is BGTA also around http://www.ck16.com/bgta/! IIRC it uses agth + onlinetranslation (google i think) and outputs it either into a moveable layer or injects it into the program.
                Didn't know about bgta. Download link seems to be down, unfortunately.
                Last edited by ScumSuckingPig; 12-03-2008, 08:12 PM.

                Comment


                • #38
                  It's still crashing for me, though it seems now that the entire app hangs. But given my limited overall testing, I couldn't say for sure if that may be coincidence or a pattern.

                  Comment


                  • #39
                    Is it only when using Google that it crashes? I've tried submitting stuff to google repeatedly with no crashes. I'm thinking I might switch to an http framework I understand a bit better, even if it means something a bit more resource intensive, like one thread per socket. Could be something wrong with my code to decode the result, I suppose. Moving something buggy to my main thread could have bad results. Not sure why all the results are on a single line, either...That, at least, should be easy to fix.

                    Kinda gotten sidetracked with dll insertion and in-game translation, but I do intend to get back to working on the core translation stuff again at some point. Next version, however, will have a kinda OAGT-ish option, though using a significantly different method. Just want to get it working with some DirectDraw games, and it'll even have a reasonable compatibility rate, I think. Nowhere near as compatible as AGTH, but it seems to work with most of the non-DirectDraw, non-Direct3D games that don't use their own custom font that I tested it on.
                    Last edited by ScumSuckingPig; 12-06-2008, 08:10 PM.

                    Comment


                    • #40
                      Originally posted by ScumSuckingPig View Post
                      Is it only when using Google that it crashes? I've tried submitting stuff to google repeatedly with no crashes. I'm thinking I might switch to an http framework I understand a bit better, even if it means something a bit more resource intensive, like one thread per socket. Could be something wrong with my code to decode the result, I suppose. Moving something buggy to my main thread could have bad results.
                      At least with the version before, I disabled google and it went along fine. I'm still curious about the unrecognized results displays. It seems a bit like if there is one in translation and then another incoming it cancels it, it'll show shortly the unrecognized msg with random characters. Is this sort of behavior expected?

                      Originally posted by ScumSuckingPig View Post
                      Kinda gotten sidetracked with dll insertion and in-game translation, but I do intend to get back to working on the core translation stuff again at some point. Next version, however, will have a kinda OAGT-ish option, though using a significantly different method. Just want to get it working with some DirectDraw games, and it'll even have a reasonable compatibility rate, I think. Nowhere near as compatible as AGTH, but it seems to work with most of the non-DirectDraw, non-Direct3D games that don't use their own custom font that I tested it on.
                      I have to say that I wouldn't want to use anything but agth to extract, as I want to be certain to get the best extraction and consequently the best translation possible. Like I also said somewhere back in the OAGT discussion, I'm not a big fan of reinventing the wheel and I think setx here also offered to implement an interface - but of course it's your tool and I guess your playtime hehe. As long as you'll leave the clipboard support in it, I'm fine.

                      From testing around I also noticed that 2 parallel visible translations seems to be work the best for me, 3+ annoys me but 2 are still manageable and in some cases really offer a better translation. But there are obviously people around who'd rather see it replaced ingame and when I was starting to use agth back in the day that was also one of the first things i was wanting.

                      Comment


                      • #41
                        Originally posted by Freaka View Post
                        At least with the version before, I disabled google and it went along fine. I'm still curious about the unrecognized results displays. It seems a bit like if there is one in translation and then another incoming it cancels it, it'll show shortly the unrecognized msg with random characters. Is this sort of behavior expected?
                        Actually...No. The error messages used to be cut off, and my fix for that broke the error messages... It suddenly occurs to me that *that* could be causing the crashes you're running into. Version with that fixed is attached below, if you want to try it. Again, no rush, but if you're using it anyways... Not making it an official release because I've been releasing way too many versions, and it only has a few fixes.

                        It's supposed to let the current job complete, display it, and then send the next one. You often don't have much chance to see the results of the first one. Mostly there as a kind of flood prevention mechanism so as not to spam the servers.

                        Originally posted by Freaka View Post
                        I have to say that I wouldn't want to use anything but agth to extract, as I want to be certain to get the best extraction and consequently the best translation possible. Like I also said somewhere back in the OAGT discussion, I'm not a big fan of reinventing the wheel and I think setx here also offered to implement an interface - but of course it's your tool and I guess your playtime hehe. As long as you'll leave the clipboard support in it, I'm fine.

                        From testing around I also noticed that 2 parallel visible translations seems to be work the best for me, 3+ annoys me but 2 are still manageable and in some cases really offer a better translation. But there are obviously people around who'd rather see it replaced ingame and when I was starting to use agth back in the day that was also one of the first things i was wanting.
                        You have a point about reinventing the wheel, but I'm working on that part of it for the journey, not the destination. Also, I think my method's pretty nifty. Not as general or as useful as AGTH's, and you get a much better understanding of what's going on with AGTH + external tools. However, if I can put together some code to figure out background, outline, and shadow colors, and get reasonable bounding rects calculated, I'll have a pretty cool program. And coolness trumps utility.

                        <Attachment outdated, removed>
                        Last edited by ScumSuckingPig; 01-09-2009, 11:22 AM.

                        Comment


                        • #42
                          Originally posted by ScumSuckingPig View Post
                          It's supposed to let the current job complete, display it, and then send the next one. You often don't have much chance to see the results of the first one. Mostly there as a kind of flood prevention mechanism so as not to spam the servers.
                          Well at least the unrecognized are readable now, I guess google doesn't take skipping to nicely:
                          Code:
                          "We're sorry...</h1><p>... but your query looks similar to automated requests from a computer virus or spyware application.  To protect our users, we can't process your request right now.</p> <p>We'll restore your access as quickly as possible, so try again soon. In the meantime, if you suspect that your computer or network has been infected, you might want to run a <a href="http://www.download.com/Antivirus/3150-2239-0.html"> virus checker</a> or <a href="http://www.download.com/sort/3150-8022-0-1-4.html">spyware remover</a> to make sure that your systems are free of viruses and other spurious software.</p><p>We apologize for the inconvenience, and hope we'll see you again on Google.
                          No crashes yet.

                          Originally posted by ScumSuckingPig View Post
                          You have a point about reinventing the wheel, but I'm working on that part of it for the journey, not the destination. Also, I think my method's pretty nifty. Not as general or as useful as AGTH's, and you get a much better understanding of what's going on with AGTH + external tools. However, if I can put together some code to figure out background, outline, and shadow colors, and get reasonable bounding rects calculated, I'll have a pretty cool program. And coolness trumps utility.
                          lol, i think i've never done programming in any other way then to achieve a certain goal. It doesn't matter how dirty it is, as long as it works, it works!

                          Comment


                          • #43
                            http://en.wikipedia.org/wiki/Google_search mentions that message. Wonder if sending them more http headers would make them happier. Currently just sending user-agent, accept-encoding, and the fact that it's a POST operation with attached data, which might trigger their script detectors. Or not, no clue.

                            Program solely to have something that works? But that makes it work!
                            Last edited by ScumSuckingPig; 12-06-2008, 09:28 PM.

                            Comment


                            • #44
                              Been using it for 2 games now,original text in game + ATLAS+wwwjdic in an extra window seems to work best for me.
                              For anyone with even the most basic japanese knowledge is removing the original text a bad idea, IMHO. )atlas tends to screw up mostly at the things most people wouldn't have any issue with...)

                              2 issues:
                              1. When the aggregator is open and I try to add a sword to the dictionary, the aggregator and atledit hang up... if I then kill the aggregator, atledit also crashes... but the word is added to the dictionary.
                              2. Maybe add ・ and ・・ to the break on dialogue? These are mostly used as seperators in western names, but in at least on case (Only You, the game I'm currenty playing) ・・ is used like … - and since those can be switch on/off easily.

                              Kinda related to that, how difficult would it be to allow for variable "break on" character sequences, and maybe load/save those from/into files?
                              I'm asking since in quite a few games AGTH captures something like this: 主人公主人公俺は馬鹿だ。(the name of the speaker twice, and then the line).
                              If it were possible to add "主人公主人公" (and the other speaker names) to the "break after" list, that would make these games much more playable with AGTH.
                              Kukuri-sama's first disciple, High Priest of Kukuri-ism.

                              Usami Haru is love.

                              Comment


                              • #45
                                Backup: Those are the two I prefer to use, too. wwwjdic works great for understanding exactly what's being said, though it can require a bit of effort.

                                1. I *think* issue this is fixed in the executable I posted a few posts up.

                                2. "・・"? I've seen "‥" used (Which I also break on when "break on ellipsis" is selected), but never "・・". I'll add an option for just "・", at least.

                                Custom wordbreak lists is one of the many things on my todo list, primarily for the reason you want them.
                                Last edited by ScumSuckingPig; 12-06-2008, 10:07 PM.

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