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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 The files attached directly to this post are now outdated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

  • Got it: Installing Microsoft Visual C++ 2008 Redistributable Package fixes the issue, but I guess it would be better to work without. I read somewhere that the issue could be that you created a debug and not release version?

    Comment


    • No, I didn't...I looked into compiling without CRT again, but decided against it. Did mess with project settings, but that's not it.

      However, I *also* looked into using ATLAS multithreaded. To do that, I added OpenMP. Didn't work out, so I removed the code...But I forgot to remove the OpenMP header file, which was sticking OpenMP in the manifest. OpenMP only works by dynamic linking, so it was demanding right version of OpenMP around, even though I wasn't using it. No idea why the exe worked but the dll didn't.

      Too bad you already fixed the issue. Would like you to test the fix, otherwise.

      Man, I hate manifests. Thanks for looking into it. Would never have thought of it without that error message.

      Comment


      • I can install/uninstall the redistrib package in a minute, so no problem to test something if you need.

        Comment


        • If you wouldn't mind. I'd do it myself, but I'm a bit paranoid, since I have a lot of other stuff that depends on having it installed... And the last time I uninstalled anything related to MSVC 2008, I completely messed up MSVC 2008.

          Here's a version that should be fixed.

          Edit: So...Anyone have any bets on whether I'll reach 0.4.1z before 0.4.2?
          Attached Files
          Last edited by ScumSuckingPig; 05-14-2010, 06:59 PM.

          Comment


          • Hm, I'm getting now an error msg "Failed to get settings" with the old 041 versions. 041g works.

            Btw. you should get a devel winxp jp vmware.

            Meh pretty sure it didn't uninstall everything.
            Last edited by Freaka; 05-14-2010, 07:14 PM.

            Comment


            • Hmm...That's a really good idea. Particularly if I install an old XP version (No SP3, or at least no platform update).

              Failed to get settings is a kinda odd message to get, unless the dll and exe versions don't match. Only difference in 0.4.1g is the openmp thing. Anyways, 0.4.1g works, good enough for me.

              Now can start making some headway on my more robust child process injection code for the next version. And maybe put together a /H code converter and a syntax checker for my codes.

              Comment


              • Maybe I really mixed it up and that was the issue, I changed a few things, rebooted and copied over 041er files from the zip and it's back to silently refusing to inject. 041g however still works.

                If you google for WIN2000_JPN you should find a torrent relevant to your windows interests, which you can use as a base for a vm installation.
                Last edited by Freaka; 05-14-2010, 07:32 PM.

                Comment


                • Tried a game which requires a code /HB-4*0@404F23 and the TA variant charBE:[EAX]@404F23 works fine.

                  Bunch of things I noticed:

                  In the context manager menu, when I run and finish games the newest instance (with a PID) is added in the second position, but the one automatically selected to edit is the most bottom one. I believe in perspective all options should be also passed via a single command - say charBE:[EAX]@404F23;CRAR if I want to have enabled char repeat -> all repeats.

                  It's not possible to delete a entire substitution profile, might want to add a delete button under the selection field.

                  I might have missed that: Does Soprano work for you? Which settings do you use to handle the looping?

                  Comment


                  • Good to have verification that charBE works.


                    Deleting substitution profiles sounds reasonable. I've been thinking of switching to a ListView instead, and adding an option to rename games (So you'd see the name instead on the launch and substitution screens. Possibly the context manager as well).


                    The problem with using a single command like that is the internal hooks and the merged context would have to use it, too. And the clipboard, of course. At the moment, I use identical code for all contexts (Except initializing the clipboard one). My code to deal with the settings of contexts is completely ignorant of where they come from (Hook code, default hook, clipboard, etc, though it knows the process, of course). I'd have to change that to handle codes like that. Or I'd have to eat the extra fields after you've input them the first time, which isn't too great.

                    Suppose could try a hybrid approach...Save them as I do now, but then when populating the custom hook dialog, convert from current format to something like that, and then on launch, convert them back. Hmm...


                    Could you refresh my memory about Soprano? It's not that I don't remember the game. I can't find it. Need the Japanese name. Run through text in a lot of games recently...


                    Edit: As for the order of processes in the context Manager...I currently use the default ordering by name. When they have the same name, looks like the newer process is always first, for whatever reason. In my own internal sorted list, it's actually last. Anyways, I'll look into it.
                    Last edited by ScumSuckingPig; 05-15-2010, 04:05 PM.

                    Comment


                    • そぷらの by BunnyPro is the game.

                      Talking about clipboard, I believe somebody else mentioned it here in the thread as well a way to export to clipboard could be good for a few cases as well. E.g. if you use an unsupported translation that supports clipboard translation. I wonder how badly thatkicks into logic though hehe.

                      Comment


                      • Thanks. Hmm...I coulda sworn I had it working with the aggressive filter... Did fix a bug in my repeat looping code since then, though. Maybe it made the aggressive filter bug more apparent.

                        Anyways, fixed bugs in both my extension filters. Either one should work now (For Soprano), though if a name only has 3 letters, you'll get it duplicated with the basic extension filter unless you set min phrase repeat length to 3. Aggressive uses 3 as its default, anyways, so isn't an issue there.

                        <See 0.4.2>
                        Last edited by ScumSuckingPig; 05-17-2010, 09:50 PM.

                        Comment


                        • I'm afraid I've got another game which comes with endless loops that TA can't handle: 無人島物語XX from http://www.hongfire.com/forum/showthread.php?t=160878 it's only a 150mb download. I needed to enable Win98 mode for the setup.exe to make it run and the game only knows fullscreen, D3DWindower can force it into window mode however.

                          Edit: Another point for the wish list would be to start adding substitutions with selecting a word in the original text section and then left click -> add substitution. Could be done ofc with copy and paste and opening the substitution menu the normal way, so just a convenience function.
                          Last edited by Freaka; 05-15-2010, 08:47 PM.

                          Comment


                          • Now have it kinda working. The only hooks that display all the text are like:

                            _1_1_1_1_1_2_1_2_1_2_1_2_1_2_3_1_2_3_1_2_3

                            Where _1, _2, and _3 are phrases. If the last two phrases end in the same character (Like, say, a period), my code currently thinks the period is the start of the repeating pattern, rather than the end, and removes it...And then adds it to the next translation. Short of switching to doing what AGTH does (filtering stuff just as it comes in), I'm not sure how to handle that properly. Problem with AGTH's way of doing things is it's more sensitive to short repeats, and my auto settings basically require having all the text at once.

                            Edit: Here's a slightly upgraded version of my repeat filter. Does a lot better on that game, at least. You have to set the idle time pretty high, because phrases are added so slowly. Idle time basically has to be the slowest time between one phrase and the next being added.

                            <See 0.4.2>
                            Last edited by ScumSuckingPig; 05-17-2010, 09:50 PM.

                            Comment


                            • I've been messing around with anex86 (a PC98 emulator) trying to find a generic hook. AGTH does hook a fair amount of games, though not all. It's possible to load a custom font into anex and in every game where that shows a difference it should be possible to hook it. After quite some hacking around I got it to work with a certain game engine that isn't supported by AGTH, but it seems that isn't generic beyond that either. Chances are pretty low anybody will find it here, but char:[-1+EDI+EBX]:ECX@40205D works for Fairytale/Red-Zone/Adv98V games.

                              Anyways what's more interesting for you atm is that there seems to be a bug with the parameter calculation. Initially I tried [EDI+EBX-1] but judging from ollydbg you're doing EDI-EBX-1 in that case.

                              Comment


                              • Was an order of operations bug (Well...more a bug in terms of which operation I pick when, for add/subtract). I was applying the current sign I was looking at, instead of the previous one... Erm, anyways, fixed. Been putting off 0.4.2 more for reasons of bugs/robustness than features, but enough issues have been fixed that I'm going to go ahead and make it an official release (Particularly given 0.4.1's general hooker-related bugginess).

                                <Bad substitution list bug, see 0.4.2b>

                                Edit: Also, the last experimental version (0.4.1i) still had debug code that would create a file called "out.txt" containing unfiltered and filtered text. Anyone who used that version might want to delete the file. Considered automatically deleting it with 0.4.2, but just on the off chance anyone is storing anything useful in a file called out.txt in their TA directory, decided to play it safe.

                                Edit 2: Still a bug with << and >> that I missed, so don't try to use them until the next version. Well, think << should work, but >> will shift left instead.
                                Last edited by ScumSuckingPig; 05-18-2010, 12:31 AM.

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