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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 The files attached directly to this post are now outdated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

  • Start your game, then goto Menu "Tools"->"Launch Text Hook" in TA, select the exe name of your game in 'running processes' list (right hand side) and most likely enable AGTH (left hand side) + add h-code into AGTH parameters (middle) if needed. When you hit 'Ok' TA will inject AGTH into your running game and an additional AGTH window should come up. After you made some additional dialogue show up on screen check through the pulldown menu in AGTH for an entry that has the current screen dialogue in it. (Notice AGTH will not grab what is visible on screen at the moment you inject it, but rather everything that is loaded/shown afterwards.)

    Edit: Actually for visual hints, also use the image posted above by Setsumi.

    Comment


    • Originally posted by Freaka View Post
      Start your game, then goto Menu "Tools"->"Launch Text Hook" in TA, select the exe name of your game in 'running processes' list (right hand side) and most likely enable AGTH (left hand side) + add h-code into AGTH parameters (middle) if needed. When you hit 'Ok' TA will inject AGTH into your running game and an additional AGTH window should come up. After you made some additional dialogue show up on screen check through the pulldown menu in AGTH for an entry that has the current screen dialogue in it. (Notice AGTH will not grab what is visible on screen at the moment you inject it, but rather everything that is loaded/shown afterwards.)

      Edit: Actually for visual hints, also use the image posted above by Setsumi.
      Thanks, works fine now!

      Comment


      • Is there anyway to get word by word translation without ATLAS? or to get two ATLAS windows with different configs? I'd like to have it to complement MeCab, but I need the normal ATLAS translation too (don't tell me to use other translators for this instead of ATLAS, I already do it, but I usually understand better ATLAS sentence translations).

        Oh, and btw, now I feel stupid for not using TA before, it's awesome, thank you very much for the program.

        Edit: nvm, I already found out lol
        Last edited by Blago; 09-05-2010, 12:58 PM.

        Comment


        • Since I had nothing better to do (or so I convinced myself of doing) I did a complete rewrite of devOSD in C# (learning it from scratch while at it) in the past ~10 days. I was pretty reluctant to choose .net but then again it was begging me to use it with its perfect transparency capabilities (say goodbye to gdi) and ease of deployment (from VS2010). It's using the WPF framework 4.0 and is a lot more customizable. Still adding some missing features that were present in devOSD 2.xx but it's coming along nicely.

          Now back on track, regarding the way of communication. At the moment the way of getting text from TA is the same as in the OLD devOSD - polling the TA atlas child window every 100ms using WM_GETTEXT. Not that I mind doing it, nor does it increase resource usage or anything but I'd rather have some reverse communication for notifying events. So here are a few possible workarounds from the top of my head:

          Case 1: TA DLL export
          1. Game generates new text
          2. Clipboard reports to devOSD it has new text.
          3. devOSD imports the TA dll functions using interop and gets the translation

          Case 2: WM_MESSAGES
          1. Game generates text
          2. TA Translates it (if it's attached and we're not passing it to clipboard)
          3. TA Sends a WM to devOSD that it's got new translated text or sets a pointer to the entire text with WM_COPYDATA
          4. devOSD gets the text from TA

          Case 3: TCP/UDP Sockets variant 1
          1. devOSD acts as tcp server and has a socket open awaiting connection
          2. TA connects and sends text and status messages

          Case 3: TCP/UDP Sockets variant 2
          1. TA acts as the TCP/UDP server
          2. devOSD connects as client and sends/receives text/translated data and status messages

          Using the DLL export works best for my needs and is easiest to implement.
          I've yet to implement a proper TCP server (for getting the virtual machines clipboards as well) but that one is high on the ToDo list.
          Some windows messages don't get to my app due to the nature of WPF having to emulate a HWND but that is fixable as well.
          Any thoughts about this are welcome.

          EDIT: Fixed the HWND hook and am able to receive WM_COPYDATA messages.

          EDIT2: Already integrated the TCP server for handling the virtual machines clipboards as well. It accepts any unicode text over the socket and processes it or displays it. Now I'm working on the Cpp client code and if that works out the virtual machines at least won't need the .net frameworks installed. I tried implementing the COPYDATA in the latest TA source to see if it works out but I failed to prepare the struct to be sent.
          Last edited by Devocalypse; 09-08-2010, 04:18 PM.
          devOSD nEXT - advanced eroge translation overlay

          Comment


          • TA already acts as a TCP server, so was thinking that'd be simplest from my end, though WM_COPY data is rather easy, too.

            Problem with interop is it's COM, and COM is complete and utter crap. Or more accurately, MS's COM docs generally are (And the object design often is, too, for that matter). I try to avoid it if at all possible.

            Comment


            • For better or worse, I finally updated the main devOSD thread with the first alpha of devOSD WPF/4.
              Anyway it's an alpha, so expect a lot of bugs, be sure to report them in the devOSD thread so you don't bother SSP with them. If you don't like it / can't run it, you can always go back to the 2.xx version or even use them concurrently.
              Last edited by Devocalypse; 09-11-2010, 02:36 PM.
              devOSD nEXT - advanced eroge translation overlay

              Comment


              • AGTH / OAGT / Text Aggregator do not grab all text

                I am having an issue with AGTH (connected to ATLAS 14) / OAGT / Text Aggigator, in that they do not grab ALL text from the game window. It randomly picks up some characters from the game window (from a list of about 16 characteres it grabbed a whopping 4 characters) then tries to translate it (this obviously does not work or you get complete gibberish)

                I have attached a screen grab of what I am seeing and would appreciate any help.

                The screen grab shows Da Capo Plus Communication but I also have problems with the following games as well:

                -Majo no Ochakai
                -Shuffle - Really Really
                -Shuffle - Tick Tack

                I have checked all over many different forums but have not found a solution that fixes the problem.

                I know that AGTH does not support every VN but is there perhaps a hcode that I am not aware of that will allow these games to translate properly? (I have tried to find an hcode on my own using a hex decompiler (odbg specifically) but let us just say that I was a little lost even when using the walkthrough)

                Thanks for any assistance.
                Attached Files
                Last edited by sssjgogeta; 09-12-2010, 08:58 AM.

                Comment


                • I created a full illustrated guide about Translator Aggregator, TAHelper and TAHplugin.

                  see link below:
                  http://www.hongfire.com/forum/showthread.php?t=59189
                  ...

                  Comment


                  • I have only checked DCPC but it is hooking text perfectly now!

                    Thank You So Much!

                    Comment


                    • Bump for very minor update. Can now create shortcuts that'll launch TA (If not already running) and inject into games, using the current settings for that game (Also works with auto-detect if running setting). Thinking I might add an option to add a "Launch with Japanese Locale" option to right-click context menus of exe's, at some point. Also a couple other very minor changes.

                      Sorry I'm not releasing source code for 0.4.4. It's currently even messier than usual, with the dependencies on the regexp stuff that I currently don't have the time to mess with, in terms of either removing or including in the source code distribution. As I now have a full time job, just don't have as much time to mess with it, unfortunately. This does not represent a change in policy, just laziness and lack of time.

                      Still thinking about how best to handle communication with other apps. I'm thinking of a framework that works almost identically from dlls or over sockets, which takes a bit of effort to keep simple.

                      And still need to get around to the substitution stuff...

                      Also thinking about significantly cleaning up my code. Really needs it.

                      And hadn't realized tooltips sometimes scroll off people's screens (I have a large monitor)...Looks like Setsumi, at least, is running into that issue . I've been thinking of making tooltips a prettier, possibly using rich text controls, so can copy and paste as well...can make them scrollable at the same time.

                      Anyhow...probably be a quite while before I get all that done.
                      Last edited by ScumSuckingPig; 09-16-2010, 07:16 PM.

                      Comment


                      • This version crashes on me immediately upon opening it under Win7 64-bit. Just your generic "(programname).exe has stopped working" message.

                        Comment


                        • Hmm...That's not good. It's working fine for me on Vista 64. It's not a huge update, so you should be fine with 0.4.3 for now...

                          I'd like to know if anyone else is running into that issue, though. As the command line parsing stuff is the only big change, I'd tend to blame that....but it's simple enough that I can't see why it would crash, let alone why it would crash consistently for you and not for me.

                          Edit: Try extracting it to a fresh directory, and see if it still crashes (No dictionaries, substitutions, etc).
                          Last edited by ScumSuckingPig; 09-16-2010, 07:56 PM.

                          Comment


                          • Wait wait, I take it back, IE9 beta wasn't the problem. I was able to get it running after the uninstall but that might have just been coincidence, I tried running it with a game and it crashed again once text showed up. Tested separately in a clean directory as well.
                            Last edited by ssj4815; 09-16-2010, 08:47 PM.

                            Comment


                            • It crashes for me in WindowsXP and Windows7 x86 when text copied to clipboard (in fresh directory):

                              EDIT: In WinXP IE 8 is installed, and in Win7 is whatever was by default.

                              Spoiler
                              WinXP



                              Win7
                              Code:
                              Problem signature:
                                Problem Event Name:    APPCRASH
                                Application Name:    Translation Aggregator.exe
                                Application Version:    0.0.0.0
                                Application Timestamp:    4c92c51b
                                Fault Module Name:    Translation Aggregator.exe
                                Fault Module Version:    0.0.0.0
                                Fault Module Timestamp:    4c92c51b
                                Exception Code:    c0000005
                                Exception Offset:    00025f6f
                                OS Version:    6.1.7600.2.0.0.256.1
                                Locale ID:    1049
                                Additional Information 1:    0a9e
                                Additional Information 2:    0a9e372d3b4ad19135b953a78882e789
                                Additional Information 3:    0a9e
                                Additional Information 4:    0a9e372d3b4ad19135b953a78882e789


                              Originally posted by ScumSuckingPig View Post
                              And hadn't realized tooltips sometimes scroll off people's screens (I have a large monitor)...
                              It's just i don't like big screen littered with windows with actual game small and somewhere in the corner. Kills the mood. If game is 800x600 then i set screen to 1024x768, or if game is 640x480 then screen is 800x600. So playing in 800x600 screen resolution is pretty much routine since many games are 640x480.
                              Last edited by Setsumi; 09-16-2010, 08:39 PM.
                              読んでみた。 読んでみようとした。 読めたらいいな、と思った。

                              Comment


                              • Originally posted by Setsumi View Post
                                It crashes for me in WindowsXP and Windows7 x86 when text copied to clipboard (in fresh directory):

                                EDIT: In WinXP IE 8 is installed, and in Win7 is whatever was by default.

                                Spoiler
                                WinXP



                                Win7
                                Code:
                                Problem signature:
                                  Problem Event Name:    APPCRASH
                                  Application Name:    Translation Aggregator.exe
                                  Application Version:    0.0.0.0
                                  Application Timestamp:    4c92c51b
                                  Fault Module Name:    Translation Aggregator.exe
                                  Fault Module Version:    0.0.0.0
                                  Fault Module Timestamp:    4c92c51b
                                  Exception Code:    c0000005
                                  Exception Offset:    00025f6f
                                  OS Version:    6.1.7600.2.0.0.256.1
                                  Locale ID:    1049
                                  Additional Information 1:    0a9e
                                  Additional Information 2:    0a9e372d3b4ad19135b953a78882e789
                                  Additional Information 3:    0a9e
                                  Additional Information 4:    0a9e372d3b4ad19135b953a78882e789


                                It's just i don't like big screen littered with windows with actual game small and somewhere in the corner. Kills the mood. If game is 800x600 then i set screen to 1024x768, or if game is 640x480 then screen is 800x600. So playing in 800x600 screen resolution is pretty much routine since many games are 640x480.
                                Thanks...found it. Was a bug in my modified profile loader, when loading the default profile (Which is used for the clipboard context...and the first time you go to the launch screen). Profile loader had to be modified so my injection on launch code could use it, in addition to the launch dialog. Some day, I'll learn to test a bit more before releasing. No time soon, however.

                                fixed version (0.4.4b).

                                Makes sense, makes sense. Not something I'd considered.
                                Last edited by ScumSuckingPig; 09-16-2010, 09:12 PM.

                                Comment

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