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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 The files attached directly to this post are now outdated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

  • #61
    Originally posted by Freaka View Post
    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
    Actually what would be really great, would be if you could integrate to launch AGTH at that position. Maybe looking something like this

    Code:
    [Process List]
    
    [x] Translate Menus                (checkbox)
    (*) Use internal hooking engine    (radio button)
    ( ) Use AGTH hooking engine
        [/KS1 /HBN*123@234      ]     (textfield)
    or even cooler would be if you could keep track of the agth options, so that the textfield would be a combined textfield+pulldown and perfect would be some view-only meta data (when it was used and on which process/.exe)

    Code:
    [Process List]
    
    [x] Translate Menus                (checkbox)
    (*) Use internal hooking engine    (radio button)
    ( ) Use AGTH hooking engine
        [/KS1 /HBN*123@234      ]     (textfield + pulldown)
        [/KS1 /HBN*123@234  (26.12.2008 game.exe)]  (visible/selectable on click)

    Comment


    • #62
      i'm really interested in the feature that we could see atlas translation together with translation from other sources only in a window, along with the automatic clipboard translation feature

      umm.. i have a request...
      maybe you could add ocn translation http://www.ocn.ne.jp/translation/
      and honyaku yahoo translation http://honyaku.yahoo.co.jp/
      to the list?
      because i think those two are some of the best online machine translation out there...
      thank you ^^
      Last edited by zz887878zz; 12-28-2008, 04:07 AM.

      Comment


      • #63
        Freaka: Filtering the process list is doable... Might be simpler just to filter processes without window, though. Also keeping track of AGTH options (And the last option used for each game) would be pretty handy.

        Context menu is a good idea, had been planning on it already.

        zz*zz: Looks to me like neither of those sites is doable. The yahoo one has a hidden "key" field that changes every time and will probably prevent what I do. A more complicated workaround (Using two http requests) may be doable, but that would require quite a bit of new code. I think it's more effort than its worth, given that the translations don't seem any better to me.

        The other one seems to go to some effort to obfuscate the underlying html form.

        However, if you figure out an http request that'll consistently get either site to run its translation algorithm on submitted text, I'd be happy to add them in.
        Last edited by ScumSuckingPig; 12-28-2008, 08:49 AM.

        Comment


        • #64
          Any possibility to not translate it, but only to change it to hiragana or romaji?

          Comment


          • #65
            Originally posted by zz887878zz View Post
            maybe you could add ocn translation http://www.ocn.ne.jp/translation/
            and honyaku yahoo translation http://honyaku.yahoo.co.jp/
            to the list?
            Hmm, that Yahoo translator is not half bad, maybe even better than Excite/Fujitsu Atlas, application behind it is called Pikaichi, there is trial version for download in here http://www.crosslanguage.co.jp/products/pika2009_win/
            Last edited by ww3master3; 12-28-2008, 10:19 AM.

            Comment


            • #66
              kyuu0: That's been a pretty popular request. Both are coming, at some point, through the use of MeCab (Which is a free download).

              ww3master3: It's also (relatively) affordable. Seems to like sticking "I" everywhere, though, which can get a bit annoying.

              Looks like the honyaku site actually works without a key. I'll add support to the next release.
              Last edited by ScumSuckingPig; 12-28-2008, 11:50 AM.

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              • #67
                i personally think ocn gives much better translation. It is actually using j-server translation http://www.j-server.com/index.shtml, you can translate there for limited demo though

                Originally posted by ww3master3 View Post
                Hmm, that Yahoo translator is not half bad, maybe even better than Excite/Fujitsu Atlas...
                thanks for the link, i think i'll give it a try
                Last edited by zz887878zz; 02-12-2010, 03:39 PM.

                Comment


                • #68
                  This is a very cool project you've got going! I'm surprised I just noticed this thread today with it being up for over a month. I just gave the program a try tonight, and I'm pretty impressed! The translation is quite instantaneous, the different translation methods are very useful (just a shame I don't have a new monitor yet to support a higher resolution so I could take advantage of more than two boxes), and I like the built in break options for Atlas. I'm using the most recent test version as I too was getting the Atlas crash when trying to add more words. This version fixed that up though. If I happen to notice any new bugs (doubtful with all the more knowledgeable input you're already getting), I'll definitely share, but until then I'm just here to say keep up the good work and thank you for sharing this with us!

                  Comment


                  • #69
                    Originally posted by zz887878zz View Post
                    i personally think ocn gives much better translation.

                    I agree, I've been testing ocn (using KODENSHA which is Jserver?) along with a few other website translations like http://alice-group.amikai.com/amitext/indexUTF8.jsp (uses Amikai) and http://so-net.web.transer.com/text_trans_sn.php and that yahoo translator (both which uses Cross Language) alongside the ones already in the program and ocn seems to have the best translation so far. It's unfortunate that it can't be added
                    Last edited by riverfox; 01-03-2009, 10:46 PM. Reason: correcting translation servers

                    Comment


                    • #70
                      At the very least, it translates using ATLAS' library much faster than the Quick Atlas Desktop tool does.

                      I'm not quite sure what the use is for the injection .dll. I injected it into a process that was running, and all it did was

                      How am I supposed to inject it? Should I launch the Process from the interface, or should I inject it into an already running process? Should I start the process with a regular AGTH shortcut before injecting?

                      EDIT: Oh, I got the updated version (test). A few notes on specific games,
                      Kizumono no Gakuen 3: Tries replacing the text, but it keeps scrolling down and filling up the screen, eventually causing a bunch of errors with the .dll.
                      Kyouhaku: Translates just the menus, does nothing to the text.
                      Yami no Koe 2: Just garbles the text.

                      In both games, it
                      So, I need to inject it into a game that already has AGTH text hooking it?
                      Last edited by pmdpmd; 01-06-2009, 01:48 PM.

                      Comment


                      • #71
                        pmdpmd: Either method works. Currently injection is the simplest way to get it to work with AGTH.

                        Injection and the launch process option translate text in most windows dialog boxes and menus, so it's only useful for games that make use of such things. It's most useful for games with Windows dialog-based config screens, rather than graphical in-games ones. It'll also translate popup messages, so if all you get when you run a game is a window with an error message, it should translate that, too. This is fully compatible with AGTH, but currently you either need to launch the game with AGTH and then inject into the running process or use AGTH's /p option to attach to the running process.

                        New feature I'm working on will (Optionally) translate text in the client area for some games. Has reasonable compatibility, but you can't use multiple translation programs and it can cause other games to crash. This feature is currently only available in the "Test" version a few pages back, and isn't compatible with AGTH.
                        Last edited by ScumSuckingPig; 01-06-2009, 01:55 PM.

                        Comment


                        • #72
                          Hmmm, sounds like a good start. The windows menus do seem to work flawlessly.

                          Are there any programs that reinsert text into the game with a decent success rate? It seems like it would be extraordinarily difficult to do on the fly.

                          How difficult would it be to include a text hooking function? Either method to get it started seems a bit more convoluted than it should be.

                          Comment


                          • #73
                            It's easy to hook text for most games, which is what the second mode does, basically. I inject the dll into a running process and hook a couple functions, much like AGTH does (Though AGTH works at the assembly level, while I hook function tables, which is simpler though less robust)...The problem is figuring out where it's drawn and assembling it into sentences. Most Japanese games draw text character by character, and don't draw it directly onto the screen. GetGlyphOutlines, for example, just returns a bitmap of the requested character. It's not unusual for games to get much larger images than they need, and then downsample them themselves, without using any Windows drawing functions. As a result, can't just translate sentences as they're displayed.

                            My solution for getting around all that is a bit heavy handed... I sit on top of all the text drawing functions, and instead of drawing the font, I draw a set of (relatively) easily recognizable symbols. I also sit on top of the functions to flush what's being drawn to the screen, and just before flushing the buffer, I run a symbol recognition function on the buffer. I then assemble recognized characters into lines of text, merge adjacent lines of text, run the text through AGTH, and then display the results over the original text on-screen.

                            As long as text is reasonably large (>=12 pixels or so high), isn't transparent, and nothing is drawn on top of it, my symbol recognition code seems to run into no errors (Or at least I have yet to see one). Fonts that are too similar to their background are also a potential issue, but haven't run into any cases of it yet. Figuring out when to join characters that aren't immediately adjacent, when to join lines, and where to wrap longer lines of text are bigger problems.

                            Another big problem is not all games flush the screen the same way, and some games draw directly onto the screen. Currently my code works for a fair number of games that use the Windows drawing functions, but I need to add DirectDraw support.
                            Last edited by ScumSuckingPig; 01-07-2009, 12:19 AM.

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                            • #74
                              New release. Has a number of fairly minor changes. The most significant changes (ATLAS fix, in-game translation stuff which is still quite experimental) were in the test release. Honyaku seems a bit better to me than all translators except ATLAS.

                              Haven't been working on it much lately, but there's still a lot I plan to get in.

                              I've decided I'm never going to get around to cleaning up my sourcecode, so I'm going to be releasing it with each binary release.
                              Last edited by ScumSuckingPig; 01-09-2009, 10:46 AM.

                              Comment


                              • #75
                                I'm running into an issue with Atlas translation now where every now and again, at the end of some sentences, the last letter of the last word will be cut off. Its seemingly random, at least I haven't noticed any other factors just by eye. For example, say for instance Atlas translates a sentence as "It is so.", in some cases it will show up as "It is s." Manually highlighting the setence in AGTH and without the punctuation (I've noticed it so far with both periods and exclamation points, not sure about question marks), fixes the translation. So it seems to be a punctuation issue. But like I said it appears to be completely random, everything's fine more often than not just every now and again this will show up.

                                Oh, just for the record, this is something that wasn't occurring with the test version, just the official 0.1.1. Other than this though everything else is working great. I had one issue with the test version where sometimes there'd be a bit of delay in minimizing and maximizing other windows while this was running, but that's gone now. Thanks again for your good work.
                                Last edited by ssj4815; 01-10-2009, 01:14 AM.

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