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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 The files attached directly to this post are now outdated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, 12:20 PM. Reason: Change download link, re-upload attachments upon request from Setx

  • But even if you only use it for filtering, don't you need to access/use EAX and friends? While just doing a search for lua and eax I found some wow hacking forum and that rather looks like some hardcore c api programming then scripting to me lol (http://forum.gamedeception.net/threa...lua_CFunctions) Or do you write a specific layer for it to make access to those values easier?

    Comment


    • You basically add a couple functions/objects, and then the Lua use them in addition to the deafult Lua functions. So, in this case, if I ran Lua scripts in the game's process, the function that's the insertion point would get an object containing register values. Then I could add a couple functions, like GetCharacterAtAddress(address, format), GetStringAtAddress(address, format, length), etc, and presto - you have a lua interface that can read and modify text that it gets via a rather down and dirty fashion.

      Alternatively, could run it TA-side (Or both). Then I'd run it when I run substitution dlls, and/or when I run the repeat filters on the text - could handle repeat filtering, junk filtering, context merging, etc.

      Of course, anything that could be done via lua (Or any other scripting language - no reason it would have to be Lua) could also be done by using a 3rd party dll at the same point. Advantage of a scripting language would be that it's less difficult to learn, it makes string processing simpler, and it's easier to modify existing scripts.

      Anyhow, if I had confidence people would use it, I'd think about adding it. As it is, not sure anyone would find it useful.

      Edit: Just checked out the WoW thing... I think they're hooking the functions that WoW's internal Lua parser uses. Since WoW's Lua has its own table of functions that WoW has passed to it, along with their names, could do a lot of fun stuff with it, either by getting the stuff passed to the C functions that lua calls, or by calling them yourself.
      Last edited by ScumSuckingPig; 08-15-2010, 12:06 PM.

      Comment


      • Bump for new version. Download TA 0.4.3. Mostly a bugfix release.

        Changelog:
        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).
        Last edited by ScumSuckingPig; 08-15-2010, 12:35 PM.

        Comment


        • I tried compiling TA 0.4.3 in Visual C++ 2008 Express on Windows XP SP3 and got the following error.

          Code:
          1>.\Dialogs\InjectionDialog.cpp(123) : error C2065: 'LOCALE_SENGLISHLANGUAGENAME': nichtdeklarierter Bezeichner
          It says that the identifier is not declared.

          I also discovered a bug in my patch, that adds a font dialog for the popup window.

          Line 1334 in "Translation Aggregator.cpp" looks like this
          Code:
          					else if (cmd = ID_VIEW_TOOLTIP_FONT) {
          It should look like this
          Code:
          					else if (cmd == ID_VIEW_TOOLTIP_FONT) {
          It worked because it was the last if statement. Sorry.

          Edit: It doesn't really matter, that I can't compile TA. I can't contribute much anyway because I don't know C++.
          Last edited by Stomp; 08-15-2010, 01:41 PM.
          AGTH wiki

          Comment


          • Updating your windows SDK should fix that. LOCALE_SENGLISHLANGUAGENAME (0x1001) was added in Windows 7. The older one (LOCALE_SENGLANGUAGE) is officially deprecated now. Still use it as a fallback, so things should work fine on XP and Vista (No clue about w2k compatibility, now that I think about it...).

            Hmm..."LOCALE_SLOCALIZEDDISPLAYNAME" looks like it might be a bit better than LOCALE_SENGLISHLANGUAGENAME, and then "LOCALE_SLANGUAGE" would be the fallback. Your version of the SDK have LOCALE_SLOCALIZEDDISPLAYNAME? It seems to be working on my PC, and I only have Vista, though docs say Windows 7 or later...
            Last edited by ScumSuckingPig; 08-15-2010, 01:42 PM.

            Comment


            • Did some testing and everything worked as intended:
              - hooking an address with a call worked
              - using a static address to hook e.g. without eax just 0x442708 also worked (probably always worked, just had a game with a static string address to test)
              - I wasn't aware that TA supports multiple hooks, that worked as well
              - context/subcontext splitting also worked with the earlier mentioned guilty game
              - always used AGTH to TA converter without issues

              With long hook codes, but especially with lots of contexts/subcontexts the process contexts window gets really messy. I guess you partly addressed that with the [Alias] option. What works with some games with agth is the /F filter option, which allows to hide all contexts besides the named context:subcontext combination. Something like that could be also useful for TA to give somebody a hookcode which through the hook code already has 'autotranslate' enabled. Isn't always an option if one relies on splitting based on dynamic addresses like ESP, but sometimes a nice convenience option.

              Comment


              • That's why I keep the brackets around the alias when I display codes that use one - Should generally result in them being sorted first. Allowing filtering like that would definitely be convenient, as would allowing more information to be embedded in hook codes (Other context/context manager settings, etc). Only real problem with it is implementing it and making a reasonable interface for configuring it, or a reasonable way to embed it in a hook command.

                Even just adding comparison operators might be useful, especially if I had an option to throw out the string on false. Then text sent to junk contexts just wouldn't get recorded. Could be something like:

                Code:
                wchar:[ESP+10]:#[ESP]==0x44238092
                and then when the comparison is false, just throw out the text. Does have the disadvantage that if you want to allow multiple contexts through, and not merge them, it gets repetative:

                Code:
                wchar:[ESP+10]:#[ESP+4]==0x44238092||[ESP+4]==0x24238092;[ESP+4]
                (Subcontexts starting with # would be boolean tests, and not appended to the context name, just to make things a little prettier)

                Edit: An option to automatically disable the default hooks when there's a game-specific hook might also be useful.
                Last edited by ScumSuckingPig; 08-15-2010, 03:07 PM.

                Comment


                • I'd try to keep that filter rather simple so even persons without programming background could specify it. But it might be even better to include that in some approach to be able to pass more config infos like you say. Might as well use some extra line/command like config:... or filter:

                  Before dwelling to deep into optimizing the output, I'd personally prefer to get dynamic address placement hehe. Finding and selecting the right context can be annoying, but I suspect it will be always less annoying then having to do this again: http://www.hongfire.com/forum/showth...44#post2434444 - where I abuse agth to read out a return address and use that as parameter in TA

                  Comment


                  • Hehe. That's lovely. You've convinced me.

                    Comment


                    • Seems OCN decided to stop working, spitting out a "Unrecognized response received" error.

                      Tried loading the source in my Visual Studios 2010 but it wont let me debug it (something to do with pdb files and symbols) while debugging in release mode wont let me watch most variables, so I don't have a clue what's going on in OCNWindow.cpp. Haven't looked at c++ code in well over 10 years and have no chance of fixing whatever the problem could be on my own.
                      Last edited by Necrosis360; 08-16-2010, 12:21 AM.

                      Comment


                      • They've stopped sending translations to anything sending the user-agent string TA uses. Clearly this is just an accidental server misconfiguration.
                        Last edited by ScumSuckingPig; 08-16-2010, 07:13 AM.

                        Comment


                        • The complete reference for Perl regular expressions is here. Found this link on PCRE's home page. PCRE itself comes with complete documentation for regular expressions.
                          AGTH wiki

                          Comment


                          • Doesn't seem to mention regexp format, which strikes me as kinda important, and should probably be first. If I can't spend a couple minutes and find that...Not something I can expect the average user to get any use out of.
                            Last edited by ScumSuckingPig; 08-16-2010, 04:54 PM.

                            Comment


                            • What exactly do you mean with regexp format? The link from Stomp shows how to construct a regexp statement with modifiers etc. I wouldn't expect any average user to be able to write regexp statements itself beyond a .* though

                              Comment


                              • The format of the string...I have yet to see them even say, the "format of a regexp is x/y/z. where x is..., y is the body of the regexp to match, and z is (a string of modifiers?)". Heck, don't even see them even mentioning the leading/trailing slashes explicitly anywhere. Maybe I've read too many RFCs, but I kinda expect any spec to have that.
                                Last edited by ScumSuckingPig; 08-16-2010, 05:10 PM.

                                Comment

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