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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 The files attached directly to this post are now outdated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

  • Originally posted by Setsumi View Post
    Amazing coincidence! Its exactly the same for me. Also using JoyToKey for ages now for the very same reason.
    This is fun. I was thinking that just me do it.
    To play a eroge all the time clicking the mouse with right hand is impossible for me
    ...

    Comment


    • Has Excite's website code suddenly changed? It was working fine yesterday but today the results are all garbled.
      Attached Files

      Comment


      • I'm having multiple issues with the internal hooking engine, I'm not sure if I'm just doing something wrong but I believe something is broken. While I was looking around for a code for エンドレスセレナーデ (part of the package http://www.hongfire.com/forum/showthread.php?t=190397) I found a spot that should have worked. Version 1.01 at "004631B9 CALL Endless.00403B30" if I take EAX + EDX and substract 2 that should be the pointer to an SJIS character. So the code I used was charBE:[EAX+EDX-2]@4631B9 - this causes an illegal instruction exception. This even happens if I simplify it to [EAX], but doesn't happen if I move the hook to a command earlier (4631B3) or to the target of the call (403B30). I guess hooking away call instructions is the problem there.

        Another issue is, that if I launch the game through the launcher from CD then TA fails to attach it's internal hook for some unknown reasons. In ollydbg I get these warnings: "Entry Point Alert - Module 'ATLEJGR' has entry point outside the code (as specified in the PE header). Maybe this file is self-extracting or self-modifying. Please keep it in mind when setting breakpoints!" Same for Module 'ATLJEGR'. These normally only show up when I use menu translation, but in this case they also seem to be loaded although I don't have that option enabled. Even with the option enabled TA fails to attach.

        Also if I launch the game from hdd through TA with internal hook activated the game produces an error => "Endless Serenade: モジュール 'Endless.exe' のアドレス 004026F5 でアドレス 00863F64 に対する読み込み違反がおきました。." and doesn't continue to run.

        I've tried it with v.0.4.2b and c (though using -2+EAX+EDX for 42b due to that earlier bug) and they behave both in the same way. Launching and attaching works fine with AGTH (forcing to search for another address got my an easier agth code) and the .exe doesn't appear to do anything fancy like self-extracting.

        Comment


        • Regarding excite, they switched from using JSIS to UTF-8. It should be enough to remove "replyCodePage = 932; postCodePage = 932;" from \src\exe\TranslationWindows\HttpWindows\ExciteWind ow.cpp

          I've hack-patched the current .exe to act in this way. Depending if you use 042b or 042c get the corresponding file.
          Attached Files

          Comment


          • Freaka: The crashes when overwriting a call/jump are a known issue. Have code to handle them, but it doesn't seem to be working (As hooking the same spot twice doesn't work, clearly not just a problem with a pre-existing jump going into the middle of one of my overwritten opcodes or something). Curiously, it works for some of the nastier opcodes, like jcxz, which has to be replaced with 4 or 5 new instructions (Since jcxz can only jump 128 bytes in either direction, and the 32-bit form, jecxz, can also only jump 128 bytes away, unlike other instructions).

            Not sure about the second issue.

            Issue with Endless.exe is probably that I'm starting to hook text too soon. If I hook text while modules are still loading, things tend to go very wrong (Crash or lock when trying to get module names from their addresses for filtering calls from the system, iirc). Edit: I have something like a 3 second delay before I start hooking text, but not enough for all games. Wish there were a nice way to get rid of it...Suppose I could delay until the process has created a window or something...

            Edit 2: Probably spend some time on at least a couple of these issues relatively soon. Not adding features, but fixing bugs (Not allowing hooking dlls not loaded in TA's process and moving calls in order to hook text, at least, not sure about other issues)
            Last edited by ScumSuckingPig; 08-12-2010, 07:52 PM.

            Comment


            • Good day everyone, I just updated new userdict for TA and script for TAHelper.
              A lots of word detection improvement, thanks to SSP's conjugations list now I can realize some verb form pattern, especially with -te form verb.

              Like always, you can get the script here

              About TA :
              I think 0.4.2b is more un-stable than 0.3.5. What I noticed is "menu translation". Everytime I enable it for the first play, it's almost made my system hang. It never occured with 0.3.5. Maybe because that "child process" something.
              And yeah, maybe it's a good idea to add a profile manager, either it's standalone or not. Because after playing lots of games it's gonna hard to manage those profiles.

              Comment


              • If you're using menu translation+hooking and launching rather than injecting, it's probably the aforementioned issue.

                Comment


                • I've already reported random crashes some time ago, and they keep happening.
                  These crashes are really random so it's kind of hard to explain. They only happen every once in a while when a new line is getting hooked (it can happen 1 minute after starting TA, or after 15 minutes).
                  I tried using a fresh "install" of TA 4.2b, and even TA 3.5b and I still have these crashes.

                  I don't use any of the web translation services, only JParser, Mecab and Atlas.
                  I crashes with both AGTH and the Internal Hook, and on any game.
                  I'm running a laptop with Windows 7 and most of the regional settings set to Japanese.

                  I guess this little informations won't help much in finding the cause of these crashes, so ask me if you need more infos.

                  Comment


                  • Yea, unless I can reproduce an issue, it's incredibly difficult to debug it. If you have time, try using just Atlas and MeCab and see if you still have the issue. If so, try just Atlas. If not, try Atlas and MeCab and JParser...Without JParser's MeCab support disabled.

                    Comment


                    • I've tried what you said, and I was able to play several hours without any crashes using Atlas and JParser (without the Mecab hinting), so I guess it's a MeCab issue.

                      Comment


                      • May even be an issue just with the MeCab hinting code, rather than with MeCab itself (Or with my MeCab wrapper).

                        Comment


                        • Well, not sure If is boring to read praises, but, I cannot endure it:

                          Translation Aggregator is really superb. Now that I get the idea of to add the characters names of the game direct in substitution list of Translation Aggregator instead of ATLAS dictionary, I can get wonderful translation of all translations tools that have in Translation Aggregator .

                          Just a example, I played the entire game もっと 姉、ちゃんとしようよっ!(getchu.com/soft.phtml?id=674972)

                          I played Fuuko route. read all texts, not "skip" anything. I understand 100% of all texts, some texts not was translated well by ATLAS, but, was translated very well by google and sometimes excite, OCN , etc.

                          Is really wonderful to get several different translations of the same text at same time.

                          Translation Aggregator is really wonderful. I really LOVE Translation Aggregator !

                          Thank you very much
                          Last edited by fhc; 08-13-2010, 07:11 AM.
                          ...

                          Comment


                          • Experimental fix. Could someone who has a game that requires a /H code with a dll name try this? I could put one together myself from a non-dll name /H code, but I'm lazy. There were several bugs in my parser causing such things not to work, which should hopefully be fixed now, assuming I got the syntax right. Also @dll:function should now work in addition to @0:dll:function and @:dll:function (All meaning the same thing).

                            Dictionaries with Windows style line breaks should now work, but I'm too lazy to do any check on this, let alone one thorough enough for me to risk dictionary corruption by using them automatically.

                            Hmm...Also, from a couple months ago, a clipboard crash fix of some sort, and some parsing/handling fixes for edict words marked as common, that may make JParser marginally better...Or not.

                            This is just a really quick, minimal effort fix, that I should have done months ago. Planning on looking into moving calls around this weekend, so expect 0.4.3 soon.


                            Edit: Oh, and fhc - I do like to hear from people who like Translation Aggregator. Also, the more people talk about it on here, the more time I spend thinking about it... And the more time I think about it, the more likely I am to work on it. It's not just praise that gets me thinking about it - complaints, feature suggestions, bad poetry, etc, can all have an impact. A PM conversation with Freaka got me thinking about my own text hooker, for example. Never would have even attempted it, otherwise.

                            Edit2: Forgot to fix Excite. I'll do that in the next version, too. Have to delete two whole lines of code. Oh, the humanity!

                            Edit3: And this version should support the '!' and '~' operators... Not in my changelog comments, so not entirely sure if there's anything else of significance that I changed.

                            Edit4: And has Stomp's admin fix.
                            Attached Files
                            Last edited by ScumSuckingPig; 08-14-2010, 01:42 AM.

                            Comment


                            • .dll-hooking looks like it is working. [100528] [Morning-star] 乙女たちの姉妹領域~お姉さまに弄ばれたい澤田由紀の秘蜜 requires
                              Code:
                              /HW4@0:msvcp90.dll:?push_back@?$basic_string@GU?$char_traits@G@std@@V?$allocator@G@2@@std@@QAEXG@Z
                              which the TA tools correctly converts to
                              Code:
                              wchar:[ESP+4]@0:msvcp90.dll:?push_back@?$basic_string@GU?$char_traits@G@std@@V?$allocator@G@2@@std@@QAEXG@Z
                              and works as it should.

                              One thing I noticed when trying to use it with Guilty Ran→Sem .dll hook is though that TA seems to allow for less splitting then agth. When I'm using /HB8*0:44 in AGTH it uses ESP+0 as well as ESP+0x44 to split up threads, which is a pretty important feature for a number of games. TA only uses the ESP+0x44 part. AGTH does ignore ESP+0 if N is used as in /HBN8*0:44. Guess this change might be considered a feature request though.

                              \r\n still doesn't work. I attached 2 minimal demo UserDict files. One with Unix style endings, the other with Windows style endings. If you're trying to use the windows version TA doesn't show it in the substitution menu.
                              Attached Files

                              Comment


                              • I wasn't sure if I should use just one context or two. Problem with using both is I'd need to add another option in order to not do it. Suppose that's not a huge deal, but my real problem with AGTH's codes is that I always have to reread the docs to either figure out an existing code, or create one. You could try using [ESP+0x44]^[ESP] (Or if ^ doesn't separate them well enough, use another operator).

                                Maybe adding some special character (';'?) to allow multiple contexts to be used in a row, and using it alone would just result in [ESP], so could use something like "wchar:;[ESP+0x44]@..." or "wchar:[ESP+0x44];@..." or "wchar:[ESP+0];[ESP+0x44]@..."...Not too pretty, but it works, and should be a little more flexible, as you'd be able to use two or more arbitrary ones, if there's any need. Might also slightly be more readable, as long as I also use a semi-colon to separate display of adjacent subcontext values.

                                I'll look into the '\r\n' thing.

                                And thanks for testing. I wouldn't even have thought to test such a prettily mangled one.
                                Last edited by ScumSuckingPig; 08-14-2010, 08:50 AM.

                                Comment

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