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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 The files attached directly to this post are now outdated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 was wrong...I also check for bad char*/wchar* pointers. Or, more accurately, make sure I can read the first byte. I don't check every byte as I read along, however, for speed reasons, so could run off the end of some buffer. I do pass junk along when char/wchar end up noticing they have to look up a bad address, but shouldn't crash. I'll fix that.

    One thing I want to get in is "un-injecting"/"re-injecting" and some safety checks for other threads. That is, if another thread is at code I'm messing with, resume the thread until it's not, then pause it again. Uninjecting would make for safer shutdown, and reinjecting would allow changing injection parameters without restarting the app. I wouldn't free all the old memory that had been allocated for my hooks, for safety, but I'd restore original code then just run the hook creation code again from scratch.

    Edit: Also want to get in launcher/process following...You launch a process, like a launcher, and it may create another process. Want an option for that second process to use the same injection settings as the first, rather than having to create a second set of settings for it. Shouldn't be hard to do, just create an environment variable with the launcher name. Could, of course, disable the option in cases where it's not wanted.
    Last edited by ScumSuckingPig; 05-13-2010, 11:00 PM.

    Comment


    • @errzotl80
      Somewhat fixed. Since displaying of text occurs in TA's internal "black box", after sending text to clipboard tahelper now just waits some time (200ms by default, can be changed in TAHelper.ini, make sure tahelper isn't running when editing) and then makes all detached windows redraw themselves.

      TA v0.4.1:

      1. Replacements entries with empty "New text" are not loaded (ignored) after TA restart.

      2. Issue with phrase repetition filter when text contains legitimate repeats.
      Spoiler
      (each phrase repeats three times)

      「こ、こうっ、こうっ…!」「こ、こうっ、こうっ…!」「こ、こうっ、こうっ…!」

      殺してやる、殺してやる、殺してやる。殺してやる、殺してやる、殺してやる。殺してやる、殺してやる、殺し てやる。犯されている間中、娘はいつもそう思う。犯されている間中、娘はいつもそう思う。犯されている間中 、娘はいつもそう思う。

      「うん、こっち、こっちから…」「うん、こっち、こっちから…」「うん、こっち、こっちから…」

      「えっ、エノさん、エノさん……「えっ、エノさん、エノさん……「えっ、エノさん、エノさん…… 貸して、それ貸してっ…」 貸して、それ貸してっ…」 貸して、それ貸してっ…」
      3.
      Context Manager->Autotranslate Clipboard: ON

      Original Text toolbar->Automatic Clipboard Translation button: Unpress

      Copy text to clipboard

      TA hangs
      読んでみた。 読んでみようとした。 読めたらいいな、と思った。

      Comment


      • I tested with two games : (with TA 0.4.1b)
        [Heart]メルクリア~水の都に恋の花束を~
        Game will hang if doing injection in the middle of play. No problem though if started by "creating new process"

        [ブルームハンドル]はぴとら-HappyTransportation-
        No text output. If using agth, it's standard GetGlyphOutlineA, but in TA it didn't appear.

        Haven't tried with userhook codes yet.
        I have a question, how do we know if the userhook code is working? In agth it's like UserHookS or something like that.

        @Setsumi
        Ok, thanks for the info, I'll try it later.

        Comment


        • Setsumi:

          1. Fixed.
          2. Ahh, issue is it's finding the shortest repeats, rather than the longer ones (Which I assume you know). Bug in my modified filter. This is actually a non-trivial issue. Problem is I wanted something that can handle both XXXX and X1X12X123 (Where X is a bunch of characters). Old code handled the former case great, but not the latter one, new code is the other way around. Works for XXXX, unless X has a shorter repeated subsequence. A simple workaround for this is a little more complicated than it at first seems. Regardless, issue should be fixed. I'm keeping the extension filters in for now, but thinking I'll eventually remove them.
          3. Erm...Oops. Fixed.

          Here's the fixed version.

          I'll be releasing a new official version sometime this weekend. Want to get my more robust hooker working for launching processes and loading modules, but it's kinda complicated to do safely. I need the return value, so have to run the function and then run my own post processing code on the output.


          errzotl80: Looks like I'm not handling GetGlyphOutlineA's parameters correctly, thanks for pointing that out. I'll look into the crash, too, though suspect that'll be quite difficult to figure out.

          There's currently no way to check if a hook is in the right format. I just silently fail to parse it. It's even worse with the evaluator - I don't even look at those strings until I've already injected the hook and it's called.

          Edit 0.4.1c was completely broken, due to some buggy error checking (Was so buggy that it broke everything). Erm, anyways, attached version should work. GetGlyphOutline should be fixed, too.
          Last edited by ScumSuckingPig; 05-14-2010, 03:51 AM.

          Comment


          • I just about to test and noticed a game (http://www.hongfire.com/forum/showthread.php?t=145049) which uses a more or less simple TextOutA doesn't work anymore. It works with 0.4.0, but doesn't anymore with 0.4.1 (neither release nor newest test).

            The game we were talking about earlier (Soprano) with endless loops only gets the clipboard as well, but nothing hooked from the game. Edit2: Menu translation doesn't work anymore in 0.4.1 for me either, it's like it doesn't hook into the game at all? Edit3: Yeah, tested with a third game and menu translation also fails with 0.4.1 but works with 0.4.0 - irregardless whether I use internal hooking or not.
            Last edited by Freaka; 05-14-2010, 04:00 PM.

            Comment


            • What's the game? I assume by "not working" you mean you're not getting any text at all and the context isn't showing up in the context manager?

              Just tried a TextOutA game and an ExtTextOutA game, and both are working fine, unfortunately, so it's not some easily locatable careless breakage of all TextOutA hooks.

              Sure you have default hooks enabled in the launcher menu, and an idle delay greater than 0? Think 0.4.1 (0.4.1b?) set it to 0 by default, instead of 250. Was supposed to just use 0 for the clipboard. Also, have you tried disabling ignoring calls from system dlls (0.4.0 should be doing that by default, anyways, though)? I can't think of any change I've made that would have that effect, other than changes to my filtering calls from system dlls code. Pretty much all the changes have been in terms of filters, and fixing how I handle hooks of type char.

              Also, game isn't the type that launches a secondary process, is it? Might have broken that when I added the inject into child processes options.

              Comment


              • I don't think it has something to do with certain function, but rather that 0.4.1 doesn't any hooking at all for me. I've played around with no hooks and just menu translation. When I have the game running in ollydbg then I see with 0.4.0 modules injected, if I try with 0.4.1 (both release version) nothing at all happens. 0.4.0b also works, do you still have other intermediate versions?
                Last edited by Freaka; 05-14-2010, 04:14 PM.

                Comment


                • That's really odd. I have absolutely no clue what could be going on.

                  Could you use OllyDbg to see if TA is calling CreateRemoteThread (In Kernel32.dll)? Or if you have MSVC and prefer, just use 0.4.1's code and stick a breakpoint there.

                  Issue sounds like it's one of 3 things: I'm not trying to inject the dll, I'm trying and failing to inject the dll, or I inject the dll and it fails to initialize properly. I suspect it's the first or the last, but no idea what change could have broken either code.

                  Comment


                  • I'm trying to play around with ollydbg, it does execute CreateRemoteThread and returns something not null.

                    Comment


                    • The dll in this one should pop up a messagebox saying one of a couple things on injection. See what error it gives you, if any. No message box means injection failed.

                      Edit: Also, as I don't have a parent window handle, my message box may not appear on top, so you might have to dig a little to find it, or you might not.

                      <Removed attachment>
                      Last edited by ScumSuckingPig; 05-14-2010, 08:40 PM.

                      Comment


                      • No msg windows for me it seems. What I noticed is that WaitForSingleObject after the injection returns different values, in case of 140 0x102 (The time-out interval elapsed, and the object's state is nonsignaled.) and in case of 141 0x0 (The state of the specified object is signaled.)? no idea if that has any meaning... screenshots for both cases attached.
                        Attached Files

                        Comment


                        • That's just waiting for the injection code to complete before returning, in case I'm going to inject AGTH, too. Seems a bad idea to be injecting both at once. I completely ignore the return value...

                          Anyways, the problem does look to be the dll isn't being injected... I have no idea what I can do about this. I haven't touched that entire file since before I added JParser... So that *can't* be the problem. Well...did change to using a different dll name for debug and release builds, but that's working properly.

                          Edit: The fact that it is timing out seems to indicate that something's going on...
                          Last edited by ScumSuckingPig; 05-14-2010, 05:17 PM.

                          Comment


                          • Could be a language issue, on my EN WinXP 041 works, the one not working is running JP WinXP. edit:No idea why I talk about 141, i do mean 041 ofc.
                            Last edited by Freaka; 05-14-2010, 05:38 PM.

                            Comment


                            • Hmm...Could be, don't see why, though. TA isn't in a funky location, is it? Network share or something?

                              Comment


                              • No fancy location or path, this is what ollydbg reports from the program that is to be injected:

                                Log data
                                Address Message
                                7C8106F9 New thread with ID 00000C54 created
                                73620000 Module C:\WINDOWS\system32\msctfime.ime
                                7C9884DF Debug string: LDR: LdrpWalkImportDescriptor() failed to probe C:\Program Files\TA41\App Translator.dll for its manifest, ntstatus 0xc0150002
                                Thread 00000C54 terminated, exit code 0
                                7C8106F9 New thread with ID 00000108 created
                                Thread 00000108 terminated, exit code FFF0000 (268369920.)

                                Edit: looking around the net, it seems I'm missing some msvc runtime lib? Did you switch versions by chance?
                                Last edited by Freaka; 05-14-2010, 06:04 PM.

                                Comment

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