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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 The files attached directly to this post are now outdated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 have a problem using the internal hook with Eroi 3d. I get the text to display and translate but how do you stop it from looping the whole time.
    Also when i translate from Macromedia flash player it double everything alot!
    Please help?
    Last edited by DDC1234; 06-21-2010, 04:46 AM.

    Comment


    • Hi SSPig, I've been playing around and testing the new internal hooking method in TA lately and am quite impressed by its features. Most converted codes work properly and it catches the correct threads in 95% of the cases i had. (So far the only game where AGTH works out of the box and TA can't hook a proper thread is Evolimit).
      The only downside as of now is that it slows down some games while being hooked to them (ex. Coμ). With slowing I mean a kind of lag which is felt right after clicking to get the next in-game text. There is 100-200 ms delay after clicking. It might be game engine related in this case. I am aware of the hooking code being injected in the game and serving it to AT through TCP so it must be related to that hooking code. AT itself is perfectly responsive during that time. If we run the game with agth the slowing is not felt or even if it is present is a lot less pronounced. Just wondering if its a matter of synchronicity and if the hooking thread is interrupting the game while the text is being sent to TA and if that can be optimized in some way or made synchronous with a buffer or some other method. Any thoughts on that are quite welcome.
      devOSD nEXT - advanced eroge translation overlay

      Comment


      • Crashes has been rather frequent while using the substituter on a large number of games.
        I've got profiles setup for 11 titles, When it was below 5, no crashes were apparent, but with all of these, it crashes every 30 mins or so, if I'm lucky, I can do 1~2 hours at max.
        That feature needs serious debugging ;_;
        But thank you for your efforts ^_^'

        Comment


        • Not sure I'll ever get around to it. Reproducing a crash that takes one hour to get using a feature I rarely use...

          Comment


          • Anyone has an issue when internal hooker splits strings into many lines (one character per line)?
            It's working fine on one computer, splitting on another machine and I don't know what can cause it. Systems are different so comparing other installed programs won't help.
            I am playing Alfred Gakuen, using system threads. When using agth hooker instead of internal it works fine on the same threads.
            Configuration is clean (I deleted .ini file)

            //edit:
            Well, figured it out. Idle delay was set to 0 by default.
            Last edited by Andys; 06-27-2010, 09:57 PM.

            Comment


            • The injection settings for individual games are stored in the ini in the game configs directory, but the default delay is stored in the main ini, so that could be different between the two. You could try increasing the delay timer for the game. Also, if one computer is a lot slower than the other, the delay could be too low on one but fine on the other resulting in the behavior you're describing. There's also an option to ignore linebreaks in incoming text (AGTH always ignores them, I believe).
              Last edited by ScumSuckingPig; 06-27-2010, 10:00 PM.

              Comment


              • Originally posted by Wintereise View Post
                Crashes has been rather frequent while using the substituter on a large number of games.
                I've got profiles setup for 11 titles, When it was below 5, no crashes were apparent, but with all of these, it crashes every 30 mins or so, if I'm lucky, I can do 1~2 hours at max.
                That feature needs serious debugging ;_;
                But thank you for your efforts ^_^'
                Odd, I have substitution entries for a lot more than 11 games, with a decent sized list in the universal section, and always have it enabled, and I've never once experienced any crash that I could deem had anything to do with the substitutions. Only thing I've noticed is that sometimes paragraphs will break in unexpected places, like the capture hiccups for a brief moment or something, if I the overall list gets too big. But never outright crashing.

                Comment


                • Hello,

                  I just updated replacement for TA & TAHelper to ver 0.05, I put it in the previous post here.

                  IMO cleaning up text is good enough, now I'm focusing on sentence modification.
                  And since it's kinda a blind detection, unlike JParse technique, so expect random broken sentence here and there. orz

                  Comment


                  • Hi, i just came to say that this tool is amazing >.<
                    Thx a lot for this great app
                    I'm currently playing mashiroiro in windows 7 x64 and all seems
                    fine until now.
                    Ja ne!!

                    Comment


                    • In the AGTH thread we're currently trying to hook a game which uses .NET. The big problem is to specify an address. When launching the .NET app more or less randomly reserves memory to run code in, the framework .dlls also differ between systems and have no export table. The easiest approach to handle that could be to specify a (unique) byte sequence the hooking program searches for (+/- an offset) instead of a fixed address. Ignoring the issues that approach itself could raise if that sequence doesn't turn out so unique, would that be something possible to implement?

                      Comment


                      • It's certainly possible. Only issue there is figuring out where all the blocks of code are in memory, since .net uses JIT compilation of some sort so presumably not where the dlls are loaded. I believer there are functions for this, I just don't know them. Also would have to periodically check again, as the code may not yet be compiled.

                        Have you tried disabling the default filters for calls from the system, and then hooking the lower level routines on which .net sits instead (Or seeing if any of the default hooks work)? Can't remember if I added the option to disable the filtering to the injection dialog or not. If not, may have to disable default hooks and create their user hook equivalent.
                        Last edited by ScumSuckingPig; 07-19-2010, 04:22 AM.

                        Comment


                        • AGTH and TA manage to get some letters via a GetGlyphOutlineW standard hook, but it has the typical caching problem (each character only shows up once). But it's getting called from an address which varies from start to start. Backtracking there manually a few calls get me to a point before the caching where I could place a hook, but I could only describe the commands found at that place as the address changes with every restart.

                          While playing around with a hook for another game which required me to place the hook at a standard-dll I noticed a bug with TA-Hooks:
                          - trying to define a hook which points to a dll always seems to result in invalid hook code error msg using check code
                          - trying to apply it with ok gives the error msg and then makes the 'select program' interface unresponsive to any additional input/change/trying to close it

                          Comment


                          • Yea, I'm aware of the issue with getting the error message...TA tries to fully resolve the hook when it checks if it's valid, and I never modified my address resolver to handle dlls that aren't in the current memory space (TA's memory space, that is).
                            Wasn't aware of the locked interface, however.

                            Unfortunately, I'm rather busy at the moment, so no idea when I'll finally get around to fixing that.
                            Last edited by ScumSuckingPig; 07-19-2010, 05:40 PM.

                            Comment


                            • I've been trying to get the aggregator to work on one of liliths games called クルースニク~催淫に悶える吸血鬼ハンター~ and although I cannot start the game up directly from the aggregator due to some error, I have been able to hook it to the game after I've started it or using a shortcut. Regardless, from what I've seen the text looks like it's being hooked properly but aggregator cannot translate the text at all. ATLAS just has it as ??? and google just spits the text right back out instead of translating it. Any ideas on why this might be happening?

                              Comment


                              • I'm trying to get TA's Atlus to hook the text from Otoboku 2 (Otome wa boku ni koishiteru: futari no elder) The hooker doesn't seem to be picking up the text, no options on the scroll down bar for the Atlus Hooker and it seems that the in-game text isn't being read in Nihongo. (some of it is being shown in kanji while others show English letters such as B or A) Ex: テスト B ン

                                If you want, I could upload a screenshot. Also, it seems that I can't change the resolutions in window mode for Otoboku 2 ... isn't it suppose to let me drag the side inward? The + drag option doesn't appear for it. :\
                                Last edited by Santaki; 08-05-2010, 04:40 PM.

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