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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 The files attached directly to this post are now outdated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

  • #46
    Yeah, the new one fixes it.

    It's pretty rare, but at least in Only You it's used all over the place:
    【勇二】「そうだ・・俺は・・死ねない・・ こんなところで死んでたまるかっ!!」
    【タイガージョー】「奥義[地竜鳴動撃]・・ お前も武道家のはしくれなら、 どのような技かは、理解出来ただろう」
    【美咲】「確か、お父さんで・・えーと、 6代目だったと思いますけど・・」
    【萌木】「怖いなんて気持ち・・ 鏡守となってから、 感じたことなんてなかったのに・・」

    And great to hear :-)
    Kukuri-sama's first disciple, High Priest of Kukuri-ism.

    Usami Haru is love.

    Comment


    • #47
      Haven't had any further crashes, so I assume it's fixed. Seems like Google can't keep up with my rather fast paced clicking through the game and more often the not ends up in that error page.

      What's the injection module currently doing? I had problems in one game, where I tried to translate the menues/rightclick menues which resulted in distored ingame dialogue text. (Some menues where translated though) Game is "Lost M": http://www.hongfire.com/forum/showthread.php?t=95552

      Comment


      • #48
        What it does is replace text with easily algorithmically recognizable characters...Then I sit on top of the video output stuff and look for characters I can recognize. To avoid any problems, I triple buffer the screen: Game's copy, my copy to draw on and to search for text, and the displayed copy. Currently does not work with DirectDraw, which a lot of games use, or Direct3D, for that matter, though it should only mess up DirectDraw text.

        Some screenshots of it in action are below. No game-specific settings were needed. Note that they're older games, as I've been lazy and just been testing it on games that were too small to bother uninstalling. Also lower res games are much faster in debug mode. The fancy English menus without the backgrounds in the middle one are from an English patch, not my code.

        It works with almost every GDI hgame I currently have installed (7-8 from different companies, most of which I've never played much. I'm picky). One does funky stuff starting a new process that piggybacking onto CreateProcess isn't good enough to work around, but the others all work. It does have issues of when to merge text and when/where to linebreak text. Also has problems recognizing text when something is drawn over even a small part of it, but only seen one game do that.

        I need to get it work with DirectDraw, try and improve my code to figure out when to merge lines and when not to (You can see it messing up in the third game's menus), and detect background/shadow colors to erase the original text (Which will help with the former issue), then add an option to make my slow "text" recognition stuff run in another thread (It's not too bad for games that do draw->flush, wait, draw->flush, wait, but for games that draw directly to screen, or draw 30 times per second, it's too slow)... And I'll have something that could be useful if you want to zip through a mediocre game full screen, skimming the text. Can't do as well as AGTH + TAA for getting perfect translations, and has issues with games that torture their text, but it handles all kinds of funky text scaling and such, which a lot of games do.
        Last edited by ScumSuckingPig; 12-09-2008, 04:34 PM.

        Comment


        • #49
          I see, which is already (edit: a lot) more then I thought it does. I don't know how standard menus work exactly, but would be possible to limit translations to those? I believe OAGT hooks into the game and then does a onetime translation of visible(?) menu entries. I don't care ofc if it's onetime or on-the-fly, but I'd prefer if I could limit the translation only to menus and for normal content/game dialogue go ahead with the normal clipboard/agth function.
          Last edited by Freaka; 12-09-2008, 04:27 PM.

          Comment


          • #50
            When you deselect the "Full translation" option, it should only translate menus.

            Edit: Oh, you mean standard in-game menus that are displayed a lot? Not really. I'd need to know when the game's getting the font for them, but the problem is games do tortuous things to fonts when displaying text. Display it one character at a time, use GetGlyphOutlines to get one character at a time, then scale in in software, then move it to another offscreen buffer in software before dumping it to screen, etc. If I could recognize general Japanese text I could, but that's a much harder problem. For games that display the entire menus with a single TextOut or DrawText call I might, but not sure how many actually do that.

            Edit2: One other thing I could do is copy text over to TAA in addition to what I'm currently doing. Problem with that is I often translate text more than once, and with fade ins/fade outs you get a lot of partially identifiable text. The text is fully recognized after a fade in or before a fade out.
            Last edited by ScumSuckingPig; 12-09-2008, 04:43 PM.

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            • #51
              Ah, indeed I was missing the "Full-translation" options. Without that it only translated the menus and left the ingame text intact. What it didn't translate though (at least for this game) was if I do rightclick, I get a menu which looks like a standard menu. No idea if it really is though. Was the sort of standard menu you mentioned in your first edit? (see attachment)
              Attached Files

              Comment


              • #52
                Ahh...Was thinking you might mean frequently drawn in-game menus (Like in the middle pic, where you basically remember what options do, but might have trouble remembering which is which). Not translating right-click menus was an oversight. Shouldn't be too hard to adapt my code to translate the window menus to recognize right click menus as well.

                Comment


                • #53
                  Pretty sure the crashing bug is fixed, I think you should update your release version.

                  Comment


                  • #54
                    Nift little thing I gotta say.
                    I haven't read all 6 pages. So I'll sumarise

                    Bug:
                    - Trying to add words on atlas, crash..

                    Feature request:
                    1- Launch AGTH on the same process that "TA" is on.
                    2- Kanji to Romaji, link for the translator: http://nihongo.j-talk.com/parser/index.php
                    3- Anyone mentioned "unstick windows"? Probably did, just instead of boxes inside a main window, we have several separated windows(kinda like atlas is..)

                    Comment


                    • #55
                      Freaka: You're right. I've been meaning to release as soon as I get the custom sentence breaking code in... Which I've been putting off.

                      Irencinius: Thanks for the feedback.

                      The ATLAS crash seems to be fixed in the test version I posted a page or two back.

                      1) Not sure about doing this... Might add it using AGTH's process attach method once I get exe-specific configurations in. Then I'd launch the exe, get the process id, and then attach AGTH with /P. Using AGTH to launch would be a bit uglier (run AGTH, then sit around sniffing for the new process, etc).

                      2) I'm planning on doing something similar locally using MeCab (Which is a free download). MeCab locates words and gives me Katakana, which I can then convert to Romaji, though I'm not sure how that'd do with word breaking on verb conjugations. Big advantage, however, is that I can do it all locally with no word limit. It also lets me do fancy things like Furigana, which is something I really want to get in (I could do furigana with that website as well, but simpler just to do everything locally).

                      3) This has been suggested. I have yet to be convinced of the need for this, as you can already hide individual windows (boxes? Whatever. They're technically child windows), hotkey window layouts and hide the window frame and toolbars.

                      Comment


                      • #56
                        I was thinking here, that would lead away from the main purpose of the program.. launching agth and all..

                        Maybe I'll be able to do something here, I thought of doing a launcher for AGTH for some time, lets see what I can come up with.

                        about 3, well its more like to give flexibility on how you have your translation on your screen..
                        So if you were to use something like this:


                        The biggest advantage of having not encapsulated windows, is that if you focus, you focus only that little child window, not the whole program

                        Because if I were to select part of the text, the game would be bumped behind the window, so if I want to go back, I need to alt tab or click on the the task bar..

                        Its hard to get a game where only the exact text is extrated, this game for example have the knack to add the character name on the text.. (many other do this too)
                        and it screws up atlas, so you have to go there, delete the Kanji's for the name, go back to the game.. and next phrase you want translated there you go again..

                        This is what I normally have


                        that makes it easy to select just part of the correct text for translation, and back to the game.

                        Ow that reminds me of the automatic copy to clipboard, of agth.. its a live saver for thoses really messed up captures..
                        Selecting text there, copys to clipboard, and atlas translate..

                        So, if possible to do maybe the same thing here, of course there is no need to copy to clipboard, but just translate the selected text automaticaly on the windows that have the "translate"thingy pressed.
                        Last edited by Irecinius; 12-20-2008, 07:26 PM.

                        Comment


                        • #57
                          Originally posted by Irecinius View Post
                          Its hard to get a game where only the exact text is extrated, this game for example have the knack to add the character name on the text.. (many other do this too)
                          and it screws up atlas, so you have to go there, delete the Kanji's for the name, go back to the game.. and next phrase you want translated there you go again..
                          I wouldn't argue that there are games that have that problem, but that it's hard to find games without that is quite an exaggeration. Anyways we've argued about it earlier in the thread and the better solution for names is a customizable filter that automatically splits names if they're at the beginning of the sentence.

                          In general though I've suggested that agth-alike selecting mechanism earlier as well and he was open to it, so chances are it'll come in some future.

                          Comment


                          • #58
                            Dunno about a filter, well I wont go into it since to me its more of a agth thing.


                            Thanks again, keep up the good work^^

                            Comment


                            • #59
                              Irecinius: You could just hide all my translation boxes except Atlas (And possibly the source text) and then move my window over to where you have the Atlas window. If you need a better translation, you can set a hotkey to bring back the boxes for a couple other translation programs and then run the text through them as well.

                              Translating only highlighted text is simple to add. Main reason it's not in yet is I'm planning on adding it as a toolbar icon, and I find drawing/searching for icons a bit painful. Definitely on my to-do list.

                              Filter will basically allow more control of sentence breaking. If you make a name at the start of a line break a sentence, you get a simple way to cut out speaker names. Also, if a game ends sentences is some unusual manner, you can make a rule to handle that game's punctuation properly. That way, I won't have to add rules for my ATLAS sentence breaking in such cases.

                              Comment


                              • #60
                                A couple more suggestions:

                                Rightlick:
                                - a context menu with the usual copy&paste stuff, but more importantly with the view options would be good. So in case you forgot what the shortcut was, you can get back the frame

                                Transparency:
                                - When I first tried nothing happened, that was because it's moving in rather little steps. I think 10% jumps to have a visible effect would be better.

                                Process list:
                                - how about hiding all processes that don't run in userspace by default and an option to show everything in the rare case somebody wants to hook a system process

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