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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 The files attached directly to this post are now outdated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

  • There might also be another function to create a context menu that I'm missing... I'm only hooking TrackPopupMenu and TrackPopupMenuEx, so if there's any other function to make popup menus, I'm missing it.

    I generally do keep around older versions...Except with releases that are only (Or primarily) bugfixes. Probably should have kept around 0.1.0, but most of my other releases weren't worth keeping around, though 0.1.2 did end up breaking copy.... Think I'll re-upload 0.1.0.

    Edit: Looks like NotePad doesn't link either TrackPopupMenu() or TrackPopupMenuEx(), so not sure how it displays its context menu. If it uses a dll in the system directory which then calls those functions, I won't hook it - I deliberately don't modify the function table of any dlls in there, just to be safe.
    Last edited by ScumSuckingPig; 01-17-2009, 04:31 PM.

    Comment


    • Thanks, this one's working perfectly!

      Comment


      • New release. Has integrated AGTH launching support, remembers game settings, and supports custom sentence breaking rules. Also fixed yet another bug that was breaking the built-in graphics hooker. To use AGTH, both AGTH.exe and AGTH.dll must be in the same directory as my exe.

        To get it to use a line breaking rule set, create a directory called "Rule Sets" in the exe's directory. Then create a file called "<whatever>.trs" using UTF8 or UTF16. Each line is a rule. I reserve the right to completely change the format, as it's currently rather ugly, but right now there are 3 rule types (Other lines are ignored, lines starting with "//" are guaranteed to always be ignored, even when/if I update the format):

        break before "match"
        break after "match"
        break start before "match"

        Quotes are optional, match is case insensitive. Regexps are not supported, but if the first character of "match" is "^", it'll only match the first characters of a line of text. That is, characters after line breaks or at the start of the entire string I'm breaking up to send to ATLAS.

        First will break a sentence before the match, then output match, and match will not be submitted to ATLAS. This is basically the same process I use when you have break on quotes or ellipses selected (Though for both of those I also convert them to English punctuation).

        Second will end the sentence after outputting the match. This is basically what I do for Japanese periods. They're submitted to ATLAS as the final characters in a sentence.

        Third will break the current sentence, send it to ATLAS, and start a new sentence to submit to ATLAS that starts with match and continues until something else ends the new sentence.

        Rules are processed from first to last, before my punctuation checking. You can also include another rule set with "include whatever.trs". There is currently no check for recursive includes. Also no way to insert characters, so if you want to add a linebreak after a rule match, it's not yet possible.

        I'll clean up this text and put together a readme or something at some point. First post is getting a bit long as it is.

        There's a fair bit of new code, so wouldn't be surprised if I have to release a bugfix or two.
        Last edited by ScumSuckingPig; 01-19-2009, 12:56 PM.

        Comment


        • The internal hooking engine doesn't seem to play nice with Musumaker, but AGTH works fine.
          Attached Files

          Comment


          • That's actually what you should be getting for a DirectDraw game. For GDI games, I hook the text and the graphics. I replace the text with those funky (But easy to programatically recognize) characters, then I go back and scan the graphics for them, converting them back to Japanese text and translating them, before displaying the translated text on top of the original Japanese. Don't have the graphics hooking working for DirectDraw games yet.

            It's rather slow, but the advantage is that you get an on screen translation, no duplicate characters, and text in the right locations. Currently has trouble knowing when to merge lines and where to wrap text. Not that useful yet.

            Haven't been playing with it lately, so I didn't notice, but it was completely broken from 0.1.1 to 0.1.4. Only pre-0.1.5 version it was working in was the test version before 0.1.1. There are some sample screenshots attached to post 48.
            Last edited by ScumSuckingPig; 01-19-2009, 05:01 PM.

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            • Really, really cool. I love it. V0.1.5 is a must have for anybody using AGTH.
              Bold for lack of enough words to praise your work.

              Minor suggestions: Maybe /c by default for agth, would there be any scenario in which somebody uses TAA and wouldn't want/need autocopy?

              If two games share the same exe name their profile would overwrite each other, I would guess it's more likely that two games share an .exe name then somebody installing a game into two different folders. Maybe foldername+exe name for the pulldown?

              While trying around I noticed a minor bug, if I have two profiles and select the upper one on the pulldown the overview line is blank, if I select the bottom one it shows the .exe name.

              Comment


              • /c will be default in the next version.

                That profile selection bug is fixed.

                The shared exe name thing is an issue. Using folder name as you suggest is probably the simplest workaround. I'll do it in the next version. Old profiles will no longer work (Or will at least need to be renamed), as I get the names straight from the directory listing.
                Last edited by ScumSuckingPig; 01-19-2009, 04:16 PM.

                Comment


                • Another fantastic release, thanks! The AGTH integration is an awesome idea, I look forward to not have to edit shortcuts anymore (glad to hear the default /C is upcoming!).

                  This happened two releases ago but I just wanted to point out that this has completely replaced QuickAtlas.

                  Comment


                  • Thanks a lot! Really love TA, since it allows not only read Atlas&Co in comfort, but actually translate and learn myself. That thing, WWWJDIC, is great, displaying pronunciation and translation. And so, i have suggestion about it. Please consider making windows detachable as on picture, because TA as it is, keeps dividing already small space, rendering WWWJDIC unusable as it requires big window to display all stuff.
                    Well, customisable layout like foobar2000 will be ultimate, but figured it will take too much effort.

                    Really looking forward to Mecab with furigana above kanji.

                    Keep up the great work!
                    Last edited by Setsumi; 01-20-2009, 05:52 AM.
                    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


                    • ssj4815: ATLAS integration was actually Freaka's idea.

                      Setsumi: I'll probably make windows detachable at some point, as I've received so many requests for it. Not sure if I'm just going to hack it in nastily or spend the time to upgrade all of my my layout code. As for furigana...

                      Anyone have any thoughts on how I should be displaying furigana? Here's a sample of what I have now... Was a lot easier to do than I thought it would be. Not going to bother adding copy/paste to it, but other than that, works pretty well.

                      Should I just leave it as it is? I find it a bit hard to tell exactly where word divisions are, but then, I don't exactly know a whole lot of Japanese. I could increase the spaces between words, or draw light filled rectangles around words. Or alternate the color of words. I'm no longer coloring by part of speech, though I could add that back, too.
                      Last edited by ScumSuckingPig; 01-20-2009, 07:58 PM.

                      Comment


                      • Wow! Totally didn't expect it so soon
                        Suggestions, just as it seems to me:
                        1. Convert furigana to hiragana. Optional? Personally i think, hiragana looks feels and reads a lot better than katakana.
                        2. Dedicated font(size) option. Kanji-furigana size ratio looks ok, fut furigana is too small. And increasing global font size will waste space in all other windows.
                        3. I think additional spaces between words not look good and text becomes hard to read (bottom line on the right compared to the left). Small overall fixed interval is ok, though, for the sake of kanji not to be too cluttered together.
                        4. Lite shaded rectangles or lines would be better for depicting words than spaces i think(like in wakan on picture below), but personally, i'd like it to be optional, to turn it off
                        5. Do not not see much point in multicoloring, only burden on eyes. It is useful in WWWJDIC to easily locate corresponding dictionary entries, but here is no such thing.
                        Last edited by Setsumi; 01-21-2009, 01:36 AM.
                        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


                        • Thanks for the suggestions.

                          0.1.6 released. Only two major changes are MeCab furigana support and some fixed (minor) bugs in 0.1.5's new ATLAS pre-parser. In the MeCab config screen, a highlight color of 0 (Or 000000) corresponds to no highlight color, rather than black, so if you want a black highlight for some reason, set it to 000001.

                          Also added context menus and the ability to delete game profiles from the interface. Game profiles are now named <game directory>\<exe name>. Old profiles still work, but new ones will be created when you run them, leaving you with two profiles for the game with different names.
                          Last edited by ScumSuckingPig; 01-21-2009, 03:33 PM.

                          Comment


                          • Did you add default /C? Doesn't seem to work for me unless you added it only as preset for the text field, but not as 'hidden' option passed to agth.

                            I tried the replacement hook a bit, sadly in the current state I find the result rather bad looking. :/ Is there any way to insert the placeholder and remove them afterwards once you have the correct position? I guess that's not how those buffers work though.

                            Comment


                            • /c is the default value of the AGTH field - but you almost never see the default. I automatically load the last used profile, if it hasn't been deleted, so those are the settings you usually see. Don't see any need to force it to always be on. Though I see no reason anyone would ever not want it on, I just don't see the point in forcing the issue.


                              I generally never get a copy of the image without text. Way most Jap games work is by using GetGlyphOutlines to get images to draw, and then they draw those images to another offscreen buffer. I just sit on top of GetGlyphOutlines and the functions that release (or flush) the buffer they're drawing to. Never see what it looks like without the text, unfortunately. A fair number use TextOut instead, but that's often used to draw to yet another buffer which is then later written over to the primary offscreen buffer.

                              Another option is to try making the text partially transparent - but then it becomes a lot harder to recognize.

                              Only thing I can really do is learn the background color and blur it over the old text. Even getting an accurate background color isn't easy. Can have anti-aliased text, shadows, outlines, possibly neighboring lines of text, surrounding rectangles, etc. Eventually I want to at least locate the surrounding rectangles so I can format the text (much) better, but probably be a while before I figure out a decent way to do it.
                              Last edited by ScumSuckingPig; 01-21-2009, 05:50 PM.

                              Comment


                              • Originally posted by ScumSuckingPig View Post
                                /c is the default value of the AGTH field - but you almost never see the default. I automatically load the last used profile, if it hasn't been deleted, so those are the settings you usually see. Don't see any need to force it to always be on. Though I see no reason anyone would ever not want it on, I just don't see the point in forcing the issue.
                                Well the advantage of forcing would make it easier for a starter to not mess up that part. So if I or anybody else would make a tutorial wouldn't need to point out that part because it will always work.

                                What could be nice to have would be a checkbox below the agth code input field, to enable /x3 and /v with on click. I'm not really sure about the best wording, but the idea would be to have an easy switch to enable everybody to make agth showing everything it has.

                                It's really a pity that there doesn't seem to be a golden way to implement the onscreen rewriting. To bad that monitors don't support invisible colors which could be tracked by software only.

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