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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 The files attached directly to this post are now outdated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

  • Sounds very interesting, but somehow it's not clear to me what the parameter actually mean? The garbage actually made me wish I could view the output after substitution replacement as it does need quite a few, not sure if the overall problem is more of a bad hook though. On the other hand, making even sub-optimal hooks work can save a lot of time and trouble.

    Comment


    • The 3 eternally looping characters correspond to SJIS character codes 60329 and 31657 (Both of which are not valid SJIS characters). For whatever reason, windows maps one of them to two unicode characters and the other to just one. Suppose I could just output one of them when that happens, but it's not really clear what to do when I have a value that actually maps to two characters. The code I gave, as I'm sure you know, just sets the subcontext to 0 when it comes across either of those two character codes, and acts exactly like your original one otherwise. Basically acts like a very simple filter. With that code, you still get the junk around the character names, just not the looping repeats. Could do the same for the other junk, too, if one wanted to.

      It may well be more of a solution in search of a problem than a useful feature, I'm honestly not sure.
      Last edited by ScumSuckingPig; 05-21-2010, 06:18 AM.

      Comment


      • It takes me a bit to figure out the calculation, so the not operation returns 0 if it's 0 and 1 if it's not 0? If that is an obvious paradigm blame it on my lack of basic knowledge.

        But I wonder if it wouldn't be better to use a ignore or substitution list right away. Math would probably more sense if it were about ignoring some ranges or so, or maybe that's already possible and I haven't yet wrapped my head around it. (I don't have any use cases in my head either for that though!).

        Comment


        • Indeed that is correct. That advantage of that over ignore is that it triggers earlier in the process....so don't have to wait for me to determine it's a loop, which basically requires 2 repeated characters to be displayed total and the idle timeout has to elapse as well. Substitutions work as well, of course, which is why I said the solution in search of a problem thing.


          Edit: Ignore ranges is possible, but ugly. To ignore when A is from x to y (y > x), then that'd be !((A-x) * (y-A) / 2147483647). Note that it only works right if A, x, and y are always less than 2^15 or so. If they can get bigger, then it gets even worse: !!(((A-x) / 2147483647) + ((y-A) / 2147483647)), and that would only work as long as A, x, and y are on less than 2147483647 apart. Reason I have to divide is that division is signed and shifting is not. Note that these codes are untested. If it turns out that this kind of behavior is fairly useful, I can just add in a function to do it, like ECX*!IsInRange(A, x, y). Or even just add support for boolean operations and comparisons, so (x<=A && A <= y) would work, which would be much simpler.

          Still not sure how useful this stuff would be in general, so not committing to adding it, but it could be added with a couple hours effort, if it looks like it would be useful.


          Edit2: Also, about ignoring substitutions right away: Problem is substitution order, among other things. If you have a 5 length substitution that starts with a length 4 one, normally I check the length 5 one first. But if I only have the first four characters... Looping repeats also become a bit ill defined, if I fix the first issue by running substitutions every time I check for a loop, and if I don't find one, reverting back to the original string. I then no longer know where I was when I last checked for looping repeats, because different substitutions may be used on the second loop check.

          Could avoid the issue by making a two-tiered substitution scheme, but I really don't like that idea, mostly from a substitution configuration standpoint.


          Edit3: Actually, might just make sense to add another optional parameter that indicates whether or not to just ignore the current text.
          Last edited by ScumSuckingPig; 05-21-2010, 01:41 PM.

          Comment


          • Yeah, haven't thought about text build up + substitution and that one would normally replace the longest first. I think the only real usecase is really to remove annoying blinking chars or some strange extra injects which should be ignoried. The advantage of a char/word list over a command would be that probably more people would be able to use it, although all the options in the context menu itself already get quite overwhelming.

            One different approach for special use cases to allow full flexibility could be a way to inject asm code, but that in itself would open up a lot of new implementation questions and you've already added a lot new functionality in the new versions so I think that's quite pushing it. I'm really thankful for all the coding you already did for that.

            Comment


            • If I went that far, would be simpler just to allow 3rd party dlls to be injected and connect my hooks directly to them. Could be quite powerful, but probably overkill.

              Comment


              • I guess ASM might sound more then it is, it could be a simple byte patcher and the advantage would be that's easier to spread some 20byte code then a full dll. Personally it would be also easier for me to do a bit asm hacking then installing and compiling a .dll but that probably varies with the programmer.

                Comment


                • I have a feeling you're in a rather small minority in that respect. If I were to do that, I'd make a simple sample dll, and all you'd have to do is have MSVC installed, modify a function or two, and compile. Anyways, not even sure there are any games that would actually need all that. Well...someone asked about using AGTH with Pcsx2...Could actually see it being useful there, but not sure it'd be necessary for much else.

                  Comment


                  • Hi. In Earlier versions of Translation Aggregator text replacement hook was icluded, that was replacing Japaneese text to translated in directly in game. It was comfortable for me, because i like to play games in fullscreen. Is possible to do this somehow now?

                    Comment


                    • I removed it because I assumed no one used it. I considered it to be more of a proof of concept than something in a usable state... And injecting a smaller dll seems to be less likely to result in random crashes, for whatever reason.

                      Did anyone else use that option?

                      Comment


                      • havent figured out how to use it, i'd like to have it though. i like fullscreen too


                        i've got a problem with TA since 0.4.0:

                        it crashes using the new build in hooking stuff, and when i'm trying to restart TA after such crash, it crashes again right after restarting (can't see the windows for atlas etc.)

                        i've got to reboot my pc to get TA to start again.

                        i've used the substitutions from TA (or the TAHelper plugin, never used TA without the helper), and i've copied the substitutions and the profiles for the games from TA 0.3.X to the 0.4.2 folder, could my problem be related to that?


                        i'm using windows 7 x64, if thats important.



                        and thanks to everyone working on TA, TAHelper etc, your work makes these games really enjoyable.

                        Comment


                        • tamers182: The text replacement has really low compatibility, though that could theoretically be improved... In theory, it could handle pretty much every game that uses standard windows font drawing functions, though it slows games down a lot. Got tired of working on it, however, and it's rather ugly even when it does work. It works by replacing each character with a unique piece of fairy easy to recognize gibberish. Then, when the game is finished drawing, it uses a really bad gibberish recognition algorithm on the image it's supposed to display to figure out what text is actually being displayed, and where it is. Then it draws the english translation (With a really ugly blue background) on top of the Japanese text.

                          No, old profiles should be working. That's the first I've heard of TA crashing with the new hooking stuff (The other process crashing, sure, but TA crashing is another matter). I don't keep any extended state... Have you tested on multiple games, and without TA Helper. I really doubt it's TA Helper, but best to be sure (And I have no idea what the issue could be, if it's something wrong with my code, which is what it most likely is). Do you also get the same behavior by using menu translation and AGTH (Or with no text hook)?

                          Edit: Also, if you're using UAC, could you temporarily disable it and see if the problem persists? What anti-virus/local security programs are you using?

                          Edit 2: The doesn't work until next reboot thing makes me really suspect something else is going on. The old process is gone from task manager before you run it again, right?
                          Last edited by ScumSuckingPig; 05-24-2010, 12:29 PM.

                          Comment


                          • well, thats wierd...

                            i had those crashes all the time, but i can't reproduce it anymore... though i havent changed anything...

                            so, you can just ignore my post except for that "thanks" part


                            i'll get back to you if that happens again.

                            Comment


                            • Congratulations on the great progress with the hook engine SSPig. The problems with the random crashes for me with the previous versions are gone now as well. I was wondering if there is a possibility for you to add a simple commandline switch to TA to execute a saved game config on startup (start process > inject the hook / attach to running process and hook) instead of going through the dialogs. Thanks.
                              devOSD nEXT - advanced eroge translation overlay

                              Comment


                              • Yea, shouldn't be hard, and it's a good idea. I sometimes just drag an exe over to TA because it can be faster than locating a game in the dropdown, if I have the game directory open anyways.

                                Comment

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