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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 The files attached directly to this post are now outdated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

  • Hmm...I'm experiencing a problem with .4.2 in regards to my substitution list becoming corrupted. When I copied the new version I found my translation was having a ton of omissions, mainly a lot of missing punctuation. I realized the problem lay with the substitution list, in which a bunch of substitutions I never added were suddenly there, which was the reason for my missing characters (for example, the comma was added as a substitution with no replacement, hence why it was missing from my translations). All the messed up additions were of the same vein, an original text entry (usually a single character), with no new text replacement, resulting in simply omitted characters.

    I figured since I just copied the new version on top of the old TA, I should try a clean copy, so cleared everything out and and copied the files over from the .rar again. Everything was checking out okay and I began rebuilding a some of my substitution list, but all of a sudden my list became corrupted again after a few entries with the same symptom as before. Tried it one more time, this time just deleting the UserDict and starting clean from that end, but the results were the same after building up the list a bit.
    Last edited by ssj4815; 05-18-2010, 12:08 AM.

    Comment


    • Really sorry about that. Was a result of adding support for replacing strings with nothing... Worked fine with my minimal test cases, but completely broke on anything more complicated. Posting a quick fix (And thus, barely tested) because it's such a serious issue, but I recommend people back up their substitution lists before upgrading to 0.4.2b. In general, if you put a lot of effort into it, best to back it up whenever upgrading, of course, particularly since I have a pretty poor track record in terms of serious bugs making it into release versions.

      0.4.2b.

      Maybe I should even make it automatically create a backup when upgrading, but don't want to clutter people's drives with backup copies.

      On the plus side, finally noticed a bug while deleting substitutions and fixed it. Stuff that I rarely use tends to be buggier than stuff that I use a lot, and at the moment, not playing any hgames, just adding new stuff which adds up to a lot of bugs.

      Edit: On a random side note, just realized I could replace in-game text with translations for games with eternally looping text on TextOut/GetGlyphOutline/DrawText functions if I could figure out in-game character spacing and line breaking... Don't think I could do it in a general purpose way, except for games that use a single call to DrawText(), because there's so much variation in how games handle those two things, but it's an interesting thought.
      Last edited by ScumSuckingPig; 05-18-2010, 01:57 AM.

      Comment


      • Its not a problem at all. The work you put into this, then offering it to us free of charge, its zero issue for me to have to rebuild a substitutions file. It'll take a bit of time but won't take forever, and I'll definitely remember to back up that particular file from now on. I'll test out this fix and see how it goes.

        Comment


        • I wanted to be able to change the font size in the tooltip because it was too small for me. That was easy. I just copied existing code and changed it a bit. I added a menu item "Tooltip Font" which allows the user to change the font size of the tooltip font. The settings are also saved. Patch against 0.4.2b is attached.
          Attached Files
          AGTH wiki

          Comment


          • More from my anex adventures, this time it's another oddity with the repeating loop filter. If you look at the attached screenshot, you'll see that the hooker adds a broken char to the end of the text. Which is sort of expected, as it reflects the blinking arrow from the bottom right corner of the game.

            What it is odd is, that if I unselect and reselect "handle looping text" it removes all those extra broken characters down to a single broken char after the real text and copies everything to TA ignoring additional incoming broken chars. That would be great if it would be always the case, although I'm not even sure this behavior is considered to be intended.

            The unselect/reselect trick also only kicks in if there is a certain amount of broken chars (around 3/4 of a line being filled). No idea what's going on, but I don't think this is how it should be?

            If you want to take a look at the game, you can get anex from http://www.zophar.net/pc98/anex86.html and the game (la blue girl) from http://rapidshare.com/files/92243111...Girl__HDI_.rar and hook code is char:[EDI+EBX-1]:ECX@40205D with the most bottom context ::6 having the game text. Delay needs to be set relatively higher (750?) or it'll flush text and then the broken char. Selecting twice the top option gets you into the game.
            Attached Files

            Comment


            • Stomp: Thanks, sounds handy. I'll include it in the next version. (Edit: And thanks for fixing the spelling of "parentheses" )

              Freaka: It's actually partially intended. I stop refreshing text while in a looping line of text, because I find having a line of blinking text annoying. There's a bug in that I don't start redrawing text as it comes in again until the next line is completely done or you focus/unfocus the relevant context.

              Also, repeating text option requires a fair bit of repeating text, though I thought I changed that a bit with 0.4.1h (?) and later - was originally 1/2th the current line, and checked it after every loop delay interval had passed. I then changed it to 3 repeats of at least 4 characters each since the last idle delay interval, and nothing but repeating characters in that time as well. Might have left in some extra check, though.

              Edit: Actually, it's not intended... Misread your post...That's really odd.
              Last edited by ScumSuckingPig; 05-18-2010, 06:18 PM.

              Comment


              • I have a silly suggestion. It's about the interface. I think an option to allow to user to change the colors of the different windows would be nice, because I would rather have them with the text written in white on black instead of black on white... Because having a bright window beside a game may be a distraction for the eye. But it's not that important so don't pay me too much attention ^^'

                I don't know if message is understandable, my English is pretty bad I think.

                Comment


                • You're perfectly understandable, and it's a reasonable request. Pretty sure it's been requested before, come to think of it. I may look into it at some point, though no guarantees

                  Comment


                  • I think I can safely say now after playing with it for a while that 0.4.2b fixes the substitution bug.

                    Comment


                    • ssj4815: Thanks for confirming that's fixed.


                      Freaka: Problem is it's a very short, very slow repeat. I had a couple checks to make sure I don't think I'm in a repeat when I'm in the middle of something, and they're too picky for that case. I'm a bit paranoid. Probably should rely solely on the timer, with minimal sanity checks.

                      This version seems to work. Removed basically all checks on the loop detection code. The only requirements are that since the last check (Done <idle time> ago), all characters received must be part of the repeat, they must contain at least one full repeat, and there must be at least 2 instances of the repeat total (Including previously received characters that haven't yet passed through the filters).

                      Oh, and I fixed the SJIS type, so even when not running anex86 using Japanese settings, sjis:[EDI+EBX-1]:ECX@40205D can get the right text from it. Only thought to look into it because doesn't need to run under Japanese regional settings for anex86 to display text correctly.
                      Attached Files
                      Last edited by ScumSuckingPig; 05-19-2010, 11:08 PM.

                      Comment


                      • Hello,
                        I reported previously that TA's internal hook crashed any game when it was not run as administrator. I think I fixed this problem. I simply compared tutorials on DLL injection to the code in TA.

                        I changed line 114 in "DllInjection.cpp" from
                        Code:
                        			if (hThread = CreateRemoteThread(hProcess, 0, 0, (LPTHREAD_START_ROUTINE)LoadLibraryW, (LPVOID)RemoteString, 0,0)) {
                        to
                        Code:
                        if (hThread = CreateRemoteThread(hProcess, 0, 0, (LPTHREAD_START_ROUTINE)GetProcAddress(GetModuleHandleW(L"kernel32.dll"), "LoadLibraryW"), (LPVOID)RemoteString, 0,0)) {
                        .

                        Now TA's internal hook works even when I run TA as normal user.

                        Some tutorials, that I used:
                        http://exjam.co.uk/2009/06/06/tutori...st-inject-dll/
                        http://www.edgeofnowhere.cc/viewtopic.php?p=2483118
                        http://www.rohitab.com/discuss/index...howtopic=35809
                        AGTH wiki

                        Comment


                        • That strikes me as bizarre. I mean, I can think of no reason that LoadLibraryW and GetProcAddress(GetModuleHandleW(L"kernel32.dll"), "LoadLibraryW") would return different results, regardless of whether or not you're running the process as admin. Wish they explained why that's necessary.

                          Suppose there could be some sort of special non-admin version LoadLibraryW or something, but then just calling GetProcAddress to get the address of the "real" one and calling it shouldn't work. Can't make any sense of it.

                          Anyhow, thanks for the fix. I'll make the change.

                          Edit: On a side note, since I store all data files in TA's directory, suspect TA still requires admin privileges to save config stuff unless you put it in a directory you have permissions to write, anyways. Have no real desire to mess with Windows' 4 (?) application data directories, so no plans to change that. I prefer apps easy to install, easy to completely delete, with no hidden settings hidden in the registry or files strewn across the hard drive.

                          Edit 2: The crash could actually be due to anti-virus software, I suppose, if it messes with the function table but not what GetProcAddress returns...but that would strike me as some pretty poor security software...hmm....
                          Last edited by ScumSuckingPig; 05-19-2010, 08:50 PM.

                          Comment


                          • Originally posted by ScumSuckingPig View Post
                            Edit 2: The crash could actually be due to anti-virus software, I suppose, if it messes with the function table but not what GetProcAddress returns...but that would strike me as some pretty poor security software...hmm....
                            You are right it crashed because of an incompatibility with SuRun. SuRun is great open source software, that allows normal users to start programs with administrator's rights. It makes working as a normal user very easy. It is even better than Microsoft's UAC. I know because I have used Windows 7.

                            Anyway, TA is also a great open source application and I hope that you include this harmless change to make them both compatible.
                            AGTH wiki

                            Comment


                            • Oh yea, definitely going to include it. It's a completely harmless change, as you say, that shouldn't break anything (Unless there's some comparable software that breaks GetProcAddress, but not using the linked function address directly, I suppose ). Was just trying to figure out why it was causing the issue, as I like to understand my crashes. Thanks for looking into it.

                              Wonder if SuRun breaks my child process injection code. I do basically the same thing for CreateProcess, except the dll gets the address itself.

                              Comment


                              • Freaka: This doesn't work on any version that I've released yet, but I've added the not operator, so on the next version, you can do something like:

                                sjis:[EDI+EBX-1]:ECX*!!([EDI+EBX-1]-31657)*!!([EDI+EBX-1]-60329)@40205D

                                And the repeating junk in that game will be removed. Makes TA's translation a lot more responsive, as you no longer have to wait for TA to notice the loop. Could probably manage the same thing with division in the last released version if you got really creative about masking things out, but would look even nastier. Anyhow, not sure how often nasty expressions like that will turn out useful, but wouldn't be surprised if being able to get rid of at least some junk turned out to be useful in a few other games.

                                Could do something similar the first parameter, to either replace the character with nulls, or replace it with some symbol, for a poor-man's substitution rule, though not sure in what cases it would work while a substitution rule would not.
                                Last edited by ScumSuckingPig; 05-21-2010, 12:25 AM.

                                Comment

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