Changes
Changes
4/3/2016 SUN
Fixed a severe msvc dll bug.
I linked the dlls against debug libraries by mistake ...
3/27/2016 SUN
[TAHScript](English, @riz)
* Update TAH script for LEC.
The scripts are from @errzotl sensei, and you can say thanks to him/her at
[email protected].
[Game Engine]
* Update Escude engine to support .
Thanks for @mireado sama's investigation!
2/19/2016 FRI
* Fix google translation support, which was broke because of API change.
Translation alignment for Google is broken because of the change.
Thanks for @mireado sama's report!
1/24/2016 SUN
[Game Engine]
* Handle text tags in QLiE engine as requested by @mireado.
1/22/2016 FRI
[TAHScript](English, @riz)
* Update TAH script for LEC and Atlas.
The scripts are from @errzotl sensei, and you can say thanks to him/her at
[email protected].
1/9/2016 SAT
[Game Engine]
* Update WillPlus engine to support .
Scenario/Name/History/Choice can be translated.
User-shared subtitles tested working.
http://i.imgur.com/nt8gQmr.png
http://i.imgur.com/NV2AE3V.png
1/1/2016 FRI
[Game Engine]
* Add translation support for .
Embed translation also works.
en: http://i.imgur.com/MMl0SHn.png
zh: http://i.imgur.com/AThGjDW.png
ko: http://i.imgur.com/kFpfx2W.png
Note that the BGI games have ruby text like <r>...</r> that will downgrade
translation quality.
If you are using Embed Translation, then nothing needed to be done as it will
take care of ruby by default.
Otherwise, if you are using ITH engine, just make sure the ruby elimination
rules in Shared Dictionary are associated with your version of the game.
IZUMO4
I suspect Studio ego is using a different (older) game engine than Debonosu.
So, I will not spend time fixing embed translation for this game until the next
Debonosu game releases.
12/27/2015 SUN
VNR's servers are migrated from Japan to US.
Older versions of VNRs might be broken because of the migration after a month.
VNR US
VNR
12/7/2015 Mon
[i18n](Korean, @mireado)
* Update VNR's UI translation in Korean made by @mireado sensei.
11/27/2015 FRI
[Game Engine]
* Do not extract English letters for mono games.
11/22/2015 SUN
[Network]
* Changed to access VNR's servers by domain names instead of by IP.
Going to migrate VNR's servers from Japan to US some time next month or next
year, where the servers are cheaper while having much more updated technologies.
VNR's machine translation servers have already been deployed in the bay area,
which worked pretty well.
Changing to access domain names would make the server-side migration
transparent to the end users.
VNR used to access certain websites by IPs to bypass CCP's Internet censorship
for foreign hosts and DNS.
For example, whenever there is a big event in China, foreign domains tend to
become unstable or temporarily blocked.
But this made changing VNR server's IP address a pain in ass that all older
versions of VNR would be broken.
[TTS]
* Fixed the broken Voiceroid+ TTS caused by the online API changes.
Also add support of male voice actor (http://www.ah-
soft.com/voiceroid/kou/).
Voiceroid+ TTS
@ sama
[Game Engine]
* Add support for NECRO.
Embed translation also works but only supports English translation.
But font is too large and English is so much verbose that the translation could
go out of screen.
http://i.imgur.com/FFqgnyF.png
NECRO
11/16/2015 MON
[Machine Translation]
* Changed to only support translation of Chinese/English/Korean from Japanese.
Due to limited server-side resources, support for other languages are currently
disabled.
11/15/2015 SUN
[Bugfix]
* Fixed a multi-threading bug that could crash Shared Dictionary.
[Removed Features]
* Remove regular expression tester.
* Remove voice recognition.
* Remove BBCode tester.
* Remove YouTube downloader.
* Remove game finder.
[Machine Translation]
* Add Thai language support.
11/8/2015 SUN
[TAHScript](English, @riz)
* Update TAH script for LEC and Atlas.
The scripts are from @errzotl sensei, and you can say thanks to him/her at
[email protected].
[Machine Translation]
* Resume the machine translation that is trained from user-shared subtitles.
It currently only supports en/zh/ko/vi/fr/es/ru, which has relative more
subtitles in the database.
You can also tested it here: http://tranzz.com/translate
Due to copyright concerns, the translation is trained only from game subtitles
instead of commercial dictionaries.
The current translation quality is worse than before as the result.
My eventual goal is to allow everyone to create his own translators where all
settings/translation rules/corpus can be fully adjusted and managed.
I hope combing our community's efforts, we can create our best domain-specific
machine translators.
Regarding the future of VNR, I might not have lots of time to work on it like
before.
Instead of adding more features, I might focus on making existing features more
stable and removing features that are seldom used.
And here are the directions that I am planning to go in case you are interested:
1. Remove features that are not directly related to reading VNs (youtube,
chatting, game information, etc.)
2. Split non-VN translation support like OCR/TextReader out into separate
applications.
3. Move subtitles/shared dictionary management to the cloud. Loading translation
rules only for the games that are being played. This will help limit memory usage
of the shared dictionary that becomes larger and larger.
4. Improve translation quality while minimizing local resource usage.
9/25/2015 FRI
[JBeijing](Chinese, @najizhimo)
* @najizhimo J
9/20/2015 SUN
[Ehnd](Korean, @mireado)
* Update Ehnd dictionary from @mireado sensei.
It can also be downloaded independently if you don't want to use VNR:
http://sakuradite.com/topic/898
9/18/2015 FRI
[JBeijing](Chinese, @najizhimo)
* @najizhimo J
9/12/2015 SAT
[JBeijing](Chinese, @najizhimo)
* @najizhimo J
9/8/2015 TUE
[JBeijing](Chinese, @najizhimo)
* @najizhimo J
9/5/2015 SAT
[Shared Dictionary]
* Fixed a bug that might crash the machine translator while applying rules.
8/30/2015 SUN
[Embed Translation]
* Add support for CatSystem2 engine.
Tested with , , and
.
Scenario/name/choice/history/message texts can be translated.
en: http://i.imgur.com/t5ip0az.png
ko: http://i.imgur.com/LsHOAaj.png
vi: http://i.imgur.com/DjbVhrj.png
zh: http://i.imgur.com/gSrUdat.png
CatSystem2
8/29/2015 SAT
[Embed Translation]
* Extend Pensil engine to support translating choices and translating games with
2RM adventure engine .
2RM
en: http://i.imgur.com/OHRjvpy.png
ko: http://i.imgur.com/hro9WJw.png
vi: http://i.imgur.com/n4TB6p0.png
zh: http://i.imgur.com/jZKc2Tt.png
minori
8/28/2015 FRI
[Shared Dictionary]
* Add a Priority property for all rules that will affect the order to apply these
rules.
If you seldom use Shared Dictionary and don't know what Priority is, it is OK
to just leave it empty.
When determine the order to apply translation rules, the number of characters
in pattern is one of the major
factors that will affect the order.
Usually, the longer rules will be applied before shorter rules by default.
Now, the new Priority property will override the default pattern size, and the
larger the Priority value,
the earlier the rule might be applied.
By default, the three rules will be applied in order of #2, #1, #3, because #2
has the longest pattern.
As the result, might be broken because of ?.
Now, if I set the priority of #2 to 1.5, then the translation order will
become: #1, #2, #3.
This is because the default priority of #1 is "".length = 2, and that of #3
is "".length = 1, and
user-specified 1.5 for rule #2 is smaller than 3 and larger than 1.
Note that priority is not the only factor that affects transformation order,
which is determined in a complicated way.
Even if you assign a very large/small priority to a rule, it is still not
guaranteed to be applied before/after all other rules.
VNR
8/23/2015 SUN
[Game Engine]
* Add support for games from .
Tested and !2.
[TAHScript](English, @riz)
* Update TAH script for LEC and Atlas.
The scripts are from @errzotl sensei, and you can say thanks to him/her at
[email protected].
8/22/2015 SAT
[Embed Translation]
* Add support for ge-sen18/a-unicorn games.
Tested 4, 6, and . All texts can be translated.
However, there are certain in-game texts that are not rendered using standard
GDI fonts,
where all non-Japanese and non-Chinese characters (English, Korean, ...) might
not be properly displayed.
en: http://i.imgur.com/bGKujRG.png
http://i.imgur.com/M6xriQh.png
http://i.imgur.com/wemChRV.png
http://i.imgur.com/uHdc6bT.png
ko: http://i.imgur.com/7CzC3qo.png
http://i.imgur.com/sELiU5M.png
http://i.imgur.com/Mhh3drZ.png
http://i.imgur.com/EW58YcV.png
vi: http://i.imgur.com/2zxE706.png
http://i.imgur.com/149p2bm.png
http://i.imgur.com/hTLiQmf.png
http://i.imgur.com/hbzlQgJ.png
zh: http://i.imgur.com/Jb6I7Dn.png
http://i.imgur.com/o9HQLbX.png
http://i.imgur.com/bfEt47H.png
http://i.imgur.com/mlwmxa1.png
gesen18
8/21/2015 FRI
[Text-to-speech]
* Update the support of Google TTS, which was broken since the changes of Google
APIs.
Google
8/19/2015 WED
[Embed Translation]
* Add support for Waffle games.
Tested , , and 2 if.
Screenshots are as follows:
en: http://i.imgur.com/hQr9yDK.png
ko: http://i.imgur.com/wjejBXj.png
zh: http://i.imgur.com/kuAzN0T.png
Waffle
8/16/2015 SUN
[Embed Translation]
* Translate in-game texts for .
en: http://i.imgur.com/iqHjV7M.png
ko: http://i.imgur.com/0e2oHyL.png
zh: http://i.imgur.com/BtQoAhb.png
8/15/2015 SAT
[Embed Translation]
* Add support for GXP2 engine.
Test working for and .
Scenario/name/history/choices/popup messages can be translated.
It might not support old GXP games.
en: http://i.imgur.com/MQPy95V.png
ko: http://i.imgur.com/dS6xvav.png
zh: http://i.imgur.com/LK0vtCr.png
GXP2
8/12/2015 WED
[Embed Translation]
* You can disable embedding translation for a specific game by pressing "Edit" on
the bottom of the SpringBoard.
SpringBoard
[Game Engine]
* Add generic GDI+ hook to GdipAddPathString.
Test working for all Rejet games. Game engine is not needed for Rejet games any
more.
8/11/2015 TUE
[Game Engine]
* Update System43 engine to support 03.
btw., embed translation support is broken for the new System43 engine.
03
8/10/2015 MON
[Shared Dictionary]
* Make sure the processing of Shared Dictionary is thread-safe to avoid possible
crash caused by thread contention.
8/9/2015 SUN
[Embed Translation]
* Add support for the latest Malie3 engine.
Tested working for , , , Vermilion,
and BRAVA!!
It might not work for old Malie games though.
All texts can be translated. Some screenshots are as follows:
en: http://i.imgur.com/tATc6SL.png
http://i.imgur.com/6TWdtSx.png -- with ruby for Shinigami (God of Death) in
the Shared Dictionary
ko: http://i.imgur.com/iVCwhQR.png
http://i.imgur.com/HVaYOhQ.png
zh: http://i.imgur.com/Pt6efBE.png
http://i.imgur.com/v1LjadG.png
http://i.imgur.com/gvBeeYC.png
Malie
8/7/2015 FRI
[Embed Translation]
* Add support for LC-ScriptEngine.
Tested working for , , and .
Some screenshots are as follows:
ko: http://i.imgur.com/wfscBjo.png
http://i.imgur.com/uuFdV99.png
zh: http://i.imgur.com/jTGaNbh.png
en: http://i.imgur.com/OKwkjGY.png
LC-ScriptEngine
8/6/2015 THU
[TAHScript](English, @riz)
* Update TAH script for LEC.
The scripts are from @errzotl sensei, and you can say thanks to him/her at
[email protected].
[Game Information]
* Display the number of users that have played the game (unique IP visitors) in
the game information page.
8/4/2015 TUE
[Embed Translation]
* Add support for Taskforce2 engine.
Test working for and .
Screenshots are as follows.
en: http://i.imgur.com/PfQnckO.png
ko: http://i.imgur.com/LHghKA8.png
zh: http://i.imgur.com/3DucwGh.png
Taskforce2
8/3/2015 Mon
[i18n](Korean, @mireado)
* Update VNR's UI translation in Korean made by @mireado sensei.
8/2/2015 SUN
[i18n]
* Add translation languages of Filipino (Tagalog), Slovenian, Hebrew, Bulgarian,
Belarusian, Estonian, Latvian and Lithuanian.
8/1/2015 SAT
[Internet]
* Fixed the broken proxy to ESG.
[Embed Translation]
* Add support for Pensil engine.
Some screenshots are as follows.
Tested working for , , and .
Scenario/Name/Choice/History can be translated.
ko: http://i.imgur.com/7mvXy77.png
http://i.imgur.com/tzmoi1u.png
zh: http://i.imgur.com/RFKSyEn.png
http://i.imgur.com/R8eYb5Z.png
Pensil
en: http://i.imgur.com/jy3cSQW.png
ko: http://i.imgur.com/6tEYRYu.png
zh: http://i.imgur.com/ozwf2wG.png
7/31/2015 FRI
[Embed Translation](CM3D)
* Fix the issue that embedding Other text might cause CM3D 2 to be black out.
Thanks for @mireado sama's report!
CM3D 2
[Game Engine]
* Update Abel engine to support .
7/30/2015 THU
[Embed Translation]
* Add support for NEXTON games.
Name/scenario/choice/history can be translated.
It does not have the issue of floating signatures and hence recommended also
for text extraction.
NEXTON
7/29/2015 WED
[Game Information]
* Fixed the broken youtube download module that was caused by the deprecation of
youtube v2 api.
[Embed Translation](CM3D)
* Fix the issue that embedding Other text might crash CM3D 2.
Thanks for @mireado sama's report!
CM3D 2
[Game Engine](CM3D)
* Update the split logic to make it easier to select text threads from CM3D 2.
Thanks for @xemnaseternal sama's report!
7/28/2015 TUE
[Embed Translation]
* Add support for FAVORITE games.
Tested working for and .
It can properly handle ruby in text, and hence recommended over getting text
from ITH, which will be messed up by ruby.
http://i.imgur.com/XXfG7cD.png
FAVORITE
FAVORITE ITH Ruby
7/27/2015 MON
[Embed Translation]
* Add support for Mono games.
Currently, only tested working for Custom Maid 2, where most texts can be
translated.
Note that game text speed must be set to maximum.
While translation in all languages can be embedded, there is a big known issue
that long translation might be truncated.
As the result, only language that is much more concise than Japanese (such as
Chinese) can be properly displayed.
Languages that are much more verbose than Japanese (such as English) will
usually be truncated.
You might have to turn off embedded translation for Scenario text if being
truncated.
zh: http://i.imgur.com/sk7Obtg.png
http://i.imgur.com/Fdu6vuA.png
http://i.imgur.com/iujRDs5.png -- Message
http://i.imgur.com/ChJwS5K.png
http://i.imgur.com/G6u7XuZ.png
Mono
Custom Maid 2
ko: http://i.imgur.com/2jXY6UE.png
http://i.imgur.com/C8GYqR4.png
http://i.imgur.com/VNY145m.png
zh: http://i.imgur.com/I9IrCSF.png
http://i.imgur.com/EHnhROb.png
http://i.imgur.com/kQ1MrEp.png
7/25/2015 SAT
[Embed Translation]
* Add support for Lucifen engine.
Test working for and . Screenshots are as
follows.
ko: http://imgur.com/dJpfaIq,02M3ypB,tVyQokf,aXyP3IX
zh: http://i.imgur.com/kqSp943.png
Lucifen
* Fix the issue that game window might blackout when Window text translation is
enabled.
Thanks for @ and @mireado's report!
[Game Engine]
* Add support for old SystemAoi games. Tested working for .
SystemAoi
* Disable Mono Unity hook for CM3D, which might slown down the game.
Thanks for @xemnaseternal sama's report!
7/24/2015 FRI
[Game Engine]
* Add support for Escu:de games, which does not require changing game font to "MS
Gothic".
Escu:de
[Embed Translation]
* Add support for Esc:ude games. Screenshots are as follows.
Test working for Re;Lord, , and .
If the translation's language is not English, please change the game's default
font to "MS Gothic" in Configure.exe.
ko: http://imgur.com/eoujHm7,sz5TemN
zh: http://imgur.com/ncrMb0R,VvwBYVA
Esc:ude
configure.exe MS Gothic
7/21/2015 TUE
[Embed Translation]
* Embedded translation won't get truncated for "LORD of VERMILION ARENA:LoVA" at
http://lova.jp. A screenshot is as follows.
en: http://i.imgur.com/ItwyDrI.png
zh: http://i.imgur.com/834xGe6.png
7/20/2015 MON
[Embed Translation]
* Add support to translate "LORD of VERMILION ARENA:LoVA" at http://lova.jp.
Screenshots are below.
Almost all texts can be translated. But there are some known issues:
+ Due to technical difficulties, there is no way to create a ITH engine for
this game.
If you don't want to embed translation, you can just set
Scenario/Name/Other/Window to Disable in Preferences/Embed.
+ Game font cannot be changed.
- If the translation language is English, it should work fine.
- If the translation language is Chinese
In Preferences/Embed, please turn on the option to use Traditional Chinese
and Japanese kanji as preferred Chinese variants instead of Simplified Chinese.
- For any languages other than English/Chinese
I don't know how to make it working. You might have to looking for ways to
change the game font to that support the character set of your language.
en: http://i.imgur.com/vMpdbV6.png
http://i.imgur.com/2yDfgew.png
http://i.imgur.com/fs3YZHm.png
http://i.imgur.com/Yyy9yIi.png
zh: http://i.imgur.com/i7MPagT.png
http://i.imgur.com/J76tYBv.png
http://i.imgur.com/Enya1CZ.png
http://i.imgur.com/yQ0qQPF.png
[Text Settings]
* There is always a Null thread in Text Settings.
If you want to disable text extraction, just set scenario thread to Null.
Null
7/18/2015 SAT
[Dictionary](Korean)
* Add support to lookup hanja dictionary for Japanese kanji.
The dictionary can be downloaded for free in Preferences/Downloads, and enabled
in Preferences/Dictionaries.
[Embed Translation]
* Add support for AMUSE CRAFT games.
It currently only works for English. Scenario/Name/Choice/Backlog can be
translated.
Tested working for and ManguSta .
[Game Engine]
* Update AMUSE CRAFT engine so that text threads won't be floating and split.
If you are playing AMUSE CRAFT games, please re-adjust Text Settings.
7/17/2015 FRI
[Embed Translation]
* Add support for old ShinaRio games (ver 2.40 ~ 2.47).
Tested working for Vestige and .
7/16/2015 THU
[Embed Translation]
* Update BGI engine to support handling ruby.
7/12/2015 SUN
[Yomigana](Vietnamese)
* For Vietnamese translation of Japanese names, VNR can display the Phin m Hn-
Vit pronunciation above Yomigana as ruby.
This behavior is disabled by default, and can be enabled in Preferences/Shared
Dictionary.
For example, when enabled, given " = ", VNR will display "Lin Hoa"
above "Renfa".
[UI]
* The growl notification on the Desktop top-right corner can be disabled in
Preferences/UI.
/
[Game Engine]
* The code bases for Windows XP and non-Windows XP are merged.
vnrhookxp.dll is removed, and will no longer be recognized as virus.
In the old version of VNR, the translated games were much more likely to crash
on WinXP comparing to non-WinXP.
And PPSSPP game engines did not work on Windows XP.
Now, there should be no much difference between WinXP and non-XP. Game engines
on Windows XP should be as stable as non-XP.
And translation support for PPSSPP games also works on Windows XP now.
* Fixed the issue that the game might crash on Wine when VNR is closed.
* Properly handle UNC path when the game is launched from a remote network drive.
[Embed Translation]
* Fix a bug that name translation might not work when enabled.
Thanks for @mireado sama's report!
bug
* Automatically-generated ruby for yomigana also works for certain game engines
that supports Ruby.
http://i.imgur.com/L9u4JUe.png
Ruby
"Taiyo" "="
btw.,
Ruby
7/11/2015 SAT
[Embed Translation]
* Add support for ShinaRio (ver >= 2.48) games.
Tested working for 3rdEye games.
ko: http://i.imgur.com/4CQtrye.png
zh: http://i.imgur.com/tVe2gaO.png
ShinaRio
[Yomigana]
* For Korean translation of Japanese names, VNR can display the pronunciation of
Hanja above Yomigana as ruby.
This behavior is enabled by default, and can be disabled in Preferences/Shared
Dictionary.
For example:
- Given = , VNR will display above as is and
individual is usually .
- Given = that is also a Korean phrase, VNR will display above
as is in Korean,
although can also be when used individually.
This only applies to the Yomigana definition of Japanese names that consist of
Hanja.
If the automatically-generated ruby is inappropriate, you can manually define a
ruby to override the default one.
* VNR
/
(Horie Yui)
* Fix a bug that displaying ruby in the translation might sometimes break layout.
Ruby
7/8/2015 WED
[i18n](Korean, @mireado)
* Update VNR's UI translation in Korean made by @mireado sensei.
7/7/2015 TUE
[Embed Translation]
* Add support for old QLiE games.
http://sakuradite.com/upload/image/899.jpg
QLiE1
7/5/2015 SUN
[Embed Translation]
* Add support for QLiE2 games.
Tested working for recent Navel games.
http://i.imgur.com/4FXZxek.png
QLiE2
7/4/2015 SAT
[Embed Translation]
* Add support for WillPlus games.
Tested working with Re:BIRTHDAY SONG and .
Scenario/Name/Choice texts can be translated.
It also supports embedding ruby definition in the Shared Dictionary.
VNR will also fix the game encoding issue so that text can display properly
without additional locale switcher on Windows with Japanese locale.
ko: http://i.imgur.com/i0nzBZt.png
zh: http://i.imgur.com/3ycnXxN.png
WillPlus
[Game Engine]
* Update WillPlus engine to support extraction of character names.
7/3/2015 FRI
[Shared Dictionary]
* Warm up Shared Dictionary after a game is launched.
[Embed Translation]
* The transcoding option for Windows translation is slightly changed.
If your translation's language is English, transcoding is not needed.
If your translation's language is Korean, Chinese, or any language that has
non-ASCII characters
and the Windows text is not properly displayed, you can try enabling the
transcoding option.
7/2/2015 THU
[Embed Translation]
* Make sure that game font for SiglusEngine games can always be changed.
SiglusEngine
7/1/2015 WED
[Embed Translation]
* Add support for CMVS engine.
Tested working with , , and .
http://i.imgur.com/koWX7V9.png
CMVS
6/30/2015 TUE
[Embed Translation]
* Fixed a bug that might crash Angel Beats.
Angel Beats bug
http://i.imgur.com/kpktJ5U.png
http://i.imgur.com/lUoh6Fa.png
Cotopha
[Game Engine]
* Update Cotopha engine to support recent games.
6/29/2015 MON
[Embed Translation]
* VNR will embed ruby defined in the Shared Dictionary into the game if possible.
This only works for game engines that support ruby, currently only Leaf and
Debonosu games.
VNR Ruby
[Shared Dictionary]
* Add a property to each rule to specify whether the rule should be applied only
to translate window/name/scenario/other thread texts.
For example, if there are repetitions only in the name text thread.
Then we can create a game rule to eliminate repeats with context set to Name so
that it only applies to the name thread.
Another example: "" appearing in the Window menu is more common to mean
"Load" than "Road".
Now we can now create a "" = "load" definition and only applies it to
translate Window texts.
6/28/2015 SUN
[Shared Dictionary]
* Add a new ruby syntax for displaying translation above the translation.
For example, given the following definition in the Shared Dictionary:
- Type: Translation
- Pattern:
- Translation: Yuki
- Ruby: Snow
Then, VNR will translate to Yuki, while displaying Snow above yuki.
This might be helpful when you want to translate a word both by pronunciation
and by meaning,
when you can define Translation = pronunciation and Ruby = its literal meaning.
This syntax might be helpful if you want to define multiple ruby in the same
rule. Here's another example:
- Type: Translation
- Pattern:
- Translation: [ruby=Snow]Yuki[/ruby] no [ruby=Flower]Hana[/ruby]
Ruby definition is only allowed when the definition type is Translation, Name,
Yomigana, Prefix, Suffix, or Output.
If you feel Ruby annoying, you can always disable displaying ruby definitions
in Preferences/ShareDictionary.
This feature is requested by @mireado sama and thanks for this suggestion!
Ruby Ruby
- :
- :
- :
- Ruby: Iris
VNR "Iris""" HTML <ruby>
- :
- :
- : [ruby=Iris][/ruby]
Ruby
Ruby/
6/26/2015 FRI
[Embed Translation]
* VNR will do word wrap to the inlined translation if the game engine supports
new lines
(currently Leaf and Circus) so that a word will not break at new lines for
languages having spaces.
For other engines, word wrap might only work if you manually enable and specify
the Maximum Text Width
in Preferences/Embed.
6/25/2015 THU
[TAHScript](English, @riz)
* Update TAH script for LEC.
The scripts are from @errzotl sensei, and you can say thanks to him/her at
[email protected].
[Embed Translation]
* Fixed the issue that embedded Korean text might be retranslated for
SiglusEngine games.
Thanks for @mireado sama's report!
6/24/2015 WED
[Embed Translation]
* Restore the support to embed English translations for CIRCUS games.
Tested working with DC3PP and , where scenario/name/choice/backlog can
be translated.
It currently only supports English.
Here's a sample screenshot:
http://i.imgur.com/DS0hj4q.png
* Text Settings will display if the game supported embed translation is for
English-only.
Currently, embed support for Circus, Leaf, and System43 games is for English
only.
LeafCircus System43
6/22/2015 MON
[Embed Translation]
* Update ARCGameEngine to support translating old Eushully game
.
Here are some screenshots:
http://i.imgur.com/eSUJaZT.png
http://i.imgur.com/4WwfSjW.png
6/21/2015 SUN
[Embed Translation]
* Add support to translate games with Retouch engine.
Tested working with and .
http://i.imgur.com/KH5zpr8.png
Retouch
[Game Engine]
* Update Retouch engine to properly handle ruby texts that are missing in the
scenario thread.
If you are playing Retouch games, you will have to manually re-adjust Text
Settings.
Retouch Ruby thread
Retouch
6/20/2015 SAT
[Game Engine]
* Add an alternative engine for games from to extract character
name,
which might be important for the automatic TTS feature.
[Embed Translation]
* For games from , fix the inconsistent game locale code so that the
game can run
on non-Japanese Windows with Japanese locale.
- ko: http://imgur.com/KLlV5vL,NCLE4OE,PkXwiB9,uspuxpb
- zh: http://imgur.com/wm5GAtx,1nKZbEE,WhJuuKM
6/19/2015 FRI
[Embed Translation]
* Add support to translate games from .
Test working for and .
http://i.imgur.com/oxLHPC2.png
http://i.imgur.com/mXugkp2.png
[Game Engine]
* Hook to GdipDrawString and GdipMeasureString functions for GDI+ games.
These functions are discovered in Debonosu games. But I think they might also
help other GDI+ games.
6/17/2015 WED
[Game Engine]
* Text extraction will be paused when either Control or Shift is pressed.
Control Shift
* Add game engine for Silky's new games after leaving Elf.
Comparing to GetGlyphOutlineA in old VNR, the new engine will not extract
garbage configuration texts
and does not have disordered name and scenario.
[Embed Translation]
* Add game engine for Silky's new games after leaving Elf.
Scenario/Name/Choice texts can be translated.
Test working with and .
http://i.imgur.com/CEnzaG8.jpg
Silky's Elf
6/16/2015 TUE
[Game Engine]
* Update SiglusEngine to extract text in without any garbage characters.
Be careful that there will be several SigusEngine3/4 text threads and only ONE
is correct.
Thanks for @mireado sama's report!
Although the game uses SiglusEngine, embed translation currently does not
support .
Going to fix that soon.
6/13/2015 SAT
[Embed Translation]
* Update WolfRPG engine to translate most texts.
http://i.imgur.com/4Ol75K9.png
WolfRPG
WolfRPG
Tahoma Tahoma
SimSun
- (font family = Tahoma, = ): http://i.imgur.com/JP8RN65.png
- (font family = SimSun, = ): http://i.imgur.com/C0GkkXF.png
[Shared Dictionary]
* The location of the offline data of the Shared Dictionary is moved to
Caches/Sync.
[Network]
* Improve the communication mechanism to reduce the failure when fetching large
amount of online data such as Share Dictionary and game database.
In the old version of VNR, VNR's server will query the database and render the
large response at runtime,
which would drain lots of resources, and might cause VNR's server to be less
responsive when busy.
Now, VNR's server will cache the data in Shared Dictionary and Game Database
every day (on 4:00am Japan Standard Time).
Then, VNR will first fetch the old cached static data, and then query
incremental changes in the database made within 1 day.
This will save lots of server resources because serving static data files cost
very low memory/CPU and does not require database access.
And even when the SQL database is busy, users are guaranteed to get the data
updated one day ago.
I am going to shutdown the online services for runtime queries of very large
amount of data of Shared Dictionary
and Game Database at the end of this month, after most users have updated VNR
at least to this version.
After that, I would expect VNR's server to have less busy time.
But the older versions of VNR will be broken and no longer able to update Game
Database and Shared Dictionary after this month.
VNR
VNR
VNR VNR
VNR
6/12/2015 FRI
[Game Engine]
* Add hooks to CharNextA/CharNextW for unknown game engines.
[Embed Translation]
* Fixed a bug that might hang WolfRPG games when Korean translation was embedded.
6/11/2015 THU
[Embed Translation]
* Add support for games developed with Wolf RPG.
Here are some screenshots from DRAGON SLAVE:
http://i.imgur.com/wKb7Ova.png
http://i.imgur.com/XcXtSYT.png
http://i.imgur.com/2yg4qLu.png
http://i.imgur.com/VjYOEPj.png
WolfRPG
6/9/2015 TUE
[Embed Translation]
* Add support for games developed with RPG VX ACE RTP v3.
Here are some screenshots:
()
http://i.imgur.com/g1rPMgA.png
http://i.imgur.com/VDxFrso.png
http://i.imgur.com/tcLTNw6.png
http://i.imgur.com/wlIa9sn.png
(Mogeko Castle)
http://i.imgur.com/r1fuHPJ.png
http://i.imgur.com/e3QiTwQ.png
http://i.imgur.com/TEblPCi.png
6/7/2015 SUN
[Embed Translation]
* For games, make sure the embed text is always outlined so that
it is easier to read.
http://i.imgur.com/7rnPIET.png
outline
6/6/2015 SAT
[Embed Translation]
* Restore the support for Elf/Mink games.
Test working with 4, , and SEX , where
name/dialog/choice texts can be translated.
Here are some screenshots:
- en: http://i.imgur.com/crBqxtk.png
- ko: http://i.imgur.com/Q9W8yAa.png
- zh: http://i.imgur.com/3OxjgWd.png
Elf Mink
System43
6/5/2015 FRI
[Yomigana]
* The default romanization standard for Japanese name is slightly changed to be
consistent with Wikipedia.
Additionally, I added an option to Preferences/Translation to toggle whether
display macron for Japanese
names, which is enabled by default.
Here are some example romaji for Japanese names when macron is enabled (first)
or disabled (second):
- () = Sat, Satou
- () = Sat, Sato
- () = Satin, Satoin
- () = Ss, Soso
- () = Ss, Soso
- () = Ryjin, Ryujin
- = Kkun, Kakun
For the yomigana definitions in the Shared Dictionary, only hiragana will have
macron added, and katakana won't.
For example: will be translated to Sat, while will still be
translated to Satou.
The reasons behind this behavior are:
1. Hiragana is usually used for Japanese names, while katakana for English
names. And macron does not exist in English.
2. You can use katakana definition to always disable macron.
[Embed Translation]
* Restore the support for all BGI games.
Tested working with , , , and
.
Scenario, name, and choice texts can be translated.
Here are some screenshots from :
- Korean
http://i.imgur.com/Hys4wRh.png
http://i.imgur.com/Q0gApLu.png
http://i.imgur.com/N365rDE.png
- Chinese
http://i.imgur.com/78ASEUC.png
http://i.imgur.com/nXuERbQ.png
BGI
BGI
[Game Engine]
* Hook to more GDI functions below:
- GetCharABCWidthsFloat
- GetCharWidth32
- GetCharWidthFloat
- GetCharacterPlacement
- GetGlyphIndices
- GetTabbedTextExtent
6/4/2015 THU
[Game Engine]
* Add general hooks to GetTextExtentExPointA/W functions in GDI32.
[Embed Translation]
* Update Enshully engine to support embedding all languages.
Here are some screenshots:
- Korean
http://i.imgur.com/wI2bv19.png
http://i.imgur.com/H8YnZHi.png
http://i.imgur.com/S7B5xqx.png
- Chinese
http://i.imgur.com/JriS8jT.png
http://i.imgur.com/DJ4ye5p.png
http://i.imgur.com/dFCPHb5.png
http://i.imgur.com/BRxxAzj.png
Eshully
related
- /
- VNR Eshully
-
debug
-
J J
- VNR
ruby
- dock
http://i.imgur.com/zwSFlC4.png
http://i.imgur.com/LicFTRe.png
btw, regarding the embedded font settings, it might be different for different
OSes/languages/games.
Here are some observations I found mostly from and AngleBeats,
which might be served as a reference for other games.
+ Changing font might have not effect, and might require restarting the game,
depending on the game.
For example:
- Changing font for AngelBeats requires restarting the game.
- Changing font for does not require restarting the game
- Changing font for System43 currently has no effect
Eushully
6/3/2015 WED
[JBeijing](Chinese, @djz020815)
* djz J
[Embed Translation]
* VNR will automatically disable any msgbox-like popups for Eushully games.
6/2/2015 TUE
[Embed Translation]
* Restore the support for embedding translation for Eushully games.
A screenshot of is as follows:
http://i.imgur.com/7sWgSfr.png
Known issues:
1. It currently only supports embedding English translation
2. Translation could go out of screen if being too long (since English is
usually much more verbose than CJK languages)
3. For Eushully games, when there are Ruby in the text, it will be broken into
pieces, which will significantly downgrade
machine translation quality because the sentence structure of Japanese and
English is so different.
I am going to check if it is possible to totally disable Eushully ruby in
the future.
Because of 2. and 3., I would suggest to turn on both embed and external
subtitles at the same time.
When the embed translation is too long or broken into pieces, you can check the
external subtitle instead.
btw, I recently changed the underlying hook implementation, and all previous
embedded game engines were broken as the result.
Currently, only SiglusEngine, System43, and Eushully(ARCGameEngine) support
embedding translation.
And only UTF16 engines support embedding all languages. SHIFT-JIS engines
currently only support English.
I will restore the support for other previous embed engines later, such as BGI,
Circus, Elf, and Majiro.
6/1/2015 MON
[Embed Translation]
* Fix the issue that customized font with non-ascii family name might not work.
Thanks for @mireado sama's report!
5/31/2015 SUN
[TAHScript](English, @riz)
* Update TAH script for LEC/ATLAS.
The scripts are from @errzotl sensei, and you can say thanks to him/her at
[email protected].
[Yomigana]
* Fixed a issue that text might go out-of-screen when ruby is displayed below
instead of above kanji.
Thanks for @Onurtag sama's report!
[Embed Translation]
* Modify the System43 engine to support other AliceSoft games to embed English
translation.
Tested working with 9 and .
However, since English is usually more verbose than Japanese, the text might
sometimes go out of screen.
Here are some screenshots:
http://i.imgur.com/vUxx9o0.png
http://i.imgur.com/KhkOBCf.png
http://i.imgur.com/E6R1GW2.png
http://i.imgur.com/HCWdxuc.png
* Add an option to limit the maximum scenario text width by inserting new lines
so that it won't go out of screen.
This option only works if "\n" can be interpreted as new lines in a game.
It currently does not work for System43 where \n has no effect.
http://i.imgur.com/ZOFpgsN.png
AngelBeats
5/30/2015 SAT
[Embed Translation]
* Add embed translation support for Evenicle.
Currently, it only supports English, and might not work for other System43
games.
Scenario/name threads, windows texts, and some in-game texts can be translated.
Here are some screenshots:
Note that the Text Settings for embedding translation is changed to be read-
only and left only for debugging purposes.
Since everything can be automated to embed translation, there is no need for
manually adjusting Text Settings.
5/25/2015 MON
[Game Engine]
* System43+ engine is slightly modified to get rid of illegal characters from the
text.
But you will have to re-adjust Text Settings if you are using System43+.
System43+
5/24/2015 SUN
[Embed Translation]
* Game is no longer required to be launched with AppLocale.
There are no longer any requirements for launching the game to embed
translation.
But if the game is launched in Japanese locale, you might need to select a
different font that support
the character set of the embedded translation in Preferences/Embed.
Tested working on Windows XP and Wine now.
AppLocale
/
Windows XP Wine
http://i.imgur.com/ZjDpVkJ.png
To display non-English language properly, it is critical to select a proper
font.
You might have to tune the font and space settings a little bit in
Preferences/Embed.
Changing font family might require restarting the game, which is currently
painful to tune though.
The best font should ideally support both the character sets of Japanese and
the target language (such as Vietnamese),
which, however, might not exist in Windows's default fonts.
For example, to display Japanese-Vietnamese properly, I used SimSun (),
which is indeed a Chinese font.
If you don't want to manually specify the font, you can also enforce the
character set of the font, and let Windows to
automatically pick one for you.
Here's a screenshot for embedded Thai translation from Bing without explicit
font selection:
http://i.imgur.com/itNhEeB.png
There are weird spaces in the middle though, as I don't have a proper Thai font
installed in my Japanese Windows.
5/23/2015 SAT
[Game Engine]
* Add Bootup engine for games containing Bootup.dat in the game folder.
Tested working with , , , and from
PIL/Daisy^2.
PIL Daisy^2
[Embed Translation]
* Create multiple communication channels so that concurrent translation requests
won't hang the game.
There should be no more hanging problem with user-shared subtitles or offline
machine translation.
Note: If you want to select VNR's fonts in Library/Fonts as game's font (such
as Nanum Barun Gothic),
you have to manually install that font file in Library/Fonts to your
$windir/Fonts directory first.
5/22/2015 FRI
[Embed Translation]
* Add an option to insert spaces between text to fix the text overlapping issue.
Depending on different OSes/Locales/Languages/Fonts of the host system,
sometimes certain
characters might overlap with each other.
When all characters overlap like the following one, it can be fixed by turning
on the
Insert Spaces After Every Character option.
http://i.imgur.com/mUXTk6w.png
When only a few characters overlap like the following one ( and
overlapped), it can be
fixed by turning on the Insert Spaces Only Between Overlapped Characters
option.
http://i.imgur.com/m5MZDfk.png
I removed the "alpha" tag for embed translation, as I feel it has no critical
issues now (at least for SiglusEngine).
Feel free to give it a try if you are speaking English/Chinese/Korean and NOT
using Windows XP.
More details could be found here:
http://sakuradite.com/wiki/en/VNR/Embedded_Translation
There are two issues left though that I am going to work on later:
- Support changing game's fonts
Currently, embedded non-Japanese characters might or might not be rendered
well on Windows XP, because it's system
default fonts do not support a wide range of character sets.
Changing game default font might help fix this issue.
- Support translating choices and other texts, which might be important esp to
RPG games.
- Machine translation quality is usually not good for non CJK languages
Both translation and original text can be displayed together by toggling
Preferences/Embed
in case the machine translation does not make sense.
Windows XP
http://sakuradite.com/wiki/zh/VNR/
SiglusEngine Eushully
Windows XP
Windows XP Windows XP Windows XP
Windows Vista
1. /
2. a. Windows Spring Board
AppLocale
b. Windows Spring Board
a b
tip
- VNR
- /
-
/
- //
5/21/2015 THU
[Yomigana]
* The option to display ruby below instead of above kanji is restored in
Preferences.
A screenshot is as follows:
http://i.imgur.com/L4Wkbp2.png
[Fonts](Korean)
* UI font changed to "Nanum Barun Gothic" when UI language in Preferences is
Korean.
[Embed Translation]
* Add option in to display both original Japanese text and translation in
separate lines.
When enabled, the translation will be appended after Japanese, instead of
replacing Japanese.
Here's an example: http://i.imgur.com/u6uFyHu.png
5/20/2015 WED
[Name Detection]
* To be aware of more quotes while guessing speaker's name of a sentence.
In the old version, VNR was only aware of and .
Now, the following pairs of quotes are added:
-
-
-
-
- ()
-
- <>
-
- (full-width)
- (full-width)
However, the following two Japanese sentences will NOT get split by VNR.
Because VNR will think here are not sentence deliminators.
- For the first sentence, it does not end with "".
- For the second sentence, the text before "" is too long to be a Japanese
name.
* The assigned name for TTS is slightly changed when VNR failed to guess
speaker's name.
For example, given three sentences below.
The assigned name for the first sentence will be "Aside", and that for the last
two sentences
will be "Unknown". Though being unknown, you can now select voices for unknown
characters.
-- aside
-- unknown
-- unknown
TTS
[Embed Translation]
* Update SigusEngine to support embedding translation for AngelBeats.
Some screenshots are as follows:
http://sakuradite.com/images/screenshots/angelbeats_ko.jpg (Korean
translation made by created by @mireado)
http://sakuradite.com/images/screenshots/angelbeats_zh.jpg (Chinese
translation made by @)
The encoding issue for CJK is fixed for SiglusEngine. It might still not work
for other languages/engines though.
- Traditional Chinese
When the game is launched in Traditional Chinese locale, the option of
Traditional Chinese variants in
Preferences/Translation/Chinese must be enabled.
- Other languages
I didn't test support for other languages myself. It might or might not
work.
AngelBeats
5/18/2015 MON
[Shared Dictionary]
* Output rules can have grammatic roles in it.
For example, given two definitions:
(Korean)
* The roles of noun(n)/name(m) for Korean translation will be automatically
changed to reflect
the final hangul character of the last syllable.
Here are some output definitions that might illustrate the usage of this
syntax:
- [[m$x]] => [[]]
It will replace after all names ([[m]]) ending with a consonant by .
- [[m$o]] => [[]]
It will replace after all names ([[m]]) ending with a vowel by .
- [[m$x$l]] => [[]]
It will replace after all names ([[m]]) ending with by .
- [[m$x,n$x]] => [[]]
It will replace after both name (m) and noun (n) ending with a consonant
by .
Special thanks for @mireado sama's extensive help and ideas on this topic!
5/17/2015 SUN
[Shared Dictionary]
* Add some kind of implicit inheritance to the grammar roles.
Given two rules, say, "abc" and "abc_de", then "abc_de" will automatic inherit
all patterns of "abc".
Basically, the role whose name like "baserole_somevariant" with a "_" in the
middle will always inherit "baserole".
Similarly, "a_b_c_1_2" will inherit "a", "a_b", "a_b_c", and "a_b_c_1" as well.
This behavior is designed in order to solve Korean post-positioned particle
problem, but might help other languages as well.
For example, "adj_to" and "adj_na" will automatically inherit "adj".
And here's what I mean by "inheritance", given two rules for example:
#1 pattern = "", translation = "Rabbit", role = m_animal
#2 pattern = "[[m]]", translation = "[[m]]-san", role = m
Because m_animal can inherit m, "" will be translated to "Rabbit-san".
i.e. #1's role m_animal will match #2's "[[m]]".
(Korean)
* Insert a space between name and suffix for Korean.
For example: "" will be translated to " " instead of "".
5/16/2015 SAT
[TAHScript](English, @riz)
* Update TAH script for LEC/ATLAS.
The scripts are from @errzotl sensei, and you can say thanks to him/her at
[email protected].
[Text Settings]
* Fixed a bug that selected Other Threads were not saved.
Thanks for @mireado sama's report!
bug
[Game Engine]
* When Text Settings window is visible, VNR will always inject built-in engines,
no matter H-code is set or not.
When there is H-code available, VNR will not inject game engines unless H-code
is deleted or Text Settings is opened.
I am worried a wrong H-code might prevent VNR from injecting, and hence changed
to this way.
VNR
VNR
[Fonts](Korean)
* VNR by default uses DFGirl (a multilingual lolita font) to render Korean texts.
@mireado requested changing it to Nanum Barun Gothic, which is a free web font
family made by Naver.com.
Unlike Hanazono font (), Nanum font is not required by VNR to work
normally at all.
But Korean texts might look better after switching to this font.
[Game Launch]
* When VNR is not launched as Administrator, it will always force launching games
as non-administrator,
even if the game itself requires Administrator privileges.
This applies to launching games with or without launchers like AppLocale, but
except LocaleSwitch.
It might or might not work for all games that require admin privileges though.
VNR
VNR
[Game Engine]
* Update RealLive engine to support new games from .
* Fix the issue that BALDRSKY ZERO games might be spammed by mono_string
functions.
* If there are user-defined H-code for a game, VNR will not hook to any places
other than the one defined by that H-code.
VNR's entire built-in hooks/engines will not be injected when H-code is
available.
This will avoid potential issues caused by Lstr functions and outdated built-in
game engines.
VNR hook
btw., I noticed that text extraction is totally broken for certain games (such as
) on Windows 10.
I haven't figured out the reason yet. But if you find other games not working
only on win10, just let me know!
btw., win10 VNR
win10
5/12/2015 TUE
[Game Engine]
* Add an alternative hook for .
Unlike the old System43 hook, the new one has no garbage threads and can
extract
character names, which might be helpful for VNR's automatic TTS function.
5/9/2015 SAT
[Shared Dictionary](Chinese)
*
- "(?!)" ""
- "{{bos}}" ""
- "()?" ""
- "()?" ""
[Dictionary]
* Add options to lookup KanjiDic in French, Spanish, and Portuguese.
5/8/2015 FRI
[Game Engine]
* Add text detection support for with AliceRunPatch.dll.
1.0.1
5/7/2015 THU
[Dictionary]
* Add an option to display decomposed radicals of kanji.
For example, "" can be split into "(grain)" and "(sun/day)".
btw, I wrote a topic on how Chinese hanzi are being designed and combined,
which might
be helpful to understand how kanji are made from these decomposed radicals.
http://sakuradite.com/topic/826
5/3/2015 SUN
[i18n](Korean, @mireado)
* Update VNR's UI translation in Korean made by @mireado sensei.
[MeCab]
* Add option to highlight Japanese phrases based on their grammatic roles.
It is enabled by default, and can be turned off in
Preferences/Translation/Dictionaries.
A screenshot is as follows:
http://sakuradite.com/images/screenshots/ex_role.png
Here's the current set of grammar roles (if you click the role, VNR will popup
explanation):
- m: , name, probably human's
- mp: , place name
- n: , noun
- pn: , pronoun
- v: , verb
- a: , stem of adjective/adverb
- adn: , adnominal
- adj: , adjective
- adv: , adverb
- p: , particle
- aux: , auxiliary verb
- suf: , suffix
- pref: , prefix
- int: , interjection
- conj: , conjunction
- w: , word in latin or other special characters
- punct: , punctuation
- x: other common phrases
//
http://sakuradite.com/images/screenshots/ex_role.png
5/2/2015 SAT
[Shared Dictionary](Russian, Ukrainian)
* English name definitions will be converted to Russian/Ukrainian alphabet.
For example, given a name definition => Helman in English, VNR
will translate to in Russian and in Ukrainian instead.
[Yomigana](Korean)
* Properly handle "" while converting Japanese kana to Korean hangul.
For example, will now be converted to instead of .
5/1/2015 FRI
[Yomigana](Greek)
* Support generating translation from yomigana in Greek alphabet.
4/30/2015 THU
[Dictionary]
* Add an option in Preferences to use OVDP to provide English translation.
OVDP (Open Vietnamese Dictionary Project) developed a set of open-source
dictionaries for Vietnamese.
Though originally for Vietnamese, OVDP also provides a short English
explanation before each entry.
It could be used together with EDICT to provide more English translations.
Since the vocabulary of JMDict is relatively small, you can combine JMDict with
EDICT/OVDP.
When both non-English and English translations are enabled, VNR will lookup
non-English dictionaries (JMDict) first.
If there is no match, it will then fallback to English (such as EDICT).
VNR by default uses MS Gothic to render Japanese, which always shows Cyrillic
characters in full-width.
This will break VNR's assumption that non-CJK characters are all in half-width,
and might break how VNR calculates text width.
Changing the font to "Tahoma" will fix this issue.
Since many machine translators use English as the intermediate language, there
are usually untranslated English words leaving
in the result translation. And in the Shared Dictionary, there are also a lot
of translations that are for English only.
This option when enabled will force converting these untranslated words to the
letters in the target language's alphabet.
[Yomigana](Ukrainian)
* Support generating translation from yomigana in Ukrainian.
[Game Engine]
* Add hooks to TabbedTextOutA/TabbedTextOutW in GDI.
It is intended to support extracting texts for games from , but it
might support some other games as well.
@lambl sama
4/29/2015 WED
[Language]
* Add translation support for Norwegian, Swedish, Finnish, Danish, Hungarian,
Czech, Slovak,
Greek, Romanian, Ukrainian, and Turkish.
Additionally, Ukrainian is sharing vocabulary with Russian in the Shared
Dictionary.
[TAHScript](English, @riz)
* Update TAH script for ATLAS.
The scripts are from @errzotl sensei, and you can say thanks to him/her at
[email protected].
[JBeijing](Chinese, @djz020815)
* djz J
4/27/2015 MON
[Dictionary](German)
* Add option to display German translation directly above Japanese phrases.
It requires Wadoku EPWING dictionary to be installed in Preferences/Downloads.
When enabled, a Japanese sentence will be like this:
4/26/2015 SUN
[Dictionary](Vietnamese)
* Add option to display Vietnamese translation directly above Japanese phrases.
It requires OVDP Japanese-Vietnamese dictionary to be installed.
When enabled, the Japanese will be look like this:
* OVDP dictionary support is changed to use StarDict format to save disk space.
OVDP dictionary now requires only 40MB.
If you have old OVDP dictionary installed, VNR will delete it on the startup.
It can be redownloaded for free in Preferences/Downloads.
If VNR's download script is slow (it currently picks a DL mirror in US), you
can also manually
get the dictionary from the following location:
http://sourceforge.net/projects/ovdp/
Caches/Dictionaries/OVDP/NhatViet
[Game Engine]
* Update GXP engine to support .
And don't forget to maximize the game text speed.
The issue that old GXP games had floating split is also fixed.
If you are playing GXP games (such as Astronauts's), you might have to re-
adjust Text Settings.
GXP
GXP Astronauts
4/25/2015 SAT
[Dictionary]
* If you have blocked English, VNR will no longer show EDICT-related options in
Preferences.
VNR currently simplify picks the first meaning it has got in the dictionary,
which could be wrong.
For example, "" here should not be "", which means ""(verb) instead
of ""(adj).
In the future, I plan to use UniDic's role (verb, noun, adj, etc.) to filter
dictionary entries,
which might help disambiguate phrases having different meanings.
Lingoes
VNR
4/20/2015 MON
[TAHScript](English, @riz)
* Update TAH script for ATLAS/LEC.
The scripts are from @errzotl sensei, and you can say thanks to him/her at
[email protected].
4/14/2015 TUE
[MeCab]
* Fixed a bug that UniDic could not be automatically downloaded.
UniDic
And the yomigana translator will translate the entire sentence like this when
"English" is selected:
,,doryoku,n,vs,EDICT,great effort
The columns immediately before EDICT (n and vs) are the roles of the phrase,
which means it is both
a noun and a (s) verb.
VNR currently simply pick the first short meaning of an entry in EDICT as its
translation, which,
however, might not be always correct.
And the definition collision between EDICT and UniDic is not well-handled.
EDICT
4/13/2015 MON
[TAHScript](English, @riz)
* Update TAH script for ATLAS/LEC.
The scripts are from @errzotl sensei, and you can say thanks to him/her at
[email protected].
4/12/2015 SUN
[Ehnd](Korean)
* Fixed the issue that external native Ehnd plugin did not work.
However, due to technical difficulties, toggling the Ehnd option now requires
restarting VNR.
The logic that which version of the dll will be loaded is as follows:
- Enable the Ehnd option in Preferences
Use VNR's built-in dll, no matter whether you have installed Ehnd in ezTrans
directory.
- Disable the Ehnd option in Preferences
Use the native Ehnd plugin you put in the ezTrans directory.
[Yomigana]
* Add option in Preferences/Translation to display ONLY the yomigana (such as
romaji) as subtitles.
/
4/11/2015 SAT
[Dictionary]
* Speedup dictionary lookup.
I rewrote the implementation for looking up EDICT and Lingoes dictionaries,
which is now extremely fast
that the lookup time is less than 0.1 sec, even for some very large
dictionaries, such as OVDP for Vietnamese.
[MeCab]
* Japanese segmentation implementation using MeCab is now switched to that used
by VNR's SMT vtrans.
This will allow me to integrate Shared Dictionary with statistical machine
translation in the future.
There are a couple of changes caused by the switch of the implementation.
+ Removed features
- IPAdic support is removed. UniDic is now the ONLY MeCab dictionary
supported by VNR.
UniDic must be installed in Preferences/Downloads to enable Japanese word
segmentation.
- CaboCha highlight support is removed.
I will change to highlight phrases according to their roles (name, noun,
verb, etc.) instead later.
+ New features
- Dictionary alignment for EDICT
For example, given a Japanese sentence:
Without EDICT alignment, VNR by default will segment it into:
+ + + +
VNR MeCab
[Machine Translator]
* Add online translation support for Babylon, SYSTRAN, and @nifty.
+ Babylon: Multilingual, support all languages in VNR.
btw, I also tested SDL, which had the same translation as Babylon, and hence
not added to VNR.
If you would like to add alternative translation support, feel free to edit the
following page:
http://sakuradite.com/wiki/en/Machine_Translators
- Japanese:
LEC (original): Oh, I sleep, and half underpants are after a long absence
skirt
LEC (VNR+TAH): OhSkirt . Half underpants are after a long
absence
ATLAS (original): Good bye [maane] skirt is [dashi] . The half pants are
after a long time.
ATLAS (VNR+TAH): Well Good bye the skirt is [dashi]. The half pants are
after a long time.
SYSTRAN: Don't you think? well, the skirt the reed mule it puts out. The
half underpants how long separation
Babylon: Well. My skirt and a farewell. Half-pants long time!
@nifty: Good bye [maane] skirt is [dashi] . The half pants are after a long
time. // the same as ATLAS
4/9/2015 THU
[Bing](Arabic)
* For Japanese-Arabic translation, fix the issue that Shared Dictionary rules get
messed up by Bing.
4/7/2015 TUE
[Yomigana](Arabic)
* Yomigana definitions in the Shared Dictionary will generate name translation
for Arabic as well.
If you find errors in the yomigana, please edit the following page, and I will
update VNR to add your patch later.
http://sakuradite.com/wiki/en/Furigana
Now, yomigana will generate name translations for all languages in VNR.
4/6/2015 MON
[Machine Translator](Chinese, Korean)
* Translation using JBeijing and ezTrans are done in parallel to be faster.
VNR tends to split input text into sentences and translate each sentence
independently.
When that happens, VNR now will translate all sentences in parallel.
This is not enabled for other translators such as Atlas and LEC, which are
tested not thread-safe.
JBeijing
&eos; JBeijing
JBeijing
JBeijing spinner
[Ehnd](Korean)
* Fixed an encoding bug that caused Ehnd scripts not properly applied.
4/5/2015 SUN
[i18n](Korean, @mireado)
* Update VNR's UI translation in Korean made by @mireado sensei.
[Shared Dictionary](Chinese, Korean)
* JBeijing and ezTrans are aware of the roles of m (name), n (noun), and x
(unknown phrases).
As you might have noticed, for example, after defining a noun syntax:
n ||| ||| Russia
VNR will send ZNAZ to the underlying machine translator (JBeijing/ezTrans),
which, however,
does not know that ZNAZ is a noun.
So, I simply added ZNAZ to the user-defined dictionaries of JBeijing and Ehnd
script, after which,
I expect, the translator should now be able to recognize ZNAZ as a noun, i.e.
as a noun.
Some details about the mapping from the roles to the translator's user dict are
as follows:
- Ehnd, see: Dictionaries/ehnd/UserDict_@jichi_role.txt
role pattern noun properties
x ZX[A-N]Z 0
m ZM[A-N]Z 1 VHn
n ZN[A-N]Z 1 VHn
JBeijng role
m JBeijing
n JBeijing
role x JBeijing
4/4/2015 SAT
[ezTrans](Korean)
* Add built-in support for Ehnd plugin, which is enabled by default.
No settings are needed to be changed, unless you want to manually edit Ehnd
scripts.
And in the Test Machine Translation window, Ehnd can be toggled by the
Translation Script button.
- However, if you have already manually put Ehnd scripts in the ezTrans
directory, VNR will NOT load them.
To enable manual Ehnd scripts, you must DISABLE the Ehnd option in VNR's
Preferences.
Tutorial: http://blog.naver.com/waltherp38/220286266694
Binary: http://blog.naver.com/waltherp38/220267098421
Dictionary: http://sokcuri.neko.kr/220301117949
I modified the source code of Ehnd to better integrate with VNR, and the source
code is as follows:
https://github.com/jichifly/ehnd-vnr
For example, it does not require msvc2013 to be installed, hooking to eztrans
is changed to be non-intrusive,
logging is disabled for better performance, and building system changed to
CMake (I am a Visual Studio hater).
It might also allow me to compile Share Dictionary rules to Ehnd dictionary in
the future.
But currently, there is NO difference for how the Ehnd scripts are applied.
So, it is OK to set up manual Ehnd if you like, which will act the same way as
VNR's Ehnd mod.
4/3/2015 FRI
[Shared Dictionary](Chinese)
* Yomigana rules will also be used to generate names for Chinese translation.
=>
VNR
VNR
1
override
[Game Engine]
* Fix the issue in Malie engine to make sure texts are extracted sentence-by-
sentence in .
4/2/2015 THU
[JBeijing](Chinese, @djz020815)
* djz J
[TAHScript](English, @riz)
* Update TAH script for ATLAS/LEC.
The scripts are from @errzotl sensei, and you can say thanks to him/her at
[email protected].
[UI]
* Remove the option to change global UI font in Preferences.
3/14/2015 SAT
[Game Engine]
* Update Malie engine to correctly capture text annotated with furigana.
light
3/13/2015 FRI
[Game Engine]
* Add alternative ShinaRio engine for Guilty games as reported by @jessecf sama.
Guilty
@jessecf sama
[Performance]
* Reduce memory usage to process subtitles and danmaku.
* Reduce memory usage by half to show and edit Shared Dictionary entries.
[Machine Translator](Chinese)
*
API
3/12/2015 THU
[Shared Dictionary]
* Set of roles can be represented by, for example, [[m,n,v]], which will match
any m,n,v roles.
And when there are multiple sets, the role name can be omitted in the
translation.
For example, all the following rules are equivalent:
And if there is only one role, the role names in the translation can be omit.
For example, all the following rules are equivalent:
[Game Engine]
* Update Malie engine so that it won't crash .
3/11/2015 WED
[JBeijing](Chinese, @djz020815)
* djz J
[TAHScript](English, @riz)
* Update TAH script for ATLAS/LEC.
The scripts are from @errzotl sensei, and you can say thanks to him/her at
[email protected].
[Machine Translator]
* (Russian) Fix translation support for translate.ru , which stopped working.
* (Chinese) Restore translation support for Youdao.com, since the new translation
encoding system
for Shared Dictionary can penetrate Youdao now.
J
[Shared Dictionary]
* Guest users are no longer allowed to create Prefix/Suffix/Macro/Proxy typed
translation rules any more.
I feel these typed rules are either dangerous or kind of complicated to
understand by new users that
most rules in these types submitted by guest are wrong.
* Macros can be applied to not only the pattern, but also the translation.
http://sakuradite.com/topic/724
VTrans SMT
topic
http://sakuradite.com/topic/724
3/4/2015 WED
[Performance]
* Reduce memory usage when writing large xml/yaml data
(games/subtitles/dictionary) to disk.
3/1/2015 SUN
[Proxy]
* Update proxy to ErogameScape and Google, which stopped functioning.
Google
[Machine Translation](Korean)
* Add translation support for TransCAT JKKJ suggested by @mireado sama.
I cannot tell if it is better or worse comparing to EzTrans, but I feel you
could give it a try.
- TransCAT project was dropped in 2002, which was newer than ezTrans XP (2001)
though.
If you don't use JBeijing for Japanese-Chinese translation, you can forget
the above text.
Here are some comparisons regarding the translation quality with ezTrans and
Naver.
Japanese texts are from .
Japanese:
TransCAT: ? ,
EzTrans: ? ,
Naver: ? ,
Japanese:
TransCAT: ? ?
EzTrans: ? ?
Naver: ??
Japanese:
TransCAT:
EzTrans:
Naver:
However, when there are unrecognized phrases, TransCAT will leave it in the
translation,
while Naver tends to convert untranslated Kanji to Hangul of the
corresponding Hanja in Korean,
and EzTrans tends to delete the unrecognized sounds or acts like Naver to
convert Kanji to Hanja's Hangul readings.
As a result, it will be easier to use Output rules in Shared Dictionary to
fix TransCAT's translation.
2/28/2015 SAT
[JBeijing](Chinese, @djz020815)
* djz J
[TAHScript](English, @riz)
* Update TAH script for ATLAS/LEC.
The scripts are from @errzotl sensei, and you can say thanks to him/her at
[email protected].
[Game Engine]
* Update Pensil engine to support with Primula's 2XT engine.
2/18/2015 WED
[Script]
* Add a ld2db script in the Scripts folder that can be used to convert Lingoes
dictionary file to SQLite database.
For example:
ld2db "Vicon Japanese-English Dictionary.ld2" utf16 utf8
will output a SQLite3 db file for Vicon dictionary where Japanese is encoded
in UTF-16 and English is encoded in UTF-8.
[Machine Translation]
* I made a statistical machine translator from user-contributed subtitles for
VNR.
It currently only supports Japanese => Chinese translation, which can be
enabled in Preferences.
I named it as VTrans, standing for VNR's translator, or WeTrans (our
translator), since it is
really based on and counted on our subtitles and translation rules for VNs.
- Domain-specific to VN
It is from users' subtitles, the vocabulary will be more close to and
oral Japanese.
And there is no censorship of certain hentai words.
- Smaller vocabulary
Though being close to VNs, the amount of data used to train the translator is
far less than the others.
If you use VTrans to translate, say, Wikipedia articles, the quality will be
too bad to understand.
I plan to instead rely on users to submit instant rules to fix the mal-
translated sentences.
Note: Currently, please do not add translator-specific rules for VTrans to the
Shared Dictionary.
I will change how to integrate Shared Dictionary rules with VTrans in the near
future.
Regarding how subtitles are trained, there are certain requirements for the
subtitles to meet, or the
subtitle might confuse VTrans and even downgrade translation quality.
I will talk about that after I have finalized Japanese-Chinese support and
added Japanese-English support.
Baidu JBeijing+Baidu
VNR
VNR
Guest
A B
wiki
1.
2.
ABC
xyz
VNR
VNR
- (paragraph)
- (sentence)
- (clause)
1 2 VNR
3 VNR
=>
VNR
VNR
=>
=>
=>
=>
=>
VNR
=>
VNR
=>
=>
=>
=>
=>
2/17/2015 TUE
[Internet]
* Certain Internet requests, such as query game database when adding new games,
query online machine translation, etc, will timeout after 7 seconds so that
VNR will not hang waiting for the request to finish.
7
VNR
[UI]
* Add an option in Preferences/UI to change VNR's default font.
/ VNR
2/14/2015 SAT
[Game Engine]
* Modify ApRicoT engine so that the scenario thread won't split and variate on
each launch.
Be careful that there are usually two threads for ApRicoT, and only one of them
is correct.
The other one sometimes is right, but sometimes has repetition.
Thanks for @Reality sama 's report!
[Shared Dictionary]
* You can use HTML escaped entities in the pattern and translation.
For example, VNR by default will trim spaces for the pattern and translation.
You can use to force prepending/appending space.
You can also use it to express unprintable characters without enabling regex.
For example, ASCII 13 (Carriage Return, or CR) can be expressed as " ".
HTML ( )
&#d \u
ASCII 13 (Carriage Return, or CR) " "
* Add a "&eos;" (end-of-sentence) special symbol, which can be used to force VNR
to break input text
into sentences and translate them independently.
For example, given:
Type: input
Pattern:
Translation: &eos;
Note: Under the water, VNR will replace "&eos;" by "eos", so that {{bos}}/
{{eos}}/{{boc}}/{{eoc}}
macros won't be broken (because :bos:/:eos: also contains "").
&eos; VNR
:
:
: &eos;
VNR
Note: Using escaped symbols such as or &eos; will break translation for
all old versions of VNR.
Let's wait for one or two days until people update VNR before adding rules
containing these special symbols.
VNR
VNR
2/13/2015 FRI
[Shared Dictionary]
* Add a Phrase Boundary option to the translation rule.
When enabled, VNR will try to only apply the translation when it is at the
boundary of a phrase.
For example, given a yomigana definition:
=>
Here, bow (beginning of word) will return the negative category of the first
character of @pattern.
And eow (end of word) will return the negative category of last character of
@pattern.
For Japanese games, for example, when the phrase boundary is enabled,
=>
is almost equivalent to:
{{?<!kanji}}{{?!kanji}} =>
Except that the new approach will also be applied to, say, , but old {{?<!
kanji}}{{?!kanji}}
won't be applied to .
For English games, for example, when the phrase boundary is enabled, "tight" is
equivalent to "\btight\b"
for translation type.
Currently, since MeCab is not used, the word boundary is not accurate.
For example, given => , when phrase boundary is enabled, it won't mess up
.
But it will still mess up .
"tight""\btight\b"
tight
tight tightly
- """{{?<!kanji}}{{?!kanji}}"
""""""
- """{{?<!kata}}{{?!kata}}"
- """{{?<!kata}}{{?!kanji}}"
expensive
Type: Name
Pattern:
Translation: Chloe
Type: Suffix
Pattern:
Translation: Princess [[N]]
Type: Suffix
Pattern:
Translation: General [[N]]
Then, "" will be translated to "Princess Chloe".
And, "" will be translated to "General Chloe".
The idea is motivated by Ehnd scripts for EzTrans, which VNR currently does not
support, though.
Here, "[[N]]" is used as a placeholder for the name/yomigana translation.
btw, the "[]" symbol is selected, as in the future, I might add other variables
such as [[n]] to represent
a noun, and [[Nnv]] to represent a set of any Name/noun/verb where the grammar
is similar to regex [] class.
Type: Suffix
Pattern:
Translation: kill [[N]]
In the future, I am plan to allow adding more generic rule such as "[[n]]",
where [[n]] represents any noun
with the help of MeCab.
But currently, my suggestion is that let's not add rules like as suffix
at the moment, and use suffix as
just name suffix such as , rather than complicated phrases such as
.
:
:
: Princess [[N]]
"""Princess Chloe"
approach
:
:
: [[N]]
""" Chloe"
""" Chloe "
[[N]]]
Type: Prefix
Pattern:
Translation: Mr.
:
: Mr.
: [[N]]
JBejing Excite
[Proxy]
* Update proxy to ErogameScape.
Google
2/12/2015 THU
[Game Engine]
* Add SystemAoi5 text engine for .
[Danmaku]
* You can vote plus/minus a danmaku/comment if you agree/disagree for non-guest
account.
+/-/ guest
2/11/2015 WED
[Game Engine]
* Update old WillPlus engine which might crash Re:BIRTHDAY SONG on Windows
XP.
Re:BIRTHDAY SONG Windows XP
@ sama
[Machine Translation]
* The Ellipse character () will be used to split clauses to force preserving the
order of the clauses.
[Shared Dictionary]
* When VNR is processing the Shared Dictionary after the game is changed, VNR
will ignore the game text.
This will help stop displaying garbage game texts on the startup.
VNR VNR
2/10/2015 TUE
[Machine Translation]
* Add options in Preferences/Translation for concatenate different translations
Here are some special scenario that might be benefit or affected from this
feature.
If you want to translate Japanese to, for example, Spanish, using LEC, then
you can now
select Bing as the secondary translator of LEC, and select English as
Intermediate language.
- Translation alignment
Translation alignment can only be enabled for the second translator.
If enabled, the intermediate translation can be observed from the ruby.
Here's an screenshot of the translation through:
http://i.imgur.com/4kLn0lv.png
- Shared Dictionary
Shared Dictionary will be applied to the first and second translators
independently.
For example, given:
VNR will first apply Japanese => English rules to LEC, and then English =>
Spanish
rules to Google.
http://i.imgur.com/KJibAwM.png
Lots of text are underlined, which means the translation from Chinese =>
Vietnamese
is ambiguous according to VietPhrase.
The underline option can be disabled in Preferences/Shared Dictionary.
Japanese:
JBeijing(zh): 210
+ HanViet(vi): SngNu nh tin cng chim ng Yuuma-kun 210nht
nguyn? Th ra l th a
+ Google(vi): Sng Nu Raiders Yuuma-kun 210 trong yn? V vy,
ah......
+ Bing(vi): Mt mNu cc cp Yuuma-kun 210 yn? Oh, Ah......
FastAIT(zh): 210
+ HanViet(vi): Sngnh h Yuuma-kun ni, 210 nguyn m. th ra l th
a..
+ Google(vi): SngYuuma-kun nm bt n, 210 nhn dn t bn. V vy,
ah. ....
+ Bing(vi): Mt mYuuma-kun b tn cng, ti 210 Yuan. Oh, Ah.
http://tieba.baidu.com/f?ie=utf-8&kw=%E5%96%B5%E7%BF%BB
2/9/2015 MON
[Translation Scripts]
* VNR will enable TAH script made by @riz sensei by default to all Japanese =>
non-CJK-language translation.
This behavior can be disabled in Preferences/Translation.
This is never enabled for Chinese/Korean, because can affect the emotion
of the C/K translation and
usually downgrades translation quality if deleted.
2/8/2015 SUN
[i18n]
* VNR UI's language can be different from user language, which can be adjusted in
Preferences.
[Translation Scripts](@errzotl)
* Update TAH script for LEC from @errzotl sensei.
[Shared Dictionary]
* The priority of rules is slightly changed that when the pattern have the same
length,
the language that is more special will be applied first.
For example, given:
A B B
* For name/yomigana rules, VNR will deal with 's (en), (ja), (zh), (ko)
suffices
for CJK and English translations.
etc.
VNR s
2/7/2015 SAT
[Text Settings]
* Add more text encodings for games.
The underlying encoders being used for different languages are as follows.
- Japanese (Shift-JIS): CP932
- Traditional Chinese: BIG5
- Simplified Chinese: GBK
- Korean: CP949
- Thai: TIS-620
- Vietnamese: Windows-1258
- Arabic: Windows-1256
[Shared Dictionary]
* Translation rules can be specific to more than one translators.
2/6/2015 FRI
[Game Engine]
* Add FocasLens engine to get text in .
.
Windows 7 Ntleas
* Text Settings will warn if the scenario thread in the VNR's online database is
unknown
to the current VNR. When it happens, an update of VNR might be needed to
support the game.
VNR
VNR
[Game Information]
* Allow to associate the game with the app on Steam.
[i18n](Korean, @mireado)
* Update VNR's UI translation in Korean made by @mireado sama.
2/5/2015 THU
[Machine Translation](Vietnamese)
* Add an option to display Phin m above Japanese kanji in
Preferences/Translation.
2/4/2015 WED
[JBeijing](Chinese, @djz020815)
* djz J
[Game Settings]
* Game text language can be adjusted by clicking Edit on the SpringBoard.
It should be Japanese for a Japanese game, English for an English game, etc.
SpringBoard
etc.
[Machine Translation](Vietnamese)
* VNR's HanViet translator will use VietPhrase.txt from QuickTranslatorTAO
to translate Chinese to Vietnamese.
A screenshot is as follows:
http://i.imgur.com/kL6cxUv.png
Note: If you are playing a traditional Chinese game such as NEKOPARA, the
language
in Text Settings must be set to Chinese instead of Simplified Chinese so that
VNR will convert Traditional Chinese characters to Simplified Chinese.
Otherwise, Traditional Chinese characters might not be recognized by HanViet.
* HanViet translator will also apply translation rules in the Shared Dictionary.
As a result, a Japanese name in the Chinese translation will be translated to
Romaji
instead of Phin m if there are name/yomi rules defined in the Shared
Dictionary.
2/3/2015 TUE
[Windows 10]
* Fix the issue that VNR would crash on Windows 10 build 9926.
VNR win10
2/2/2014 MON
[Game Engine]
* Add new 5pb text engine for Re;Birth1.
Note: If you are playing an English version, don't forget to change the
language in Text Settings to English.
Re;Birth1
[Machine Translator](Korean)
* Support English-Korean translation alignment for Naver.com.
2/1/2015 SUN
[Shared Dictionary]
* Add a case-insensitive option to the translation rules.
[Game Launch]
* Fix an issue that VNR sometimes is not able to recognize the game when launched
with Locale Emulator, or in a symbolic link directory, or from a network
location.
VNR
For half-translated games with hybrid languages, I am not sure which locale to
use.
According to my experience:
- If it is a Japanese game half-translated to English, Japanese locale might be
used.
- If it is a Japanese game half-translated to Chinese, Chinese locale might be
used.
For other language pairs, I am not sure.
-
-
1/30/2015 FRI
[OCR]
* Fix a bug that HTML tags could mess up the OCR translation popup.
OCR HTML
[Shared Dictionary]
* There are now two language properties for a translation rule:
- Source language (From):
The language of the original text, i.e. Japanese for a Japanese game.
- Target language (To):
The language the user want to translate to.
If you are playing a non-Japanese game (English, or Chinese, etc.), you can
create translation rules specific for that source language.
- To: VNR
- From:
From
[Game Engine]
* Update KiriKiriZ engine to work with .
btw, since this version, KiriKiri stopped using GDI function to draw text by
default.
The traditional way to find KiriKiri hooks by backtracking callgraph to GDI
APIs no longer works.
As a result, I do not have a portable way to hook to KiriKiriZ games anymore.
VNR's game engine might keep becoming outdated whenever KiriKiriZ
implementation is changed.
KiriKiriZ
djz020815 sensei
1/28/2015 WED
[Wine]
* Fixed a bug that caused LEC translation fail to work on Wine.
1/26/2015 MON
[Machine Translation]
* Google/Bing/Infoseek translation can also display the alignment between the
translation
and the original text.
With Google/Infoseek, the alignment works for any supported language pairs.
With Bing, only Japanese to English/Korean translations can be aligned.
[i18n](Korean, @mireado)
* Update VNR's UI translation in Korean made by @mireado sama.
1/25/2015 SUN
[Machine Translation]
* Add an option to display mapping of translations for Baidu.com/Naver.com.
VNR will display the original text above the translation except for those
modified by the Shared Dictionary.
A screenshot is as follows. It can be enabled/disabled in
Preferences/Translation.
http://i.imgur.com/6Zf5XTw.png
1/24/2015 SAT
[Translation Scripts](English, @errzotl)
* Update TAH script for LEC from @errzotl sensei.
[Machine Translation](English)
* Share translation rules (Shared Dictionary and TAH script) between offline LEC
and online LEC translators.
You might not observe such translation for LEC/ATLAS though, since @errzotl's
TAHScript tend to delete dangling sounds such as "".
http://i.imgur.com/uWnRBkD.png
If you are speaking Chinese/Korean, you can ignore the following long texts,
as it is already how CJK translation works since the first version of VNR.
=> (ID=12345)
This will also enable re-translating text where the translation's language
is not the same as the machine translator's output language.
While applying translation escaping, VNR currently will avoid escaping full-
width
Japanese punctuations at the beginning/ending of the translation.
For example, given a translation definition in the Shared Dictionary:
As you can see, VNR will avoid escaping "" in the end of "Yes".
For details on how it works, please try Test Machine Translation on the
SpringBoard.
[Shared Dictionary]
* VNR will automatically translate after a name or name+suffix.
For example, given a yomigana definition: =
And some suffix definition:
1/23/2015 FRI
[Shared Dictionary]
* You can right click the translation subs to add an Output term to the Shared
Dictionary.
[Game Management]
* VNR does not require valid Text Settings to add a new game to VNR.
To add a game, you can simplify drag/drop the game's executable or shortcut
file,
i.e *.exe or *.lnk, to the SpringBoard like before.
But even if VNR is offline or the game does not exist in VNR's database, VNR
will still add
the game and won't open the Game Wizard anymore.
i.e. You can add WHATEVER game/exe to VNR in this way no matter text hook can
extract texts or not.
This might be helpful if you want to use OCR to extract game text instead of
text hook.
You will have to re-adjust Text Settings if you still need VNR's text hook to
extract text.
VNR
exe lnk SpringBoard
VNR VNR
OCR VNR
VNR
explorer VNR
IP VNR
1/22/2015 THU
[Shared Dictionary]
* VNR no longer downloads entries in the Shared Dictionary that has been disabled
for more than 6 months, which might help reduce same some memory and time.
If you still want to find these disabled entries, you can search them at
sakuradite.com/dict.
VNR
[Machine Translator]
* Google translation speed improved.
Google
[i18n](Korean, @mireado)
* Update VNR's UI translation in Korean made by @mireado sama.
[Machine Translator](Korean)
* Add Naver.com online translation support for Korean as suggested by @mireado
sama.
Naver can be enabled in Preferences/Translation.
[TTS]
* Add Naver.com online TTS support.
If you are using Online Japanese TTS while playing games, maybe you can try
Naver TTS.
Naver
TTS Naver TTS
1/21/2015 WED
[Shared Dictionary]
* Slightly modified the jitter pattern to eliminate xtsu in the middle.
An example is as follows:
=> Chinese:
=> Korean: , !
xtsu
1/20/2015 TUE
[Yomigana](Russian)
* Support converting Japanese kana to Russian alphabet.
The current mapping could be found in the following page:
http://sakuradite.com/wiki/en/Furigana
* For yomi typed terms in the Shared Dictionary, VNR will generate names in
Russian
instead of English when a Russian translator is used.
btw., If you want to add name translation to the Shared Dictionary, I hope you
can use
Yomi type instead of Name type, so that different languages don't have to have
duplicate
translations for the same set of Japanese names.
On the bottom of the Game Information, there is an Import Name widget that might
help make
creating Yomi names easier.
[Yomigana](Thai)
* I disabled generating names for Thai since the current kana mapping for Thai
seems to be totally wrong.
If you are using VNR to translate Japanese games to Thai, I hope if you could
give me a hand to fix the mapping on the following wiki page:
http://sakuradite.com/wiki/en/Furigana
[Machine Translator](Russian)
* Support using LEC to provide offline Japanese to Russian and English to Russian
translation.
LEC will translate to English by default.
You can enable Russian translation by selecting Russian as VNR's language in
Preferences.
Finally, I managed to get this work, which has been obsessing me for two
years ...
I am using the same method as my old post on hongfire two years ago. How time
flies.
After reading assembly for many games, I finally could understand the logic
behind LEC's assembly.
LEC also supports a couple of European languages as well as Chinese and Korean.
I am going to add translation support for other languages supported by LEC when
I have ime.
And I will add an option to use LEC/Google/Bing as secondary translator to re-
translate
LEC/ATLAS English translation/subtitles to other languages, such as Russian and
Vietnamese.
btw., I created a page below for browsing the Shared Dictionary online.
It could be used to look up dictionary entries without opening VNR.
Currently, all entries are read-only on that page.
http://sakuradite.com/dict
1/19/2015 MON
[Game Engine]
* Update old WillPlus engine to work with new Honeybee games.
WillPlus Honeybee
[Command Line]
* As request, add command line options to minimize VNR to system tray after
launch.
You can do it this way:
1/17/2015 SAT
[Shared Dictionary]
* /
* When generating names from yomigana, VNR will remove after the o-column
hiragana.
For example, given = , the generated names will be Satoin/
instead of Satouin/.
The removal will only be applied if there are at least 4 characters in the
yomigana.
For example, () will still be translated to Shou instead of Sho because
the original yomigana has only 3 characters (< 4).
If you don't want VNR to remove , you can use katakana instead of hiragana as
yomigana.
For example, if the yomigana of is defined as instead of
,
then VNR will not remove in the middle.
1/16/2015 FRI
[Game Engine]
* Fix the issue that text hook might stop working for games for Black Cyc, MIO,
etc.
Black CycMIO
* Fix a bug existing for a long time that certain game engine (Malie, PPSSPP,
etc.)
that generating large numbers of text threads might crash VNR with vnrsrv.dll
exception.
MaliePPSSPP thread
1/15/2015 THU
[Shared Dictionary]
* Fixed a bug that sometimes not all name entries are applied.
Thanks for @djz020815 sensei's report!
* VNR will try to handle jittering Japanese sentences for Chinese/Korean, such
as:
=> Chinese:
=> Korean: , , !
For Chinese/Korean, VNR will identify the jitter in the following pattern:
{{boc}}({{kana}})[]\1
As a result, VNR cannot identify, for example:
VNR
VNR
1/14/2015 WED
[Web Browser]
* Aero effect is removed which is not portable to different Windows.
1/12/2015 MON
[UI]
* Texts in the inspector at the bottom of views (SpringBoard, Shared Dictionary,
etc.)
are selectable by mouse and copyable using CTRL+C.
SpringBoard inspector CTRL+C
[Shared Dictionary]
* Reduce the time and memory to process large numbers of name entries for machine
translation.
* Fixed a regression that newly submitted rules might not be immediately applied.
bug
1/11/2015 SUN
[Shared Subtitle]
* Avoid showing duplicate subtitles.
The first-created subtitle will overshadow later duplicates.
Thanks for @s793016 sensei's report!
s793016 sensei
[Shared Dictionary]
* VNR will validate correctness of the entries in Shared Dictionary.
There is a new Check column which shows the possible errors in for the entry.
- When the check value is in green, the entry seems to be OK.
- When the check value is in orange, it is a warning and the entry might be
inappropriate.
- When the check value is in red, it is an error and the entry is definitely
wrong.
The detailed error message can be find the bottom of the Shared Dictionary.
Some sample error messages are as follows:
- Useless error: the entry has no effect and should be deleted
- Parenthesis warning: the regular expression might have mismatched
parentheses/brackets
(This check is not accurate)
You can find all incorrect entries by sorting the Check column.
VNR
table
-
- orange
-
-
-
-
-
1/10/2015 SAT
[Word Dictionary]
* Display term ID in Shared Dictionary.
The ID is a number used by VNR internally to uniquely identify a dictionary
entry.
This number can also be found in the popup when click an underlined translation
text.
If you search an integer, such as 1234, VNR will show the ID=1234 entry.
When create new entry, before saved online, the ID column will display
"Unsaved" in red.
ID
ID
ID
* In the machine translation test, click the underlined text and VNR will popup
the
dictionary entry that causes the change.
VNR
[Shared Subtitle]
* Javascript can be used in [url] for subtitles.
Some examples are as follows. It is still useless, though.
- [url=javascript://growl.msg('hello world")]Click to growl a "hello world"
message[/url]
- [url=javascript://main.showSpringBoard()]Click to open SpringBoard[/url]
- [url=javascript://main.showUser('jichi')]Click to display user information of
@jichi[/url]
- [url=javascript://main.searchDictionary("jichi", "user")]Click to search
dictionary entries made by @jichi[/url]
1/9/2015 FRI
[Word Dictionary]
* Improve dictionary rendering to make it more readable.
[Shared Dictionary]
* When click the underlined machine translation text, VNR will popup to show
the dictionary entry that causes the changes.
Due to technical difficulties, the underline trick only works for the
entries with the follow types and languages:
- Output (all languages, including English)
- Translation (Chinese/Japanese/Korean only)
- Name (Chinese/Japanese/Korean only)
- Yomi (Chinese/Japanese/Korean only)
-
-
-
-
[Shared Subtitle]
* This is kind of useless, but you can now use [url] bbcode in subtitles/danmaku.
For example, given the following subtitle, it will render with underline.
And if user clicks that underlined word, VNR will open the wiki link in the web
browser.
[url=http://ja.wikipedia.org/wiki/][/url]
[url]
VNR
VNR wiki
[script=python]environ['hentai'] = 1[/script]
Or, the script could also be used to create animated danmaku/subtitle, like
this:
[script=javascript]
var self = this;
setInterval(1000, function() {
self.x += 100;
self.color = Qt.rgb(self.x % 255, 0, 0);
});
[/script]
[url="javascript://this.speed=10"]Speedup[/url]
Javascript Python
VNR hentai
[script=javascript]environment.hentai = true[/script]
script scene
1/7/2015 WED
[ezTrans](Korean)
* Preserve "" in the translation.
Prevent ezTrans XP from replacing "" with "".
[Ruby](Chinese)
* Display tone for Pinyin.
1/6/2015 TUE
[Translation Scripts](English, @errzotl)
* Update TAH script for LEC from @errzotl sensei.
* I wrote some scripts to enable macro support while composing TAH scripts.
I wrote these scripts originally for @riz sensei to improve English translation
quality.
You can ignore the following text if you have never manually written a TAH
script.
The basic idea is that instead of directly writing a TAH script manually,
first write translation rules in one or several files, and then use a Python
script to combine them together to generate a legal TAH script.
[Chinese Variants](Korean)
* Add a toggle in Preferences to use Korean Hanja as Chinese variants.
[Ruby](Korean)
* Add an option to recover hanja for hangul text in Preferences.
For example, given a sentence as follows (which is picked from Korean
Wikipedia):
,
.
VNR is able to recover hanja like this, which mixes hangul with hanja just like
Japanese:
,
.
In this way, it might make it easier to understand for Korean learners who
already know Chinese/Japanese.
A screenshot with hanja and romaja as ruby is as follows:
http://i859.photobucket.com/albums/ab155/jichi/hanja_zps0638299d.png
However, the hanja might not be 100% correct, because the meaning of hangul
could be ambiguous,
whose meaning is usually context-sensitive.
For example, "" in the above sentence can be either "" or "".
When that happens, VNR will pick the hanja at beginning of the word (i.e.
) over the others,
which might be right or wrong depending on the context.
Additionally, due to ambiguity, VNR currently will not guess hanja for
individual hangul.
I will add support of displaying romaja and hanja for Korean to Website Reader
later when I have time.
//
Wikipedia
,
.
VNR
,
.
http://i859.photobucket.com/albums/ab155/jichi/hanja_zps0638299d.png
100%
VNR
VNR
Website Reader
1/5/2015 MON
[Korean]
* Add KS_C_5601 encoding to Text Settings for translating Korean games.
KS_C_5601
[Ruby]
* Add an option in Preferences/Translation to display romaji as ruby for non-
Japanese texts.
This is useless unless you want to play non-Japanese games using VNR.
A screenshot of translation with ruby for Chinese Pinyi and Korean Romaja is as
follows:
http://i859.photobucket.com/albums/ab155/jichi/Ruby_zps6c4331ff.png
/
VNR
1/4/2015 SUN
[Shared Dictionary]
* If you have Microsoft Japanese IME installed, when create new dictionary entry,
the popup dialog will display the guessed kanji of Japanese kana.
* In the bottom of Game Information window, there is a new "Import Name" button,
which might help you add names to Shared Dictionary.
In the name wizard window, it will display all guessed names for the game.
- For Chinese
You can press "Name" buttons to add name entries to Shared Dictionary.
VNR will automatically guess the Chinese kanji for Japanese names.
-
VNR
* At the bottom of Shared Dictionary, VNR will display Romaji of translation for
all languages
(such as Chinese Pinyin and Korean Romaja) except Japanese and English.
This is useless unless you want to understand dictionary entries in foreign
languages like me.
1/2/2015 FRI
[Forum]
* Display topics of questions and reviews per-game.
VNR
[Proxy]
* If you are blocked by ErogameScape, you can turn on proxy in
Preferences/Internet.
Due to technical difficulties, it currently only works in VNR, not the Website
Reader.
/Internet
VNR Website Reader
* Google
Google
[Shared Dictionary]
* Add a "private" toggle in the Create Dictionary Entry dialog as requested by
@Venomg3 sama.
12/31/2014 WED
[JBeijing](Chinese, @djz020815)
* djz J
12/30/2014 TUE
[i18n](Korean, @mireado)
* Update VNR's UI translation in Korean made by @mireado sensei.
12/28/2014 SUN
[Game Engine]
* Do not hijack Lstr functions for games made by Chartreux Inc. (Rosebleu, MORE,
etc.)
It might cause text hook to stop working.
Chartreux RosebleuMORE
[Online TTS](Korean)
* Fixed a bug that Baidu TTS did not speak Korean text.
btw., if you are learning Korean, you could try ezTrans to translate Japanese
eroge to Korean.
Due to the similarity of the two languages especially the pronunciation,
combining with TTS
for Japanese and Korean, it might give you a hand to learn Korean at the same
time.
TTS bug
btw., ezTrans XP
ezTrans
TTS
12/27/2014 SAT
[Game Engine]
* Add LunaSoft engine for .
12/26/2014 FRI
[Machine Translation](English)
* VNR will capitalize the first letter of a sentence for machine translation.
[Game Engine]
* Add game engine for .
However, the Text Settings have to be re-adjusted every time the game is
restarted.
VNR now will hook to several functions in mono.dll, which might also work for
non-eroge C# games:
12/25/2014 THU
[Game Engine]
* Add Leaf engine for WHITE ALBUM2 .
WHITE ALBUM2
[Yomigana](Korean, @Reality)
* Fix the errors in the mapping from Furigana to Hangul.
Thanks for @Reality sensei's help!
12/23/2014 TUE
[Game Engine]
* Remove garbage text in HorkEye engine for .
[Yomigana]
* Add an option in Preferences/Translation to change position of kanji's yomigana
(such as romaji).
By default, VNR will render big kanji on the bottom, and small yomigana as ruby
on the top.
When that option is toggled, VNR will instead show big yomigana on the bottom,
but kanji as ruby.
This option might be helpful if you are uncomfortable with Kanji but only want
to see Romaji.
Here's a sample screenshot:
http://i859.photobucket.com/albums/ab155/jichi/yomigana_zps1dd31f9f.png
/
VNR
VNR
12/21/2014 SUN
[i18n](Korean, @mireado)
* Update VNR's UI translation in Korean made by @mireado sensei.
12/20/2014 SAT
[Translation Scripts](English, @errzotl)
* Update TAH script for LEC from @errzotl sensei.
[Shared Dictionary](Korean)
* Fixed a bug that might cause translation to become floating numbers.
= , =
[Shared Dictionary]
* Name suffices now support regular expressions and macros.
But please do not use back references in regex suffices, such as:
(abc) => \1
Because this might break the regex names that also use back references.
And if you need regex groups, please use "(?:)" instead of "()".
For example, please use "(?:|)" instead of "(|)".
\1\2\3
VNR
* Add a new Yomi type to the Shared Dictionary for specifying furigana of
Japanese names.
VNR will automatically generate name translation from the furigana into Romaji,
Hangul, or Thai.
Yomi terms have no effect for Chinese translation.
I notice that there are duplicate character names for various languages, esp.
English and Korean.
Such terms might help share name translations between different languages,
and allow me to import character names on Getchu in the future.
VNR will automatically generate the following three names depending on the
language to translate to.
= -- for Korean
= -- for Thai
(ignored) -- for Chinese
= Sakurakouji -- for any other languages including English
VNR
VNR
Getchu
12/17/2014 WED
[Subtitle Sharing]
* Add an alternative way to import/export/edit offline subtitles.
The idea is motivated by the offline subtitles made by @bayooooo sensei for
several games.
For example, you can find the uploaded subtitles forhere,
where the subtitles
are converted from the XML format offline subtitles made by @bayooooo sensei
for VNR.
http://sakuradite.com/game/PRINCESS_LOVER
The web server will compare the uploaded subtitles with the existing ones in
the database.
If there are no existing subtitles for and in the
online DB,
the web server will create two new subtitles for them.
Otherwise, if there are existing subtitles, it will create new *revisions* of
the subtitles,
instead of overwriting the existing ones.
After uploading, the subtitles can be redownloaded, which might look like this:
- subLang: en
textLang: ja
- id: 101
text:
sub: Hello!
- id: 102
text:
sub: Smell of flower
- subLang: en
textLang: ja
- id: 102
text:
sub: Fragrance of flower
Here, the "id: 102" part is optional. The following file also works.
But keeping the id will help the server speed up the subtitle comparison
process.
- subLang: en
textLang: ja
- text:
sub: Fragrance of flower
Note that VNR will create a new revision of the subtitle, instead of simply
replacing the string.
The subtitles are saved in a wiki-like way.
In the future, I am going to create UI to allow people to revise/revert to
previous revisions.
Currently, there is a limit of 200 changes that each upload can made to the
existing subtitles.
It is intended to prevent malicious/by mistake sabotage to the existing
subtitles.
After upload, the server will categorize the subtitles into five groups:
- total: it contains all subtitles that are processed
- create: it contains new subtitles that do not exist in the database
- update: it contains subtitles that have modified existing subtitles
- ignore: it contains subtitles that are the same as the existing subtitles
- error: it contains the subtitles that are rejected, and the reject reasons
After uploading the subtitles, VNR will render the them in game in the old
subtitles.
The new subtitles is implemented in very efficient way, which is faster and
takes few memory.
For examples, all Chinese subtitles of PRINCESS LOVER takes only 15MB RAM.
btw., I also created some scripts to manipulate YAML subtitles, which you can
find in Scripts.
- Script/sublint.cmd
This script can check if there are syntax errors in the YAML subtitle file.
- Script/subx2y.cmd
This script can convert existing XML subtitle file to YAML format.
It is intended to help @bayooooo sensei convert his external XML subtitles to
new YAML format.
Please don't use it to convert subtitles already existing in VNR.
I plan to change the subtitle sharing mechanism in VNR to a new wiki-like way.
Because I don't want to break the existing subtitles in VNR, I will first
finish implementing
the new sharing mechanism and then port existing subtitles to the new system.
There are some major differences comparing the organizations of the new and old
subtitles.
- Old subtitle sharing mechanism
Multiple subtitles are allowed for the same text.
One subtitle is saved with one text.
Each subtitle is owned by a user.
Illustration example:
User1 (lang1): text1 = sub1
User2 (lang1): text1 = sub2
User3 (lang2): text2 = sub3
Illustration example:
text1
- lang1
- user1: sub revision 1
- user2: sub revision 2
- lang2
- user3: sub revision 1
Here's an example translation in XML format that might help illustrate the
organization:
It defines two subtitles in two languages (en and zh-CN) for the same text
If you have suggestions or concerns for the new subtitle sharing system,
feel free to let me know!
YAML
@bayooooo sensei VNR
PRINCESS LOVER
YAML @bayooooo sensei XML
http://sakuradite.com/game/PRINCESS_LOVER
Wiki
-
-
revise revert revision
VNR
PRINCESS LOVER 15MB
VNR
VNR
Wiki revert changes
YAML
btw, Script
- sublint
- subx2y xml yaml
yaml
Library/Frameworks/Sakura/py/scripts
12/13/2014 SAT
* Proxy to ErogameScape no longer works.
VNR ip
11 VNR 47
12/10/2014 WED
[Machine Translator]
* Fix Bing online translator, which stopped working due to the changes of
Microsoft website.
Bing VNR Bing
12/9/2014 TUE
I put VNR's recent changes in the following page.
If you don't like updates, you can check the changes to determine whether update
VNR.
http://sakuradite.com/app/vnr/changes
VNR
VNR
[JBeijing](Chinese, @djz020815)
* djz J
[Shared Dictionary]
* VNR now will do incremental update to the Shared Dictionary by default, which
is
much faster and uses less memory and network bandwidth.
VNR
12/4/2014 THU
[OCR]
* As requested, add a keyboard shortcut to start/stop monitoring game window to
OCR.
The shortcut can be adjusted in Preferences/Shortcuts.
OCR
[Game Engine]
* The logic of Majiro2 engine is changed so that it can remove from game
text,
as these would mess up machine translation.
Majiro2
Majiro2
P.S. BIG5
ChromeSafariFirefox
BIG5 GBK
12/2/2014 TUE
[Game Engine]
* Add 5pb engine forCROSS+CHANNEL Final Complete.
It might also work for other 5pb PSP/PS3 games ported to PC.
CROSS+CHANNEL Final Complete
PC 5pb PSP/PS3
* CalendarMain.exe
11/28/2014 FRI
[Game Engine]
* Add text engine for new Majiro game"".
The old Majiro engine cannot extract text any more and will crash the game on
Windows XP.
"" Majiro
@ sama
[Preferences]
* As requested, add an option to select the location to save game screenshot in
Preferences/Recordings.
/
[Shared Dictionary]
* As requested, add a combobox to select the column to search the Shared
Dictionary.
11/24/2014 MON
[Game Engine]
* Fixed a bug that might crash KiriKiriZ games such asVenusBlood HYPNO.
VenusBlood HYPNO bug
11/22/2014 SAT
[Preferences]
* Add an option to disable auto-hiding the left dock.
This might be useful if you are running VNR on a tablet.
Dock Dock
VNR
@ sama
11/20/2014 THU
* Automatic speech recognition (ASR) is temporarily disabled.
Going to re-enable it after adding offline ASR support.
ASR
11/16/2014 SUN
* Update LocaleSwitch to the latest version 1.0.1.1.
Thanks for @867258173 sama's report!
* In Website Reader, make sure Japan-only pages will not be blocked by DMM.
Website Reader DMM
11/15/2014 SAT
* Add very primitive support to translate online galgame
http://i.imgur.com/kkVo36l.png
http://i.imgur.com/kkVo36l.png
Website Reader
TTS
VNR scenario
jQuery
11/14/2014 FRI
* Add text hook engine for from .
11/5/2014 WED
* Update TAH script for LEC from @errzotl sensei.
* djz J
by djz 10 J
http://sakuradite.com/topic/220
* Fixed a bug that VNR might crash when EDICT is enabled while clicking Japanese
words to lookup very fast.
11/4/2014 TUE
* Enable context menu for full screen Adobe Flash 10 games.
Adobe Flash Player 10
11/2/2014 SUN
* Support using Google Speech Recognition (SR) online service to extract text
from game audio.
There is a Speech Recognition Tester on the SpringBoard.
You can also enable periodical recognition on the left dock after a game is
launched.
There is also a keyboard shortcut (Alt+R) that can trigger the SR.
By default, the sound is recorded through Microphone, where the quality is low.
If you want to record audio in games, it is better to specify which device to
use in Preferences/SR.
However, on Wine or Virtual Machines (such as Parallels Desktop) where the
emulated sound card
does not support recording, only Microphone can be used to record speech.
- VNR's algorithm is not clever enough to detect when a sentence has finished.
Currently, an audio is divided into sentences by "silence".
But if there is no silence, VNR will keep recording and never do recognition.
You might usually have to manually trigger the recognition (Alt+R)
before/after a sentence.
VNR
Wine Parallels Desktop
- Google
/Internet
- OCR BGM
- VNR
VNR
VNR
Alt+R VNR
11/1/2014 SAT
* Fix a bug that the mouse/keyboard shortcuts might stop working after a while.
10/31/2014 FRI
Since so many users were using VNR simultaneously this weekend, VNR's server was
overloaded.
You might experience failure to update VNR's Shared Dictionary and game database
around JST 10:00pm this Friday.
VNR's services are written in Python and Java. I temporarily shut down the Java
server so that
the Python server could serve the large amount of queries to the game database
the Shared
Dictionary normally. But you are no longer to post or register new accounts
online like before.
I am going to fix scalability issue of the current service implementation when I
have time.
Sorry for the inconvenience!
VNR
VNR
VNR VNR Web UI
* Add Adobe Flash Player 10 game engine for Duo from TinkerBell.
TinkerBell Duo
10/28/2014 TUE
* Update TAH script for ATLAS/LEC.
The scripts are from @errzotl sensei, and you can say thanks to him/her at
[email protected].
10/25/2014 SAT
* Add alternative SiglusEngine that can extract character name thread.
SiglusEngine thread
* VNR no long hooks to GDI functions when the game engine is known to be
sufficient to extract all texts.
This might save some memory and reduce the possible game slowdown caused by
text extraction.
10/24/2014 FRI
* Remove garbage texts for KAGParser and CIRCUS engines so that Share Dictionary
rules to repair text are no longer needed.
Additionally, ITH is extended to allow removing garbage text per game engine.
If you find certain game engine always has similar kind of garbage, feel free
to
let me know!
KAGParser CIRCUS
* Add new KiriKiriZ game engine that can extract character name.
* NK-Frontend.exe VNR
10/21/2014 TUE
* Add a new KAGParser game engine for VenusBlood HYPNO, which uses KiriKiriZ.
The existing KiriKiri1/KiriKiri2 seem to be broken for KiriKiriZ games.
However, the new engine currently cannot extract character name, and the
extracted
text contains "[r]" garbage which requires Shared Dictionary rules to clean-up.
btw., the context menu of VNR still works when KiriKiriZ games enter full
screen.
KiriKiriZ VNR
10/20/2014 MON
* Fix a bug in TTS that sometimes only half of the sentence was read.
bug
10/19/2014 SUN
* Use OpenCC instead of Google to convert different Chinese variants.
Add an option in Preferences/Translation/Chinese for selecting default Kanji
variants among
Taiwan Standard Chinese (default), Hong Kong traditional Chinese, and Japanese
Kanji.
OpenCC Google
//
VNR OpenCC
* For certain game engines such as SiglusEngine, VNR no longer disables context
menu
when game enters full screen.
SiglusEngineVNR
10/18/2014 SAT
* Add new SiglusEngine for .
* Bugfix for the correctness of the generated romaji and hangul furigana.
10/17/2014 FRI
* Add variable syntax to VNR's new machine translation system.
It can be enabled in Preferences/Shared Dictionary.
Regarding the syntax, for example, $x can be used to match any single node in
the syntax tree.
And @x can be used to match a list of any adjacent nodes in the syntax tree.
Here's some example illustrating how it works:
VNR
(((( ) ( )) ( )) )
scalar
- ($x ) => ($x ) -- $x =
- (($x ) $y) => (($x ) $y) -- $x = , $y =
list
- ((@adj) ) => ((@adj) ) -- @adj (( ) ( ))( )
node
((( ) ) ) ( )) ( ))
=>
($vi ) => ($vi )
($adv ) => ($adv )
( ) => ( )
(( ) ) => (( ) )
10/13/2014 MON
* Improve the support for .
VNR can directly play the TTS without launching zunko's program.
I dissembled zunko into C# code and reimplemented the logic using C++.
.NET and clipboard are not needed, and there is no blacklist of H-words.
But currently, the pitch/speed/range of the voice cannot be adjusted like in
zunko.
VNR TTS
.NET H
* VNR's UI is flatter.
10/11/2014 SAT
* Add rUGP2 engine for new series games from .
rUGP2
10/9/2014 THU
* Add support for all VOICEROID+ and VoiceText online TTS.
You can select your favorite TTS in Preferences/Text-to-speech or per-game
Voice Settings.
But the online TTS is relatively slow comparing to the offline version.
10/8/2014 WED
* Add a toggle in Preferences/Translation to convert Mandarin to Yue Chinese.
/
* The texts modified by the Shared Dictionary are underlined by default now.
This could help remove the redundant spaces for Chinese/Korean escape terms.
If you don't like the underline, it can be disabled in Preferences/Shared
Dictionary.
VNR
/
10/7/2014 TUE
* Fixed a severe regression that might crash VNR.
I am very sorry for the inconvenience! m(_ _)m
VNR
m(_ _)m
* Add Baidu TTS. The voice is the same as VW Misaki from Korea, except that
the bitrate is lower than the offline version.
TTS
TTS VoiceText Misaki
TTS bitrate
* The volume and speed for online TTS can be adjusted in Preferences.
TTS
* You can toggle "Speak -> Original" or "Speak -> Translation" on the left dock
to select whether to read the original game texts or the subtitles.
=> VNR TTS
* Online TTS support for VNR's website reader has not been implemented yet.
VNR TTS
10/6/2014 MON
* The online TTS implementation is switched from Apple QuickTime to native
Windows Media Player (WMP).
If you have a genuine Windows, WMP has already been installed.
So, nothing is required to use the online TTS.
TTS performance
TTS MP3 Caches/tmp/reader/tts
TTS TTS
TTS
TTS TTS
10/4/2014 SAT
* Fixed a cache inconsistency bug for the Shared Dictionary.
You can ignore the following text if you don't know any Japanese or have never
used the
Shared Dictionary before.
If you have questions or suggestions, feel free to post them to the following
topic.
http://sakuradite.com/topic/471
You can play with the new syntax terms, but please don't extensively add tons
of rules
at the moment. I am going to add more grammar to describe the syntax soon.
In the following text, I am going to discuss the new system and the future plan
in my mind.
I. Motivation
((( ( )) ( )) ( ))
Additionally, I also have the types of each node, such as if the node is a
noun, name, verb, etc.
The current VNR does not support matching the types of the nodes, though.
Going to add this support soon.
After the syntax parse tree is constructed, VNR will use the syntax terms from
the community
to translate the tree.
The pattern of the term will be used to match any subtree in the Syntax Tree.
If matched, the node will be replaced by the subtree created from the
replacement text.
You can debug this process in the "Japanese Syntax Tester" widget.
For example, will match which used independently, but will not match
.
And won't match , because,will be a single node.
Additionally, nested parentheses can be used to express trees whose height > 1,
such as ( ( )).
((((( ) ) ) ( )) ( ))
((((( ) ) ) ( )) ( ))
If you know Compiler, the translation process is quite similar to compiling one
language to another:
front-end mid-end
back-end
Japanese sentence => token stream => Japanese parse tree => Chinese
parse tree => token stream => Chinese sentence
(lexical tokenizer) (syntax parser) (translator)
(unparser) (join)
Below is the the actual translation workflow in VNR:
front-end mid-end
back-end
Japanese sentence => word stream => Japanese parse tree => Chinese
parse tree => Chinese sentence
(MeCab+CaboCha+UniDic) (VNR syntax parser) (VNR translator)
(VNR unparser)
Current, our shared syntax translation rules are applied at mid-end (VNR
translator).
Later, I am going to add syntax support for Input/Output terms as well, which
will be applied
to front-end parser and back-end unparser respectively.
After the translation, if VNR has found there are untranslated nodes, VNR will
use the
existing machine translator you have selected, such as Google, to translate the
left
untranslated subtrees.
The order to apply the syntax rules and the other existing types of the terms
are as follows:
Apply input term => Apply general translation term => (Apply syntax
translation terms) => Apply machine translation => Apply output terms
It is done like this which is easier to implement. But it does not make sense.
I am going to change the order to the following one soon.
Apply input term => (Apply syntax translation terms) => Apply general
translation term => Apply machine translation => Apply output terms
Currently, we cannot directly modify the generated parse tree from CaboCha.
I am going to add a new MeCab typed terms that will be compiled into MeCab
user-defined dictionary.
The term will have a weight parameter used to express the expected frequency of
the word.
This might be a way to combine the syntax-based MT with the statistical MT.
/
/ MeCabCaboCha UniDic
widget debug
widget debug
Guest
VNR community
J
topic
http://sakuradite.com/topic/471
I. Motivation
=>,
((( ( )) ( )) ( ))
9 leaves""
sibling
( ( ))( )
VNR
VNR subtree
VNR subtree
widget
( ( )) parse tree
=2 subtree
( )
syntax tree
((((( ) ) ) ( )) ( ))
((((( ) ) ) ( )) ( ))
( )
II. workflow
compiler
front-end mid-end
back-end
Japanese sentence => token stream => Japanese parse tree => Chinese parse
tree => stream => Chinese sentence
(lexical tokenizer) (syntax parser) (translator)
(unparser) (join)
VNR
front-end mid-end
back-end
Japanese sentence => word stream => Japanese parse tree => Chinese parse
tree => Chinese sentence
(MeCab+CaboCha+UniDic) (VNR syntax parser) (VNR translator)
(VNR unparser)
VNR VNR
capture
($x ) => ($x ) -- $x
($x $y ) => ($x $y ) -- $x $y
(@x ) => (@x ) -- @x a list of Perl array
(Agglutinative language)
($x:noun:name ) => ($x ) -- :noun:name $x
($x:verb ) => ( $x:verb) -- :verb $x
($x? ) => ($x ) -- ?$x
( ? ? ?) -- ??
(/[]/ ) -- // Perl JavaScript
(/[]/:v ) -- //
($x=/[]/:v ) -- $x capture
$x="English word with space" -- VNR
10/2/2014 THU
* djz J 141001
qq djz J
9/30/2014 TUE
* The types of the terms in the Shared Dictionary are slightly changed.
You can ignore the following text if you have never used it before.
- Translation: the same as "Japanese" -- the same as the old "Japanese" type,
different from Chinese/Korean
Currently, the "Translation" and the "Input" terms are handled the same way
for Latin languages,
both of which are equivalent to the old "Japanese" terms.
But they will be handled differently soon in the future version of VNR.
If you would like to add new rules to the Shared Dictionary, I hope if you
could distinguish
"Translation" and "Input" types. For example:
- to transform "" to "I", "Translation" should be used
- to transform "" to "", "Input" should be used
Let's wait for two weeks until most people have updated to this version of
VNR.
And then I am going to revise the Shared Dictionary to distinguish
Translation from Input type
for old terms in Latin languages.
- : --
- : --
- : --
- : --
- : --
- : --
- : -- TTS
- : -- OCR
- : --
9/28/2014 SUN
* Fixed a severe bug that OCR might stop working when the inserting space option
is enabled.
Sorry for the issue!
OCR
9/27/2014 SAT
* Modify the ScenarioPlayer engine to support new games.
9/26/2014 FRI
* The text processing using the Shared Dictionary is reimplemented using C++ with
Boost.Regex.
It is more powerful, much faster (time < 0.01 second) and using less memory
(about 20MB for 20k rules).
If you have never used the Shared Dictionary before, you can ignore the
following text.
+ VNR no longer processes the Shared Dictionary on the startup any more.
+ VNR won't process the Shared Dictionary until the first time you use it, such
as
when a sentence is translated, or when TTS is triggered.
The bad thing is, for example, that the first machine translated subtitle
will not
use the Shared Dictionary, and the translation quality might be bad.
But after that, the follow-up translations will be processed by the Shared
Dictionary.
+ After the first time the Shared Dictionary is used, you can find the enabled
text replacement
rules in the following directory:
Caches/tmp/reader/dict
VNR will rebuild the cache there whenever the Shared Dictionary is modified,
or the current
game is changed, or your language is changed.
You can also open that directory by pressing the "Browse" tool button in the
Shared Dictionary.
+ The regex library used in the Shared Dictionary is changed from Python.re to
Boost.Regex.
Boost's implementation is a superset of Python's and is more powerful, which
supports
recursive syntax. More details about Boost.Regex's syntax could be found in
the following pages.
http://www.boost.org/doc/libs/1_56_0/libs/regex/doc/html/boost_regex/syntax.html
http://www.boost.org/doc/libs/1_56_0/libs/regex/doc/html/boost_regex/syntax/perl_sy
ntax.html
() => Kaoru-(?1chan:san)
The above rule will translate "" to "Kaoru-chan", and " otherwise"
to "Kaoru-san otherwise"
+ Boost is intentionally not compiled with ICU so that regex is not aware of
unicode characters.
For instance:
- "\s" will match ascii spaces, but won't match \u3000.
- :digit: only matches ascii [0-9], and won't match "", "", "", etc.
+ VNR
Caches/tmp/reader/dict
VNR Caches
+ VNR TTS
Caches Caches 1
+ Boost.Regex Python.re
http://www.boost.org/doc/libs/1_56_0/libs/regex/doc/html/boost_regex/syntax.html
http://www.boost.org/doc/libs/1_56_0/libs/regex/doc/html/boost_regex/syntax/perl_sy
ntax.html
9/23/2014 TUE
* Dictionary lookup was moved to threads.
When "Popup when hover" is enabled, it won't block GUI any more.
GUI
9/22/2014 MON
* Disable the keeping spaces option in Text Settings for Japanese/Chinese games.
It does not make sense to keep spaces for these languages.
VNR
9/21/2014 SUN
* Bypass the issue for embedding Chinese translations where Kanji becomes "?".
VNR
BGI
http://sakuradite.com/images/screenshots/sekai_bgi2_zh.jpg
http://sakuradite.com/images/screenshots/sekai_bgi2_choice_zh.jpg
sama
9/20/2014 SAT
* Fix a bug that might crash the Elf engine on Windows XP.
Thanks for @goodboyye sama's report!
Elf Windows XP
9/18/2014 THU
* The mouse hotkey to select OCR region can be changed in Preferences (default is
SHIFT).
OCR SHIFT
* Add support for Kingsoft FastAIT that is a free Chinese offline translator.
You can use it to re-translate Chinese-translated VNs to English if you want.
It can be downloaded here for free:
It does not contain any nasty ads like Baidu products. So, feel free to use.
J
J
+
-
- translate as it is
- J VNR
- VNR
- Dr.eye
youorz
+
-
x2 3
*** VNR ***
galgame or not
trickyDLL reentrant
key
--
--
--
--
-- exact
9/16/2014 TUE
* Add a new Macro type to the Shared Dictionary.
You can ignore the following text if you don't know Japanese.
Then, you can use it like this to capture "" at the beginning of a
sentence:
{{bos}}
The text within {{}} will be replaced by macros. This only applies to regex
patterns.
btw., we can filter certain types of the terms in the Shared Dictionary.
If we search "Macro", all macro terms will show up.
bos
{{bos}}
{{}}
btw,
convention macro
KiriKiriRemoveRepeat, or kirikiri_remove_repeat
_
9/15/2014 MON
VNR google
* OCR operations are moved to threads so that the GUI won't get blocked while
analyzing images.
OCR
9/14/2014 SUN
* When the underline option in Shared Dictionary is enabled, character names
defined by Chara terms
for Kanji-based languages (Chinese, Korean, etc.) will also be underlined.
Due to technical difficulties, character names of Latin-based languages such as
English will not be underlined.
* Add more image filters for OCR, mainly filters for HSI color model.
- Usually, if the font color is always white/black, the "I" (intensity) filter
might be sufficient.
- Otherwise, if the font is in a single color, the "H" (hue) might help.
- The worse case, if the font color usually changes, but always in a pure
color, the "S" (saturation) might help.
https://en.wikipedia.org/wiki/HSL_and_HSV#Lightness
- Additionally, if the game text is extremely large/small, then the "Z" (zoom)
filter could be used.
OCR
-
-
-
-
9/13/2014 SAT
* Add an option to underline the modified text by escape or translation terms in
the Shared Dictionary.
The changes that made by Japanese terms are not marked, which might sacrifice
the translation quality
in order to implement the marks.
You don't have to bother this unless you are actively editing the Shared
Dictionary.
* Fix a bug existing for a long time that the subtitles are sometimes displayed
below the game window.
bug
btw, when the "Desktop" button is enabled, the OCR region can also track other
windows outside of the game, such as anime subtitles in video players.
Here's a screenshot of the captured subtitles on Youtube:
http://i859.photobucket.com/albums/ab155/jichi/youtube_zpscd6bf9cb.png
OCR
VNR MPEG
VNR
http://i859.photobucket.com/albums/ab155/jichi/youtube_zpscd6bf9cb.png
VNR
VNR OCR
9/12/2014 FRI
* Able to select OCR regions where VNR will periodically capture the image and
extracing text in them.
I hope if this could serve as an alternative text extractor when the game does
have supported game engines.
A screenshot is as follows:
http://i859.photobucket.com/albums/ab155/jichi/ocr-region_zps009469c1.png
(Note that does have an EXP game engine, and it does not need
OCR to work.)
As you know, by default, you can Shift+Mouse to select one region for instant
machine translation.
After launching the game, there is a new OCR button on the left dock which
contains two sub buttons.
- Edit: The new Shift+Mouse region will become persistent.
- Monitor: Monitor the persistent regions and periodically extract texts in
them.
The interval of the capturing can be adjusted in Preferences/OCR.
The subtitles and danmaku are temporarily disabled for OCR texts as they are
unreliable.
I will turn them on after I finish implementing all the image filters for OCR.
It also works for full-screen games, but context menu will be disabled as
usual.
OCR
VNR OCR
http://i859.photobucket.com/albums/ab155/jichi/ocr-region_zps009469c1.png
EXP OCR
OCR
OCR
- Shift+ OCR
- VNR
OCR focus
OCR OCR
VNR VNR
9/10/2014 WED
* Update the TAH script for LEC from @errzotl sensei.
* djz J
qq djz J
9/9/2014 TUE
* I made a wiki as follows for what to do if you cannot find correct text in the
game.
http://sakuradite.com/wiki/en/VNR/Game_Settings
wiki MS
Gothic
http://sakuradite.com/wiki/zh/VNR/Game_Settings
9/8/2014 MON
* Add TAH script for LEC online/offline Japanese-English translation.
The script is from @errzotl sensei, and you can say thanks to him/her at
[email protected].
* Add an option to select the range of the color intensity to identify the target
text.
This might help eliminate irregular colorful background behind the target text.
A screenshot is as follows.
Windows native UI widgets (buttons, text editors, etc.) are not used so that it
could work with
full screen games.
http://i859.photobucket.com/albums/ab155/jichi/VNROCRColorIntensity_zps48f059b6.png
function isTextColor(color) {
var intensity = sqrt(color.red*color.red + color.green*color.green +
color.blue*color.blue);
var min = 0.3 * 255 * sqrt(3);
var max = 0.7 * 255 * sqrt(3);
return min <= intensity && intensity <= max;
}
OCR
http://i859.photobucket.com/albums/ab155/jichi/VNROCRColorIntensity_zps48f059b6.png
9/7/2014 SUN
* Make sure OCR works for Direct X and full screen games.
OCR
9/6/2014 SAT
* OCR text boxes will follow the position of the first-clicked window.
OCR
Japanese: http://sakuradite.com/images/screenshots/ocr_wiki_ja.png
English: http://sakuradite.com/images/screenshots/ocr_wiki_en.png
Korean: http://sakuradite.com/images/screenshots/ocr_wiki_ko.png
Russian: http://sakuradite.com/images/screenshots/ocr_wiki_ru.png
Chinese: http://sakuradite.com/images/screenshots/ocr_wiki_zh.png
OCR
OCR 61MB
VNR MODI OCR Mega OCR
Readme.txt
Since there are currently so many languages in VNR, some of the languages
supported by MODI are not enabled in VNR.
If you need support certain languages that are disabled, feel free to let me
know.
9/5/2014 FRI
* Add Felistella engine for PSP game Summon Night 5.
9/4/2014 THU
* TAH script is changed to be ATLAS only, only for Japanese-English machine
translation.
TAH script is also updated to the latest version from @errzotl sensei.
Please report bugs to [email protected].
8/31/2014 SUN
* Add a shared window for leaving messages.
When new messages are received, the message button will flash.
You can discuss everything there EXCEPT DISTRIBUTING PIRATE SOFTWARE AND GAMES!
8/30/2014 SAT
* Add zoom buttons to the header of the text boxes.
-+
8/29/2014 FRI
* Add support for PPSSPPEX.exe and PPSSPPSP.exe that is the same as
PPSSPPWindows.exe.
8/28/2014 THU
* I changed the mouse behaviors of the text boxes (subtitles, dictionary, OCR,
etc.)
- Drag the center of the box: vertically scroll the text
- Drag the top/bottom border: move the text box
- Drag the left/right border: horizontally resize the text box
It is the same as adjusting the width in the left dock.
OCR
8/26/2014 TUE
TAH
I disabled 99.999% of the TAH scripts and changed them to be for English
translation only.
You can revert my changes here:
http://www.sakuradite.com/wiki/en/VNR/Translation_Scripts
http://sakuradite.com/upload/image/396.jpg
to
The ecchi voices such as "" were removed.
The emotional sentence such as "" was rewritten to plain
Japanese "" where the emotion is lost.
As a result, after applying TAH, the Chinese translation become much much much
worse.
Currently, all TAH rules are still enabled for English by default.
But I am not maintaining it for English, and I don't know whether it will make
the
English machine translation better or worse.
I suggest you to try enabling/disabling TAH based on your own judgment.
If you feel TAH is usually making the English translation better or worse, I hope
if you could let me know your option. Thanks!
8/25/2014 MON
* Fixed the OCR bug. Sorry for the inconvenience! m(_ _)m
OCR m(_ _)m
OCR
SAPI TTS Google TTS Voiceroid
8/23/2014 SAT
* VNR
VNR
ITH
8/21/2014 THU
* Fixed a bug that OCR might stop working after a while.
OCR bug
8/19/2014 TUE
* Fix the NEXTON engine for .
Normad
* VNR will popup confirmation if you want clone other's terms in the Shared
Dictionary.
You don't need clone others' the terms to enable them. They have already been
enabled.
Cloning will result in duplicate rules which will make it more difficult to
manage the rules.
VNR
* Forbid adding terms whose pattern and translation are the same except for
escaped terms.
Having pattern == translation is meaningless except for escaping.
8/18/2014 MON
* Bugfix for OCR.
I forgot to register DLLs for MODI OCR.
If you would like to try OCR, you can either re-download MODI OCR (36MB) and
re-run the scripts here:
https://mega.co.nz/#F!g00SQJZS!pm3bAcS6qHotPzJQUT596Q
Or, if you don't want to re-download, you can manually run the following
commands AS ADMINISTRATOR:
OCR DLL
OCR MODI OCR36MB
https://mega.co.nz/#F!g00SQJZS!pm3bAcS6qHotPzJQUT596Q
x86 32 Windows
8/17/2014 SUN
* Add an OCR type to the Shared Dictionary for correcting OCR text, which is not
accurate.
OCR OCR
Locale Switch /
Locale Emulator
Locale Emulator LocaleSwitch
* Add alternative NEXTON engine for old NEXTON brands such as Nomad.
Nomad
8/16/2014 SAT
* Add very primitive OCR support.
A screenshot of 's Config UI with OCR popup and translations are as
follows:
http://sakuradite.com/images/screenshots/ocr_popup.jpg
You can press Shift+Mouse to select an area, and VNR will popup translation in
the selected rectangle.
You can enable it in Preferences/OCR.
It could work without launching games.
It might be used to identify texts in games as well as anime, manga, websites,
or any other texts on the screen.
REQUIREMENTS
- You must have Microsoft MODI OCR installed.
You can either purchase Microsoft Office 2007 and manually enabled it, or get
it from here:
https://mega.co.nz/#F!g00SQJZS!pm3bAcS6qHotPzJQUT596Q
LIMITATIONS
- VNR must be launched as Administrator to make MODI OCR work.
The trade-off is that several features (including SAPI TTS) will not work
when VNR is launched as admin.
- Currently, only machine translation works.
TTS, , and popup dictionaries including EDICT and EPWING are not
implemented yet.
- Currently, no settings can be adjusted for OCR.
You cannot specify the target text color, size, and orientation which are
critical to enhance OCR accuracy.
As a result, irregular texts (fat, large, outlined), texts on the fancy
background, and vertical texts
can not be correctly identified.
MODI OCR
Config OCR
http://sakuradite.com/images/screenshots/ocr_popup.jpg
/ OCR
SHIFT+
OCR
MODI OCR
Office 2007 MODI OCR
https://mega.co.nz/#F!g00SQJZS!pm3bAcS6qHotPzJQUT596Q
36MB
VNR OCR
- OCR VNR
- EPWING TTS
- OCR orientation
OCR
8/15/2014 FRI
* Add support to use TA Helper replacement scripts to improve machine translation
quality.
The current version is modified from @errzotl sensei 's 0.16 version.
The TAH scripts are equivalent to VNR's Japanase terms in the Shared
Dictionary.
VNR will automatically update the scripts on the following wiki:
http://sakuradite.com/wiki/en/VNR/Translation_Scripts
community TAH
VNR
VNR 8000+
=>
8/13/2014 WED
* Add scripts to totally uninstall VNR.
If you want uninstall VNR or reset its settings, you can run the following
files:
VNR
VNR VNR
8/12/2014 TUE
* Bug fix CYBERFRONT PSP engine for old KID games.
CYBERFRONT PSP
8/9/2014 SAT
QQ VNR IP123.244.x.x
QQ VNR VNR QQ VNR QQ
hook
IP QQ VNR
QQ VNR
QQ
VNR
http://sakuradite.com/images/screenshots/wr_wiki_en.png
Additionally, VNR's Game Information page also supports the same translation
system.
http://sakuradite.com/images/screenshots/wr_vnr_en.png
There are currently four buttons that can be toggled to adjust how to translate
the website, as follows:
- : Use VNR's MeCab and UniDic to add to all texts
- : Use the machine translation to replace all texts (slow unless using an
offline translator)
- : Display machine translation for the hovered sentence in the tooltip
- : Use TTS to read the clicked sentence (don't forget to install QuickTime if
you want to use Google TTS)
http://ja.wikipedia.org/wiki/Clover_Day's
http://sakuradite.com/images/screenshots/wr_wiki_zh.png
VNR
http://sakuradite.com/images/screenshots/wr_vnr_zh.png
TTS
- : ruby
- : J
- : tooltip
- : TTS Google TTS QuickTime
alpha VNR
-
- EPWING
- VNR VNR
-
8/7/2014 THU
* VNR APIVNR API
API
* Use persistent threads and sessions to reduce the latency of online machine
translation.
* Excite
Excite JBeijing
q JBeijing
8/5/2014 TUE
* Add new BGI engine for .
Thanks for @98549177 sama's report!
BGI
http://i859.photobucket.com/albums/ab155/jichi/84BC306E5F7C65B9306E30D530A930FC30EA
30B9309930E0_zpsa69ea4f1.png
8/3/2014 SUN
* Add support for Fate/stay night on PCSX2.
A screenshot is as follows (tested on pcsx2-v1.2.1-328-gef0e3fe-windows-x86):
http://sakuradite.com/images/screenshots/pcsx2_fate.jpg
8/2/2014 SAT
* djz J
side-B
8/1/2014 FRI
QQ VNR
*
VNR 2MB
commit
7/31/2014 THU
* QQDownload VNR
* Add a toggle to the left dock for copying machine/shared translation to the
clipboard.
I am sorry that I failed to find a way to load LEC translator's DLL for non-
English translation.
If you want to translate Japanese to non-English using LEC, currently, you
might have to
turn on this "Sub to clipboard" toggle to re-translate English to your native
language
through clipboard using LEC or any other translators.
* Add a command line parameter --pid for specifying which game process to attach.
For instance, run "Debug VNR.cmd --pid 1234" will attach to the process whose
PID is 1234.
If there are multiple games running at the same time, or if there are multiple
game processes
for the same game, you can use this parameter to select which game process to
attach.
--pid PID
http://www.sakuradite.com/wiki/zh/VNR/
* Bug fix for PPSSPP 0.9.9. Most engines should work now.
But in order to support 0.9.9, VNR is 10 times slower than before to scan the
memory.
It could take up to 10 seconds to determine the PSP game engine to use.
After VNR is launched, you might have to wait for 10 seconds for the text to
appear.
PPSSPP 0.9.9
7/29/2014 TUE
* Add Otomate PSP hook for PPSSPP 0.9.9.
It should cover most cases where 0.9.8 hooks (BANDAI, Alchemist, and Otomate)
do not work.
PPSSPP
7/27/2014 SUN
* Add Intense PSP engine for .
Note: It is reported by @roninmedia that certain games did not work on PPSSPP
0.9.9.
I am going to investigate the changes from 0.9.8 to 0.9.9 which broke VNR.
If you find certain games working on 0.9.8 no longer working on 0.9.9, you can
also let me know the game.
Sorry for the inconvenience!
VNR 0.9.8
0.9.8 0.9.9
7/26/2014 SAT
* Add EAGLS engine for games from TechArts which does not have text duplication
issue.
TechArts owns several popular nuki-ge brand, including G.J?, SQUEEZ
EAGLS EAGLS
Otome:
* Add Brocolli engine for PSP game .
* Add Otomate engine for PSP game and .
* Add SOFTWARE engine for PSP game .
* Remove garbage text for PSP game Are you Alice?.
Non-otome:
* Add PSP engine for KADOKAWA game .
* Add alternative Yeti engine for Never7, Remember1, Ever17.
7/25/2014 FRI
* Modify BANDAI PSP hook to support SEGA's Shining Hearts and Shape's
.
PSP Shining Hearts
I created a wiki page for the known games that are not supported by VNR.
If you find a game does not work with VNR, you can also put it there.
I will try to make the games on the list to work when I have time.
http://sakuradite.com/wiki/en/VNR/Compatibility
VNR
VNR
7/24/2014 THU
* Add support for Arabic language.
You can switch the language in Preferences/Account.
If your language is not supported by VNR, feel free to let me know.
When Arabic language is selected, VNR will try to switch the alignment
from left-right to right-left.
A screenshot of the current Arabic UI is as follows:
http://sakuradite.com/images/screenshots/vnr_ar.jpg
However, since I don't know any Arabic, I am not able to verify myself
if an Arabic sentence is from left-to-right or right-to-left.
If you find the text alignment is wrong in certain places, feel free to
complain to me.
This is requested by @goodboyye ONLY for people who have very small screen
size.
Since context menu would break full screen in most games, you normally don't
want to enable this unless your laptop has a very small screen size.
@goodboyye request
btw., I rewrote the comet service from scratch at the server side.
There should be no more network errors while signing in VNR or updating
database when lots of users are using VNR.
VNR
7/23/2014 WED
* Add Hn Vit Chinese-Vietnamese offline translator ().
The dictionary is from Quick Translator TAO
(http://www.tangthuvien.vn/forum/showthread.php?t=30151).
You can enable it in Preferences/Translation if you want to cross-translate
Chinese-translated eroge to Vietnamese.
To translate Chinese games, you also need to change the game language
from Japanese to Chinese in Text Settings.
7/22/2014 TUE
* Fix the regression for Ryokucha engine. Sorry for the problem!
bug
7/20/2014 SUN
* Add a Vanillaware engine for Wii game .
Tested on Dolphin 4.0, and a screenshot is as follows:
http://sakuradite.com/images/screenshots/dolphin_oboro.jpg
7/19/2014 SAT
* Add KID PSP engine for old KID games which does not have repetition texts.
KID PSP
* Bug fix PSP game engines. I tested several PSP games, as follows:
PSP Bug
Work -
- [KID] Monochrome <= KID sceFont
- [5pb.] STEINS;GATE
- [5pb.] Chaos Head Noah
- [5pb.] DUNAMIS15
- [Alchemist] 2
- [Alchemist]
- [Alchemist] your diary+
- [CYBERFRONT]
- [Imageepoch] BLACKROCK SHOOTER
- [SEGA] SHINING BLADE
- [Yeti] Secret Game
Not work -
- [] Final Fantasy Zero
- [Imageepoch]
- [Spike]
- [Shade]
- [Shade]
Additional game engines are needed for the games that are not supported at the
time.
Note: None of the above games works on Windows XP.
Note2: Just to emphasize, you MUST ENTER THE GAME (not only load PSP ISO)
before launching VNR.
1. Windows XP
2. PSP ISO VNR
7/16/2014 WED
* Bug fix PSP game engines, which should now work on both Windows 7 and 8, x86 or
x64.
But it does NOT support Windows XP.
If you are using Windows 7/8, but VNR cannot get text from PSP games made from
Alchemist, 5pb, SEGA, or Imageepoch, I hope you could let me know.
7/16/2014 WED
* Fix the text duplication issue for 5pb PSP engine.
The Imageepoch's hooked function was also found in SEGA's SHINING BLADE, though
not called.
It seems that PSP games share more similarities than I expected so that I don't
have to write game engines for each different maker.
7/15/2014 TUE
* Add a PPSSPP engine for Imageepoch.co.jp (jrpg.jp) games.
Imageepoch PSP
http://sakuradite.com/images/screenshots/psp_brs.jpg
7/14/2014 MON
* Add a PPSSPP engine for 5pb games.
5pb PSP
7/13/2014 SUN
* Fix the bugs that the series-specific terms might not be shared by game series.
However, it only works for games existed in VNR's database.
If you are adding a very new game file to VNR that does not exist in VNR's
database,
(i.e. VNR asks you to add the new game by Game Board),
game series will not work until you edit Game Information to link the new game
with a online reference, and run Update Game Database again after that.
If the game you added does have a Series in Game Information, but the game
does not exist in sakuradite.com/game, VNR is not able to recognize the game
series
until the VNR's online database is updated every day 4:00am JST,
and VNR need to run Update Game Database again after the game appears in
sakuradite.com/game.
If you are lazy, you basically don't need to do any thing after adding new
games, which is OK.
VNR will update the game database everyday automatically anyway.
bug
VNR
VNR
sakuradite.com/game VNR
VNR
- The game engines will only work AFTER you have launched the ISO and entered
the game!
If you directly launch PPSSPP in VNR, IT WON'T WORK.
- You MUST NOT close/change the current PSP ISO BEFORE closing VNR.
Otherwise, the behavior is undefined that either VNR or PPSSPP might crash.
- A large amount of PSP games will also need game-specific engines, such as 5pb
games, Final Fantasy, etc.
But currently, only Alchemist games are supported.
It might take me at least half a year to add as many PSP game engines as the
PC game engines.
PPSSPP Alchemist
your diary+ PPSSPP 0.9.8
http://sakuradite.com/images/screenshots/psp_alchemist.jpg
VNR PPSSPP PC
- PSP
PSP
- PSP PC
PPSSPP
http://sakuradite.com/wiki/zh/VNR/PSP
7/12/2014 SAT
* Add hooks to HLE functions in PPSSPP.
However, most games (such as Alchemist's games) still need game-specific
engines.
If you have PPSSPP installed, you could give it a try.
If you don't, please hold a while until more game engines are added for popular
makers.
The current hooked HLE functions are from PPSSPP 0.9.8 as follows.
UTF-8 functions are excluded as they are not supported by current ITH (need to
modify vnrcli.dll).
If you have other requests, feel free to let me know!
Core/HLE/sceCcc.cpp
int sceCccStrlenSJIS(u32 strAddr)
int sceCccStrlenUTF16(u32 strAddr)
int sceCccSJIStoUTF8(u32 dstAddr, u32 dstSize, u32 srcAddr)
int sceCccSJIStoUTF16(u32 dstAddr, u32 dstSize, u32 srcAddr)
int sceCccUTF16toUTF8(u32 dstAddr, u32 dstSize, u32 srcAddr)
int sceCccUTF16toSJIS(u32 dstAddr, u32 dstSize, u32 srcAddr)
int sceCccStrlenSJIS(u32 strAddr)
Core/HLE/sceFont.cpp
int sceFontGetCharInfo(u32 fontHandle, u32 charCode, u32 charInfoPtr)
int sceFontGetShadowInfo(u32 fontHandle, u32 charCode, u32 charInfoPtr)
int sceFontGetCharImageRect(u32 fontHandle, u32 charCode, u32 charRectPtr)
int sceFontGetShadowImageRect(u32 fontHandle, u32 charCode, u32
charRectPtr)
int sceFontGetCharGlyphImage(u32 fontHandle, u32 charCode, u32
glyphImagePtr)
int sceFontGetCharGlyphImage_Clip(u32 fontHandle, u32 charCode, u32
glyphImagePtr, int clipXPos, int clipYPos, int clipWidth, int clipHeight)
int sceFontGetShadowGlyphImage(u32 fontHandle, u32 charCode, u32
glyphImagePtr)
int sceFontGetShadowGlyphImage_Clip(u32 fontHandle, u32 charCode, u32
glyphImagePtr, int clipXPos, int clipYPos, int clipWidth, int clipHeight)
Core/HLE/sceKernelInterrupt.cpp
u32 sysclib_strlen(u32 src)
u32 sysclib_strcat(u32 dst, u32 src)
7/8/2014 TUE
* Add new game engine for NeXAS games from or .
Tested working with Harvest, BALDRSKY EXTREME, and .
Unlike GetGlyphOutlineA, it can properly extract scenario threads from other
texts.
If you are playing Harvest now, I highly recommend you to switch to NeXAS in
Text Settings.
Harvest NeXAS
* Fixed a severe bug in CaramelBox engine.
BOX bug
7/6/2014 SUN
* SolfaSoft engine is extended and renamed to ScenarioPlayer.
It now supports more games such as from eRONDO and
from bolero.
The name "ScenarioPlayer" comes from the resource string of the executable
"scenario player program for XXX".
ScenarioPlayer
7/4/2014 FRI
* @djz J
6/30/2014 MON
* Display Text Settings and subtitle makers in Game Information.
6/29/2014 SUN
* Fix a bug that VNR is not able to load TTS when TTS's path contains unicode
characters.
* VNR will look for both HKCU and HKLM for TTS keys in order to support Infovox
TTS.
Thanks for @1dat1 sama's suggestion!
* Google VNR
https://mega.co.nz/#F!g00SQJZS!pm3bAcS6qHotPzJQUT596Q
@goodboyye sama
EPWING
600MB
6/27/2014 FRI
* Display subtitle/danmaku counts in the Game Board.
GameBoard
123/456=123=456
6/26/2014 THU
* VNR BlueStacks
@CO830409 sama
* VNR no longer prefetches all game cover images into offline caches.
This was suggested by @andrix sama and might save some disk space.
VNR
6/21/2014 SAT
* @djz J
* Support linking games with DiGiket.com. It has more BL games than other sites.
6/20/2014 FRI
* Add a game type filter to the bottom right corner of the SpringBoard.
SpringBoard
* You can also enable a group of selected rows in Shared Dictionary and Subtitle
Editor
as requested by @najizhimo.
* In the Spring Board, the color behind the icon will reflect the type of the
game:
blue for , purple for , and green for , and snow for unknown.
6/19/2014 THU
* Add a global keyboard shortcut for toggling visibility of VNR's text box.
6/18/2014 WED
* Allow associate games with those on Holyseal.net.
* Add basic mouse gestures to VNR's web browser.
6/16/2014 MON
* Display link to erogame-tokuten.com in Game Information.
erogame-tokuten.com
6/15/2014 SUN
* @djz J
* Support for UniDic Classical Dictionary (UniDic MLJ) is removed, as its parsing
results are quite similar to UniDic Modern Dictionary for most eroge.
UniDic UniDic
To turn it on, the CaboCha model for the used MeCab dictionary has to be
downloaded in Preferences/Downloads.
And then, you can enable CaboCha syntax highlighter in Preferences/Translation.
You can also search for "CaboCha" in the left-bottom edit in Preferences for
the related settings.
http://sakuradite.com/images/screenshots/cabocha_remini.jpg
While reading long Japanese sentences, our brain has to split it into short
segments and try to understand each piece.
TTS is one of the tools that could help us split long sentences.
CaboCha is able to split a sentence by grouping the related words together,
which is similar to TTS.
You know, VNR mainly uses MeCab for parsing Japanese to furigana.
From the compiler point of view, MeCab is basically a lexical parser that
tokenizes Japanese into flat words;
while CaboCha is a syntax parser that can construct a hierarchical syntax tree
from the tokenized Japanese words.
An example of the CaboCha tree is as follows:
% cabocha
---------D
-D |
-D |
---D
-D
EOS
(See: https://code.google.com/p/cabocha)
VNR currently only uses the CaboCha tree to colorize the Japanese sentences.
Other features such as using it to improving machine translation quality might
be added later.
CaboCha
CaboCha
http://sakuradite.com/images/screenshots/cabocha_remini.jpg
TTS
CaboCha TTS
6/9/2014 MON
* You can always use the mouse to "select" the text in Shared Dictionary and
CTRL+C to copy it
even if you don't have edit permissions.
CTRL+C
@najizhimo sama request
* Japanese lines are wrapped by MeCab words.
[] !! (6365)
[Series Name] Game Name (File ID)
6/7/2014 SAT
*
6/6/2014 FRI
* Able to display duplicate rows in the Shared Dictionary and Subtitle Editor.
Duplicate rows are supposed to be avoided.
Due to performance reason, duplicates from different games in the (such
as BSZ1 and BSZ2) are currently not detected.
BSZ1 BSZ2
6/5/2014 THU
* Microsoft Translator changed their API. Fix VNR to work with the new API.
Thanks for @goodboyye sama's report!
Bing VNR Bing
@goodboyye sama
6/4/2014 WED
* Fix a bug that on Windows XP VNR might not work.
Thanks for @goodboyye sama's report!
VNR Windows XP
6/3/2014 TUE
* Add ITH game engine for games from AMUSE CRAFT.
The game engine credits to @ok123 's H-code.
AMUSE CRAFT is a large company owning several brands such as:
AMUSE CRAFT
,
AMUSE CRAFT@ok123.
6/2/2014 MON
* Add embedded game engine for Eushully games.
Currently, embedding translation only works for Latin languages.
I mean, it won't work for Chinese/Korean/Thai.
Due to encoding issue, characters that do not exist in SHIFT-JIS will become
"?".
Eushully
LaDEA
http://sakuradite.com/images/screenshots/ladea_en.jpg
6/1/2014 SUN
* Add game engine for Silky's games.
Silky's
5/30/2014 FRI
* There is no longer "Japanese" language in the Shared Dictionary.
If you want to add a generic rule for all languages, please specify "all" as
the language.
* Share subtitles and danmaku between your diaryand your diary +H.
Share subtitles and danmaku between euphoriaand euphoria HD.
5/29/2014 THU
* Fix the bug that Preferences/Downloads might always display "Installing" after
terminate the download window.
Thanks for @angelonth sama's report.
/
5/28/2014 WED
* Add multiple-selection support to the Subtitle Editor.
/
5/26/2014 MON
* Add paginators to the Shared Dictionary and Subtitle Editor.
5/25/2014 SUN
* djz J 140517
Fixing this issue requires hijacking font creation functions before the game is
launched,
which might take more time to implement.
Basically, if your language is not a Latin language, currently you might have
to disable
the support of embedding translations.
SiglusEngine2
http://sakuradite.com/images/screenshots/siglus_zh_font.jpg
5/12/2014 MON
* Modify the new embedded Majiro engine to be consistent with VNR's old online
Text Settings and thread settings.
For Chinese, Korean, and Thai, this does not work well that it will have
garbage characters of "?".
An example of problematic Chinese translations is as follows:
http://sakuradite.com/images/screenshots/sekai_bgi2_zh.jpg
The problem is that, I am not able to launch BGI games in non-Japanese locale
like Majiro.
The game will simply crash on the startup.
If you have any clue on how to fix the locale issue,
Additionally, I temporarily disabled the support for for old BGI games.
It works well, and a screenshot of translated FORTUNE ARTERIAL is as
follows:
http://sakuradite.com/images/screenshots/fa_bgi1_en.jpg
But the problem is that I have to hook to a totally different place comparing
to ITH.
As a result, the text and thread settings for the new engine are different from
ITH.
Currently, the online database only has ITH's settings saved per game.
I will need to extend the database to be able to save more than one settings
per game
so that the new engine will not mess up the existing game settings for ITH.
This might take another one or two weeks to implement, and I will enable
support
for old BGI games after it is done.
BGI2
http://sakuradite.com/images/screenshots/sekai_bgi2_en.jpg
http://sakuradite.com/images/screenshots/sekai_bgi2_zh.jpg
MAJIRO
BGI
BGI BGI
BGI
BGI FORTUNE ARTERIAL
http://sakuradite.com/images/screenshots/fa_bgi1_en.jpg
BGI ITH BGI
ITH
5/11/2014 SUN
Note: Embedding translation currently does not work under Wine.
* Fixed a severe bug that the machine translations might not be displayed
properly.
Thanks for @goodboyye sama and @najizhimo sama's reports!
@goodboyye sama @najizhimo sama
5/10/2014 SAT
* Update the NG words for Voiceroid .
Thanks for @CC. sama's report!
@CC. sama NG
* djz J 140509
@djz020815 http://pan.baidu.com/s/1kT2trON
Depending on your language and the encoding of the game, embedding translation
might or might not work properly:
- English and all other Latin-based languages are supported no matter which
encoding the game is.
- For UTF-16 games, all languages are fully supported.
- For SHIFT-JIS games, Chinese and Korean partially work with hacks (I will
describe it later).
- For SHIFT-JIS games, embedding Thai translation does NOT work.
Currently, the font of the embedded translation might not look well for all
languages.
If that happens, I hope if you can help me by letting me know the proper font
family in your language.
* Translation fonts
Currently, the font family of different languages for the embedded
translations are not specified.
Basically, I just don't know the proper fonts for all kinds of languages.
Here are some screenshots illustrating the font problem
- When the selected font does not support your language, some characters
might become "" or "?" or "".
http://sakuradite.com/images/screenshots/remini_zht_font.jpg
- The non-English latin characters might be rendered with double-width so
that it is too long to be displayed in the game.
http://sakuradite.com/images/screenshots/remini_ru_font.jpg
If you know the proper font usually used to display your language, I hope if
you could let me know.
For Chinese, if the game is able to launch, then there are no more problems.
/
ITH ITH
MAJIRO
- http://sakuradite.com/images/screenshots/remini_zhs.jpg
- http://sakuradite.com/images/screenshots/remini_save_zhs.jpg
- http://sakuradite.com/topic/226
- http://sakuradite.com/wiki/zh/Game Settings
UTF-16
SHIFT-JIS
*
SHIFTJJIS NTLEALocaleEmulator
VNR VNR
UTF16
Windows VNR
SHIFT-JIS
*
hook
http://sakuradite.com/images/screenshots/remini_zht_font.jpg
5/3/2014 SAT
* @djz020815 J 5 1
4/21/2014 MON
* @ok123 sensei added new Mono game engine for BALDRSKY ZERO, which contains no
garbage texts.
Garbage elimination terms in Shared Dictionaries can be abandoned now.
@ok123 BALDRSKY ZERO Mono
4/20/2014 SUN
* Voiceroid NG
@CC sama
Voiceroid
http://sakuradite.com/wiki/zh/VNR/
VNR
4/19/2014 SAT
* Add game engine for BL games from Marine Heart.
Margine Heart BL
BALDRSKY ZERO2
4/18/2014 FRI
* Fixed a severe bug for extracting text from Ryokucha game engine (games from
).
Thanks for @djz020815 sama's report!
bug
4/15/2014 TUE
* VNR will automatically back up local games settings.
If VNR has crashed for whatever reason and corrupted current game settings, VNR
will restore the last settings.
Thanks for @najizhimo sama's report!
VNR
VNR VNR
@najizhimo sama
BALDR 2Unity
2
2
4/13/2014 SUN
* Restored support to read user-shared/machine translations using TTS.
By default, VNR will use TTS to read the original game text (usually in
Japanese).
Now, if the language of your selected global TTS or character-specific TTS is
different from game's language,
VNR will try to read the translation using your selected TTS.
The translation could come from either user-shared subtitles or machine
translators.
For example, if you are speaking Korean, after installing VoiceText YUMI, VNR
can use that TTS to read Korean translation instead of Japanese game text.
TTS
VNR TTS
TTS VNR TTS
btw., if you would like to try TTS+VNR, personally I would recommend VoiceText.
Some of its supported languages and sizes of the voices are as follows:
- Japanese: VM Misaki (female, 755MB) and VM Show (male, 724MB
- English: VM Julie (female, 565MB) and VM Paul (male, 448MB)
- Chinese: VM Hui (female, 368MB) and VM Liang (male, 241MB)
4/12/2014 SAT
* MeCab VNR
MeCab
Caches/Dictionaries
4/4/2014 FRI
* @djz020815 sensei J J
@djz020815
VNR TranslationPendant J
@djz020815 http://pan.baidu.com/s/1kT2trON
4/3/2014 THU
* Prevent VNR from hooking to Notepad++.
VNR Notepad++
4/2/2014 WED
* Add AOS engine for games from SugarPot and other game brands under the umbrella
of .
Tested working with , and some nuki games from
LiLiM.
Sugar Pot AOS
4/1/2014 TUE
* Fixed the losing text bug in Malie3 engine for .
Thanks for @ok123 sensei's report!
light Malie3
3/31/2014 MON
* Modify the built-in browser to support parsing website using MeCab and reading
Japanese sentences using TTS.
The role of the Japanese word is rendered in the tooltip.
VNR TTS
tooltip
3/27/2014 THU
* flash
3/26/2014 WED
* VNR UniDic
Lingoes EDICT
3/25/2014 TUE
* Modify the theme of the web browser to look better when Aero is not supported.
Aero
* You can disable the notification at the corner of the screen in the left dock.
3/24/2014 MON
* Handle the cookies so that the browser can visit DMM properly.
3/22/2014 SAT
* Add a simple web browser which could be used to visit certain web sites that
are blocked outside of Japan.
Currently, it works well on Windows Vista and later when Aero is enabled.
The GUI will look very ugly on Windows XP.
Aero Vista Windows
Windows XP
Trinity
In the old version of VNR, all subtitles were saved with the raw data of the
text in the memory instead
of the game text that you can see in the screen.
For example, assume the current game text is "", and my subtitle
is "Kaido: Hello".
In the old version of VNR, "Kaito: Hello" will be saved not with "
",
but with the current data in the memory behind "" which you
cannot see.
The reason behind this decision is that: I feel raw memory is usually more
stable than
the extracted game text.
Because the game text might be different depending how we view/process it
(which encoding to decode text, whether eliminate repetitions, whether display
user name, whether
use Shared Dictionary to reorder character names and to remove garbage
characters, etc.).
Additionally, in the old version of VNR, because the memory extracted from
certain game engines
(such as KiriKiri and YU-RIS) were unstable, manual subtitles could randomly
get lost.
This update will also fix such issue.
3/19/2014 WED
* Bugfix for the CMVS engine.
3/17/2014 MON
* Add support for Translate.Ru online translator from PROMT.
It supports several European languages, but I believe Russian is its best.
Thanks for @1dat1 sama's suggestion.
Note: You cannot see this translator in Preferences if you have blocked Russian
language in Preferences/i18n.
* Fix a bug that might cause games from Eushully randomly losing texts.
E bug
Since this issue is very difficult to fix, it might take more than a week.
I will try to fix this issue as soon as possible.
Really sorry for the inconvenience! m(_ _)m
More information about this issue could be found in the following place:
http://sakuradite.com/topic/175
http://sakuradite.com/topic/159
3/16/2014 SUN
* Support using Alt / Ctrl modifiers for mouse and keyboard shortcuts.
Alt/Ctrl
3/15/2014 SAT
Note: If you are experiencing the issue that VNR is reading out unwanted
character names through TTS,
please do a manual update to the Shared Dictionary.
There was an important rule to eliminate character names in voices which was
disabled by some users by accident.
VNR TTS
* Pressing the Close button (X) on the top-right corner of the text box no longer
stops the text extraction.
If you want to disable VNR, you have to manually press the "Pause" button on
the left dock.
X
VNR
@goodboyye sensei
3/11/2014 TUE
* @djz020815 sensei JBeijng
Kodoku sensei
3/10/2014 MON
* VNR will display the guessed encoding for the text threads in Text Settings.
VNR will not force you to change the encoding.
But it is usually correct, unless you are playing a mod/translated game.
VNR
btw, I added a summary of all game engines in ITH and VNR at:
http://sakuradite.com/wiki/en/VNR/Game_Engine
3/9/2014 SUN
* Fix a bug of Malie3 that the garbage texts sometimes are not removed
Malie3
3/8/2014 SAT
* Add a new Malie3 engine for .
You can find Malie3@ok123 in Text Settings crediting to @ok123 sensei.
The new engine does not have the issue of showing texts before it is painted on
the screen.
You can say thanks to @ok123 here: http://sakuradite.com/topic/157
Malie3@ok123
VNR
VNR
VNR
VNR
VNR
VNR
* By default, VNR will display the number of online users on the Spring Board.
You can disable this in Preferences/UI.
VNR
/
3/7/2014 FRI
* Add game engine CMVS2 for recent games from .
Specifically, FD does not need /H code any more.
CMVS2 is actually better the the current /H code for that game.
The existing /H code will extract duplicate threads while CMVS2 will not.
I think it might be better you enable CMVS2 in Text Settings and disable the
current /H code for that game.
CMVS2
FD
CMVS2
3/5/2014 WED
* Avoid growling repeating messages.
* Fixed the issue that MeCab does not work on some computers.
MeCab
* Change the encoding for SHIFT-JIS from the standard SHIFT-JIS to CP932.
This will fix the issue that certain uncommon kanjis such as were
missing.
Thanks for @tidus2310 sama's report!
* Fix the bug that the comment is not saved for newly-created terms in the Shared
Dictionary.
bug
3/4/2014 TUE
* Fixed the issue that UniDic MLJ cannot be downloaded.
Thanks for @qdbkrc sama's report!
UniDic
* DMM
* Display the total number of users that are using VNR.
VNR
3/3/2014 MON
* Add Malaysian language support. You can select the new language in
Preferences/Account.
* VNR ip G
@goodboyye sama
3/2/2014 SUN
Note: VNR's servers are online again. Sorry for all the troubles caused by it
last week!
If VNR's server is down again, you can get a recent version at Google Drive:
http://goo.gl/t31MqY
Or:
https://drive.google.com/folderview?id=0B3YXxE6u-4bzc1RKWHpoLWZROTQ
VNR
VNR down
http://pan.baidu.com/s/1jGftD9W
* At the left dock, VNR will display the number of users playing the same game at
the same time with you.
* I rewrote the updater to get rid of the dependence on cygwin and autoit
so that the updater will not crash on Windows 8 x64.
win8
* Fix the bug that vnrsrv.dll sometimes crashes when the game is closed.
This only works for Windows Vista and later. On Windows XP, the problem
remains.
Thanks for @goodboyye sama's report!
vnrsrv.dll
Vista Windows Windows XP VNR
@goodboyye sama
2/26/2014 WED
Note: VNR's servers are being migrated by the service provider. The Internet
connection is very unstable.
This might last for at most two weeks, and there is nothing I can do ...
Sorry for the inconvenience!
I am going to release an update to fix the issues of VNR when the servers are
offline.
VNR
VNR VNR
* The UI style of some of the widgets is changed from Twitter Bootstrap version 2
to version 3.
It has less gradient colors and shadows which will be faster to render.
You might find it feels slightly different (flatter), though.
VNR Twitter Bootstrap 2 Twitter Bootstrap 3
* Add a primitive widget beside the Shared Dictionary where you can discuss with
others
about the usage of the Shared Dictionary.
MeCab UniDic /
UniDic VNR IPAdic
IPAdic UniDic
IPAdic UniDic
UniDic
VNR
,,,,,
2014/2/18 TUE
* Display the number of users viewing the Shared Dictionary.
This feature is useless. It is mostly for testing the stability of the
atmosphere connection
between VNR and the server. This new technique might allow VNR to get real-time
incremental
changes to the shared dictionary, subtitles and comments from the server in the
future.
2014/2/17 MON
* JBeijing by @djz020815
-
@Hdgdyl = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = / //
@Goodboyye = ////
@Hdgdyl = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Hdgdyl,@Zhugeqiu = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //@Hdgdyl
@Goodboyye
- @Goodboyye
= //
= () //
= //
= () //
= () //
= //
= ////
= ////
= //
= () //
= () //
= //
= //
= () //
= //
= //
= //
@djz020815: jbeijing
2/16/2014 SUN
* Add a simple "VNR for Mac.app" to Library/ for launching VNR on Mac OS X.
Library/ Mac VNR app
* You can right-click a Japanese word in the game text and add it to the Shared
Dictionary.
Thanks for @liconan sama's suggestion!
@liconan sama
* Add a simple dictionary app for looking up Japanese words.
app
2/14/2014 FRI
* Add Dutch language and JMDict in Dutch.
* You can adjust the size of the translation popup in the left dock.
2/13/2014 THU
* VNR can automatically install pAppLocale from Taiwan University in
Preferences/Downloads.
The pAppLocale comes from its author @piaip's web page at Taiwan University, as
follows:
http://ntu.csie.org/~piaip
This only serves to help new users of VNR.
You can ignore this if you have already installed pAppLocale.
VNR pAppLocale/
VNR pAppLocale @piaip
http://ntu.csie.org/~piaip
AppLocale
2/12/2014 WED
* Add a simple input dialog for adding new entries to the Shared Dictionary.
VNR
2/11/2014 TUE
* VNR no longer distributes EDICT and Lingoes dictionaries by default.
If you need these dictionaries, you can turn them on in Preferences/Downloads.
VNR EDICT Lingoes
/
* Translation support for is removed, since it seems that seldom people are
using that feature.
* Translation support for Excite.co.jp is restored. You can enable it in
Preferences/Translation.
Excite.co.jp /
Excite.co.jp
Excite J JBeijing
Excite Excite
J Excite.co.jp
* VNR no longer touches Python source code when updating, which took too much
time.
To fix the issue, either you NEVER launch VNR as administrator, or you have to
launch
the updater as administrator as well.
VNR
VNR pyc pyo
VNR
VNR
VNR
2/9/2014 SUN
* Texts ending with "" will be identified as dialog and VNR will skip reading
it using TTS.
VNR
2/8/2014 SAT
* JBeijing
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Hdgdyl = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
=> @Goodboyye
= //
= //
2/7/2014 FRI
* bug
djz sensei
2/5/2014 WED
* The BGI2 engine is changed so that the text thread location can be saved.
* @djz020815 JBeijing
VNR J wiki
J
http://sakuradite.com/wiki/zh/VNR/JBeijing
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Goodboyye = //
@Hdgdyl = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Hdgdyl,@Goodboyye = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = / //
@Hdgdyl = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Goodboyye = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
=> @Goodboyye
= //
= //
= //
= //
= //
= //
= //
= //
= //
= //
= //
= //
= //
= //
= () //
= //
= //
= //
= //
= //
= //
= //
= //
= //
= //
= //
==@Goodboyye
= //
= //
1/31/2014: FRI
* Add a BGI2 engine for new BGI games like .
You can find both scenario text and character names in Text Settings.
Please also update the Shared Dictionary to eliminate "<r>" in the game text.
BGI2
"<r>"
1/26/2014: SUN
* I created some discussion pages online for VNR and Japanese games.
If you have questions regarding VNR or the game you are playing, you might be
able to get help there.
Here are some links that might be useful:
- The topics are associated with games. For each game, there is a discussion
place.
Currently, there is no useful information about the game online, though.
Regarding the focus of the website, I am still not sure at the moment.
I think you can post whatever things there, but please AVOID POSTING LINKS OF
PIRATE SOFTWARE AND PIRATE GAMES.
Anything else is fine.
Currently, the website is at alpha stage. Just let me know if you have
suggestions or find bugs.
VNR
- VNR http://sakuradite.com/game
-
VNR
googlebaidu
1/20/2014: MON
* Not sure if people know this, in the Shared Dictionary, you can search terms
only in specific language.
For example, if you want to search Korean translations, just type "Korean" and
press enter.
I added a "language" button to the search bar of the Shared Dictionary for this
to make it easier.
1/17/2014: FRI
* Some of the cached contents were moved to the Caches folder, including
subtitles, images, etc.
Since these caches might be useful to you, I moved them to a place where you
could reach them easier.
It is OK to delete the entire Caches folder if you want.
VNR will re-cache everything the next time .
VNR Caches
Caches
VNR cache
1/16/2014: THU
* (Korean) Correct the Korean translation for the VNR's UI.
The translation comes from @mireado sensei.
1/15/2014: WED
* VNR can read LD2 format Lingoes dictionaries now.
I also added some free dictionaries from Lingoes for Chinese, Korean, and
Vietnamese.
You can turn on these dictionaries in Preferences/Translation.
If you need other LD dictionaries for your language, just let me know.
I also checked the source code of StarDict, and I think it is possible and kind
of simple to add support for it in VNR.
But I didn't find any useful Japanese dictionaries in StarDict format, as its
original sourceforge website has been shut down.
If you need support for specific StarDict dictionaries, you can also let me
know.
NOTE:
My current implementation to process lingoes dictionaries is primitive and
stupid.
It would take a bunch of memory and could slow down VNR "a little bit" on the
startup.
My Windows laptop is about 5 years old, and here "a little bit" is about 20
seconds ... T_T
If your laptop is as old as mine, you might have to wait for one or two weeks
for me to fix the performance issue.
Lingoes
VNR Ligoes /
Lingoes
lingoes
EPWING Lingoes
Lingoes
[]
,,,,,
EPWING
fch, dch./.
/,.
VNR
VNR Lingoes VNR
Lingoes VNR
1/14/2014: TUE
VNR needs your help ><
Currently, VNR only has complete translations of the user interface in English
and Chinese.
Japanese is partially translated manually.
Other languages are partially translated automatically by Google, which has
pretty bad quality T_T
If you find errors in the translation of the user interface, you can edit the
following wiki page:
http://sakuradite.com/wiki/en/VNR/Translation
You can put down the correct translation there, and I will incorporate your
translation to VNR.
The user name and password of the wiki is the same as the VNR's account.
If you have issues or other suggestions, just let me know!
1/11/2014: SAT
* (Korean) The mapping from Hangul to Furigana is changed.
The rule is described here:
http://www.geocities.jp/p451640/moji/skm/gjo/utfgjo_02.html
There some ambiguities for mapping and lines.
is used for andfamilies while is used forfamily.
If this is not the right way to go, just let me know.
* (Thai) If VNR discovers character names for the game, it will automatically
translate them to Thai.
The character names could be found in the Game Information window.
You don't have to manually add them to the Shared Dictionary any more.
1/10/2014: FRI
* The screenshot button is moved from the popup window to the left dock so that
it is easier to click.
For example, if you want to change the hero's name to your the heroine's name
to your boyfriend or girlfriend,
you can simply create some translation terms and mark them as "Private" so that
other people will not see your real names.
For example in , the hero character is. And there is
already a chara term of = "Yuma".
If I want to change the hero's name to "jichi", I can either add a new
"Translation" term of "Yuma"="jichi",
or a new "Chara" term of ="jichi".
Don't forget to mark these terms as series-specific as well so that they will
not pollute other games.
Note:
- The private terms have higher priority then non-private ones.
If there are two terms for the same character name, the private one will be
applied first.
- Currently the guest account cannot create private terms, since I am not able
to distinguish different guests to be private.
- If you are not familiar with the Shared Dictionary, you must be very careful
about the private terms.
If you add a bad private term, it could mess up the machine translation.
Since the term is private, no one will double-check the translation for you.
You might want to keep the following criteria in mind when adding Private
terms so that it will not hurt you:
The detailed explanations for the meaning of each toggles in the Shared
Dictionary could be found here:
http://sakuradite.com/wiki/en/VNR/Shared_Dictionary
jichi
- 1=jichi
- 2=jichi
jichi
2 2 1
1.
=
2.
http://sakuradite.com/wiki/zh/VNR/Shared_Dictionary
Hangul:
-
* (Korean) If VNR discovers character names for the game, it will automatically
translate them to Hangul.
The character names could be found in the Game Information window.
You don't have to manually add them to the Shared Dictionary any more.
But the same as another languages, VNR will not automatically translate the
character name that has only 1 character to Hangul.
And it will not automatically translate names that only contains katakana
(hiragana is fine).
Because katakana name sometimes is just an English word. It could be wrong to
translate it to Hangul by the pronunciation of furigana.
1/5/2014: SUN
* Add Polish language support as requested by @platinum.
You can set the language to Polish in Preferences/Account.
Currently, only Microsoft and Google translators do support Polish language.
1/3/2014: FRI
* Fix ApRicot engine to split character names from dialog texts.
1/2/2014: THU
* The way to split sentences for LEC and Atlas is changed.
This will significantly improve the quality to translate multiple sentences.
Thanks for @andrix sama's report!
Taskforce2
()
Taskforce2
Taskforce2.exe Taskforce2_safe.exe
12/31/2013: TUE
* No need to install msvcrt 2008/2010 manually on Windows XP/7/8 x86/x64.
No external libraries are needed to be installed to launch VNR on a newly-
installed Windows.
Windows msvcrt
Windows library VNR
* By default, VNR will automatically detect whether you have got Internet access.
If the detection does not work well, you can force enabling/disabling the
Internet
in Preferences/Features.
VNR
/
* As requested by @nixanol, VNR will not popup translations when all dictionaries
are disabled in Preferences.
* @djz020815: jbeijing
@Hdgdyl = //(
)
@Hdgdyl,@Goodboyye,@Zhugeqiu = //**
@Hdgdyl,@Goodboyye,@Zhugeqiu = //**
=> @Goodboyye
= //
= //
12/28/2013: SAT
* Add a few translations for different languages.
Most of the new translations come from Google, some of which might be
inaccurate.
Wiki :
http://sakuradite.com/wiki/zh/vnr
VNR Wiki
12/27/2013: FRI
* Extend the Rejet engine to support .
Tested working with , version 1.00 and 1.02.
Rejet
12/26/2013: THU
* Add System43 game engine for Rance series games.
Tested working with and 01 .
The global repetition elimination option in Text Settings is disabled for
System43 engine.
You can update Shared Dictionary to get the terms to eliminate repetition and
garbage
text for Rance games.
Rance System43
System43
MultiByteToWideChar WideCharToMultiByte
@Goodboyye sama
12/25/2013: WED
* Fix the issue that VNR might crash VenusBlood series games.
Thanks for @winter3d & @hsz10102007's help on reproducing the crash.
VNR VenusBlood
@winter3d & @hsz10102007 sama
* The "Glow" button in the left dock is renamed to "Transp" standing for
transparency.
The functionality is not changed.
12/22/2013: SUN
* Add game engine for Rejet games.
Tested working with Tiny Machinegune, I, and II.
The text threads are displayed as Rejet@CaoNiMaGeBi crediting to CaoNiMaGeBi
sensei's work.
Rejet
Rejet@CaoNiMaGeBi
* Fix a bug that might cause VNR fails to sync with VOICEROID+.
VNR VOICEROID bug
* Fix a bug that when the game crashes during screen resolution change,
it might cause SpringBoard to have zero size and hence disappear.
Thanks for @ sama's report.
bug that SpringBoard
@ sama
12/21/2013: SAT
* cdnjs q GameBoard
* I tried to add dlls to the blacklist to prevent game from being crashed by VNR.
I suspect certain DLLs on some specific platforms could crash the game, but I
am not sure what they are.
If VNR still crashes games on your laptop, esp. when you are using Windows XP,
could you try following steps and email me the list of dlls the problematic
game is using?
It the game crashes, it would be quite helpful if you can email me that
output.txt.
DLL
dll
VNR Windows XP
dll
* Add a button to the left docked panel which can toggle whether split long
translation
into sentences by punctuations.
If the game text is very long in, say, Electro Arms, splitting the translations
might make it easier to read.
Electro Arms
VNR
toggleVNR hover
* The option to disable Dub Voices is removed from the left dock.
If you want to disable Dubbing Voices, you can press the Disable button in
Voice Settings.
12/18/2013: WED
* I forgot to push the changes to Malie2 to the repository yesterday...><
Electro Arms should work now. Sorry for the inconvenience!
Just disable all options in Text Settings and reselect correct Chara and
Scenario threads.
Here's a screenshot of Text Settings for that game which might be helpful.
http://i859.photobucket.com/albums/ab155/jichi/7121984C2_zps5141b0d5.png
Malie2
push dll ><
Electro Arms
12/17/2013: TUE
* I rewrote the Malie2 engine for new games from light.co.jp.
It can extract both character names and the complete game text now.
Tested to work perfectly for Electro Arms and BRAVA!!.
The old signature for text threads cannot match new Malie2's threads.
Please reselect correct text in Text Settings.
btw., I had to write an extern_fun for Malie2 to dispatch game text at runtime.
So, there is no equivalent H-code for this engine.
liight Malie2
Electro Arms BRAVA!!
12/16/2013: MON
* Fix the regression on x64 Windows that VNR sometimes crash the game.
Really sorry for the inconvenience because of the crash!
VNR 64
* Disable "Keep all scenario threads" options for Malie and Malie2.
light Malie Malie2
12/15/2013: SUN
* @Kodoku sensei JBeijing
- =
- =
- =
- =
- =
- =
- =
- =
- =
- =
- =
- =
- =
- =
12/14/2013: SAT
* Add a button to the left docked option menu which can toggle displaying current
time
as requested by @.
Special thanks to @Zinc Zhou for helping me identify the issue from exceptions.
VNR VNR
VNR dll
@Zinc Zhou sama
12/12/2013: THU
* Add a Padding button to the docked FS button group which can toggle the black
padding in full screen.
It might be helpful if the game is not able to enter full screen, say, on Wine.
/
Wine
12/10/2013: TUE
* Always disable keeping all scenario threads for text threads ending with 'A' or
'W'.
A W
* djz020815
@Hdgdyl,@Goodboyye,@Zhugeqiu = / //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Goodboyye = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Hdgdyl = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Hdgdyl = //
@Hdgdyl,@Zhugeqiu = / //
@Goodboyye,@Zhugeqiu = //=>
@Hdgdyl,@Zhugeqiu = //leaf/
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Hdgdyl,@Zhugeqiu = //
@Hdgdyl,@Zhugeqiu = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Hdgdyl = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Zhugeqiu = //
12/9/2013: MON
* Bugfix for the Shared Dictionary.
bug
@ sama
12/7/2013 SAT
* It seems that certain options in Text Settings are misused for a large amount
of games.
Now, VNR will force disabling certain options for the following game engines:
- Artemis
- BALDR
- BGI
- Gesen18
- RealLive
- QLIE
- QLIE2
- NEXTON
- ShinaRio
- SiglusEngine
- SiglusEngine2
UNLESS the above case (the NUMBER above the text thread varies) happens,
this option SHOULD NEVER BE TURNED ON.
For common game engines like KiriKiri and Majiro, this option should NEVER
be turned on.
ITH does have built-in repetition filter to smooth repetitive text like
"AABBCCDD".
And this filter is ALWAYS TURNED ON.
But, the filter requires one or two input texts to get trained and warmed
up.
As the result, you might find the first one or two sentences to have
repetitions
and the later texts do not have repetitions.
BUT, YOU DONT'T WANT TO TURN ON GLOBAL REPETITION FILTER FOR THE FIRST FEW
SENTENCES.
Otherwise, it will mess up any other texts after the first two sentences.
This phenomenon is quite common in KiriKiri games.
For KiriKiri games, there are usually two kinds of text threads: KiriKiri1
and KiriKiri2.
KIRIKI1 is ALWAYS PREFERRED OVER KIRIKIRI2.
Because KiriKiri2 sometimes fails to detect repeating texts, and the
difference
between KiriKiri2 and the original game text is very subtle and hence
difficult to tell.
One example was found by @lambl in where (father) becomes
in KiriKiri2:
Game Text:
KiriKiri2:
So, if KiriKiri1 exists, please always use KiriKiri1 instead of KiriKiri2!
Sometimes, there are repetitions that only appear in certain part of the
game text,
such as KiriKiri1's name thread.
For example, in , the repetition only appears in the name thread like
this:
Such repetition can be accurately removed by adding regular expression rules
to the Shared Dictionary RATHER THAN ENABLING GLOBAL REPETITION FILTER.
If you don't know how to do this, you can search for "repetition" in Shared
Dictionary or shoot me an email for help.
*
VNR
- CIRCUS
- KiriKiri1
- KiriKiri2
- MAJIRO
- CIRCUS
- KiriKiri1
- KiriKiri2
- MAJIRO
- Artemis
- BALDR
- BGI
- Gesen18
- RealLive
- QLIE
- QLIE2
- NEXTON
- ShinaRio
- SiglusEngine
- SiglusEngine2
1. thread
BALDRSKY ZERO
KiriKiri Majiro
2.
light MALIE MALIE2
ITH "AABBCCDD"
train warm up
warmup KiriKiri
@lambl KiriKiri2
Game Text:
KiriKiri2:
KiriKiri1 KiriKiri1 KiriKiri2
KiriKiri1 thread
repetition
12/4/2013 WED
* djz020815
@Hdgdyl = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = / //
@Hdgdyl = //
@Hdgdyl,@Goodboyye,@Zhugeqiu = //
@Hdgdyl = //
12/3/2013 TUE
* You can search for games by creators in the game board.
GameBoard
12/2/2013 MON
* VNR
12/1/2013 SUN
* Add hooks to MultiByteToWideChar (SHIFT-JIS) and WideCharToMultiByte (UTF-16)
MultiByteToWideChar WideCharToMultiByte hook
If you have anti-virus installed, don't forget to re-add VNR's dlls to your
white list.
VNR dll
11/30/2013 SAT
*
VNR OPED Trailers
* I tried to fix the mysterious crash issue for Venus Blood series by reverting
some of the code.
But I could not reproduce the issue on my laptop, and I am not if the issue is
fixed now.
If the game still crashes esp. on Windows XP, feel free to complain to me!
Venus Blood
reproduce
Windows XP
11/27/2013 WED
* Add support for associating games with DLsite in game information.
dlsite
11/25/2013 MON
* djz020815
- @Hdgdyl =
- @Hdgdyl,@Goodboyye,@Zhugeqiu: =
- @Hdgdyl,@Goodboyye,@Zhugeqiu: =
11/24/2013 SUN
* djz JBeijing
- @Hdgdyl,@Zhugeqiu,@Goodboyye: =
- @Hdgdyl: = => =
Locale Emulator>=1.0.7.4
Paddy Xu
Windows Vista/7/8 NTLEA
VNR Locale Emulator
https://app.box.com/LocaleEmulator
Paddy Xu
http://bbs.sumisora.org/read.php?tid=11045407
* I tried debugging VNR for XP. I suspected the issue was cause by illegal heap
permission.
But I am not sure if the issue is fixed or not since I am not able to reproduce
the issue myself.
If VNR still crashes your game on Windows XP, just let me know.
VNR VNR XP
11/23/2013 SAT
* Bug fix for machine translation.
* G
/
btw. G
11/20/2013 WED
* Fix the bug that the h-code in the Hook Code Dialog was sometimes
inconsistent with the current game.
bug
@ sama
11/19/2013 TUE
* By default, VNR will automatically change SpringBoard wallpaper for different
games.
You can disable this behavior in Preferences/UI.
VNR SpringBoard
/
* The hentai button in the left docked toobar is moved to the popup options.
Hentai
11/18/2013 MON
* Ensure that texts are copied to the clipboard.
Note:
Due to technical difficulties, the integration with VOICEROID+ is not as good
as SAPI.
- Currently, only and are supported.
Other voiceroids such as TALK are not supported.
- VNR has to launch the voiceroid application.
- Communication with will mess up the Clipboard.
VOICEROID+
// VOICEROID+
11/12/2013 TUE
* bug Kodoku
Kodoku JBeijing
@Hdgdyl =
@Hdgdyl =
@Hdgdyl =
@Hdgdyl =
@Hdgdyl = ** ORZ
@Zhugeqiu =
@Goodboyye =
@Goodboyye =
11/10/2013 SUN
* Fix the bug that the character name text thread could not be disabled in Text
Settings.
Thanks for @ sama's report!
bug
@ sama
* VNR will compile character names in Game Information into MeCab dictionary at
runtime.
This ensures that the character names can be recognized by MeCab.
However, VNR will skip pure katakana and hiragana names which have less than 2
characters.
Compiled csv and dic files could be found in the following location if you want
to use them
for other purposes:
%APPDATA%/org.sakuradite.reader/caches/mecab
VNR MeCab
VNR
btw, Yahoo JLP is said to be the best Japanese language parser out there.
But it is an online service and would be too slow to add to VNR.
I found a Perl script that could compile Wikipedia with YahooJLP into offline
MeCab dictionary.
http://chasen.org/~taku/blog/archives/2007/06/yahoomecab.html
This should improve the accuracy of MeCab parser a lot.
I will add this to VNR when I have time.
11/9/2013 SAT
* Fix the issue that fullscreen-ed game might have black border on the top.
Fix the issue that VNR sometimes went out of screen after launching the game.
VNR
* Fix the bug that certain chara terms in Shared Dictionary are not applied.
VNR
vnrcli.dll pydasm.pyd VNR VNR
11/7/2013 THU
* I wrote a simple script to ease downloading VNR.
If you want to re-download VNR, just paste the command below to your Command
Prompt,
It will automatically set up VNR at the current folder (only works for Windows
7 or above).
You don't have to go to Google Code to manually download the zipped installer.
VNR
VNR@powershell Command
Prompt
VNR
Google Code Installer VNR
Windows 7 Windows XP
VNR
Note: If you are using anti-virus soft, don't forget to re-add VNR's dlls to the
whitelist.
CaoNiMaGeBi NEXTON
2
VNR dll
11/7/2013 WED
* Fix issue that newly added games are not showing up.
Thanks for @lambl's report!
lambl sama
11/3/2013 SUN
* Software Update will also update EDICT dictionary.
EDICT
* VNR will update EDICT at most once a month instead of once a day.
EDICT
11/2/2013 SAT
* Able to render the translation in EDICT and Shared Dictionary as Furigana.
This might be useful if you know 50 and are familiar with Japanese syntax,
but have difficulties to understand kanji.
An example of rendered texts from ChuSinGura is as follows:
deplorable kyoto and vicinity okuno feudal retainer or warrior
big portion
kyoto and vicinity vengance same mind search difficult
:
: catalogue dog number write down forget
http://ja.wikipedia.org/wiki/
11/1/2013 FRI
* Thai is changed to non-Asian language which will share translations with
English.
The only Asian languages left are Chinese, Japanese, and Korean.
10/31/2013 THU
* JBeijing djz efforts
- =
- =
- =
- =
- =
- =
- =
- =
- =
- =
Goodboyye
- =
- =
10/28/2013 MON
* Add download buttons to the Game Information window which can download all
images
or YouTube videos (in mp4 format) to the Desktop.
YouTube ( mp4)
* I added an option to Text Settings which can preserve SPACES in game text.
If you want to preserve spaces between words, especially for English games,
you can simply toggle that option in Text Settings.
Don't forget to change the game language from Japanese to English in Text
Settings
as well if you want to have VNR to translate English to your own language.
RPG
RPG
Mac Growl message
* The interval when guest users are allowed to edit shared dictionary is reduced
from 15 days to 7 days.
Some guest users messed up the anonymous entries in the shared dictionary last
week end.
I had to manually examine and revert their changes to the database in past 15
days
which is really a waste of time.
I am thinking to track the IP addresses of anonymous users to prevent them from
editing other anonymous entries.
If you are relying on the Shared Dictionary, it might be better to get an
account
instead of using guest account to protect your efforts from being messed up by
others.
15 7
15
guest
VNR
10/24/2013 THU
* Bugfix while rendering romaji furigana when MSIME is not installed.
Note: If you are relying on the Furigana feature in VNR to help read Japanese,
it is highly recommended to install Microsoft Japanese IME, whose dictionary
could improve the correctness of furigana a lot.
You can find whether VNR has detected MSIME in Preferences/Location.
VNR
/
10/23/2013 WED
* Vietnamese and Indonesian languages are categorized as European languages
instead of Asian ones.
* VNR will try to search game character names online, and use the names to
correct MeCab's as well as machine translation.
Note: Looking up character names for machine translation works for all
languages
EXCEPT KOREAN AND THAI.
Basically, if the character name is like "A B C" or "ABC", then VNR will
automatically
translate "A B C" and combinations of "A" and "C" with the title terms in the
Shared Dictionary,
UNLESS the following exception happens.
2. There is one exception that VNR will skip the character name if it has only
1 character
or contains (but is ok).
For example, given , VNR will only translate and
,
but will not translate which only has one character.
Similarly, VNR will not translate which contains .
You can find the automatically detected character names in Game Information.
Currently, there is no way to alter or disable the character names.
If you don't like the automatically translated names, you have to create an
entry in the Shared Dictionary to override the bad character name.
The definitions of character names in the Shared Dictionary have higher
priority
comparing to the ones in Game Information.
VNR
Dies irae
1. " "
VNR
- =>
- =>
- =>
- =>
- =>
- =>
VNR MeCab
VNR
VNR
VNR getchu
getchu
getchu VNR
VNR getchu
getchu
10/18/2013 FRI
* Bugfix for WolfRPG engine. Games like othErs should work without /H code now.
Thanks for @asdzx257 sama's report!
WolfRPG othErs
@asdzx257 sama
10/16/2013 WED
* Show keywords on Game Board.
Game Board
10/13/2013 SUN
* Add game engine for RPG maker. The text threads are marked as WolfRPG.
Wolf RPG
* VNR will popup machine translation as tooltip for game titles, story, etc. in
Game Information.
tooltip
10/12/2013 SAT
* @ JBeijing
Bruns
* It seems that the option of keeping all scenario text threads in Text Settings
is misused for a large amount of games.
Now, VNR will popup following WARNING if you are trying to turn on that option.
WARNING:
For example, if there are several threads marked as KiriKiri,
when you turn this option on, VNR will translate ALL KIRIKIRI TEXTS.
This could result in A LARGE AMOUNT OF GARBAGE, which is NOT what you want!
VNR
KiriKiri
VNR KiriKiri
10/11/2013 FRI
* Clicking sentences in Game Information will trigger TTS to read the text out.
Double-clicking words in Game Information will pop up translation from EDICT
and EPWING dictionaries..
TTS EDICT
EPWING
10/10/2013 THU
* Japanese text in Game Information is also parsed with MeCab and MSIME
the same way as game text.
10/6/2013 SUN
* Updater is slightly changed.
10/4/2013 FRI
* Bugfix for BALDRSKY ZERO's game engine.
Thanks so much for @ok123 sama's help!
VNR BALDRSKY ZERO
ok123 sama
10/3/2013 THU
* Display sample images, story, and reviews from Amazon.co.jp in Game
Information.
Amazon
* VNR
@ sama
BALDRSKY ZERO
BALDR@ok123
@ok123
btw, the new game engine for BDZ is implemented in Python using pydbg instead of
using C++ in ITH engine dll. I am planning to gradually move existing game
engines
in ITH to Python side and finally get rid of the C++ ITH engine from VNR.
It will be much more stable and flexible to manipulate game engines out of game
in Python instead of within the game like ITH.
import os
from sakurakit import skwin
name = skwin.get_process_name(pid)
if name == 'bsz.exe': # BALDRSKY ZERO
from gamedebugger import GameDebugger
dbg = GameDebugger(pid)
if dbg.active():
# See (ok123): http://9baka.com/read.php?tid=411756
pattern = 0x90, 0xff, 0x50, 0x3c, 0x83, 0xc4, 0x20, 0x8b, 0x45, 0xec
addr = dbg.searchbytes(pattern)
if addr > 0:
code = "/HQN4@%x" % addr
from texthook import texthook
texthook.global_().addHook(code, name="BALDR")
10/2/2013 WED
* Enable SEH to reduce the change that ITH gets crashed.
* Ensure that Python will recompile byte code after updating VNR.
VNR Python VNR
* Fix the issue that VNR cannot extract correct text fromMagical Marriage
Lunatics.
Thanks a lot for @w774908117 sama's report
Magical Marriage Lunatics
@w774908117 sama
* VNR will extract text from Lstr functions if and only if it cannot find a game
engine for the game.
I made this decision as I feel Lstr threads usually produce rubbish text than
being helpful,
If the game already has an engine, texts from Lstr are useless.
Also, Hijacking Lstr may crash ITH in games likeMagical Marriage Lunatics.
VNR Lstr
Lstr
Lstr
Lstr Magical Marriage Lunatics
10/1/2013 TUE
* Fix infinite repetition elimination algorithm so that VNR can extract text from
Dies irae.
VNR Dies irae
* The terms for TTS and character names in the Shared Dictionary will also be
used to improve the quality to unparse Japanese text to furigana.
Here's the description added to the help page:
VNR could use MeCab and MS Japanese IME to unparse Japanese text to furigana.
Non-regular-expression terms for TTS and character names will also be used to
improve unparsing furigana.
Their patterns will be used to split Japanese text.
Additionally, the translation of TTS terms will be used to replace the
furigana from MeCab or MS Japanese IME.
VNR
VNR MeCab
MeCab
RECENT GAMES:
[130927]
[130927]
[131025]
CLIENT ORGANIZAIONS:
CROWD
D:drive.
Hands-Aid Corporation
iMel
SHANNON
SkyFish
SNACK-FACTORY
team flap
Zodiac
CUCURI
9/30/2013 MON
* Prevent VNR from hooking to Windows Media Player
WARNING: If the game do NOT have repetition but you turn it on,
it might significantly downgrade the translation quality.
VNR
9/29/2013 SUN
* Spring Board filter will not show unmatched games.
Thanks for @lambl sama's suggestions.
- Update
Updater on Wine does not work.
If you have MacPorts installed, you can install Mecurial using
port install mercurial
And then, execute "Library/Debug Update (Mac).sh" to perform update.
+ Broken features
- Offline TTS such as VoiceText Misaki
- Looking up Microsoft Japanese IME's dictionary
- Drag-drop game to SpringBoard
+ Crash
- Injecting game might crash it
- Closing VNR before closing game might crash the game
You might have to close the game before closing VNR.
You will need Wine and some knowledge of unix command line to set up VNR on
Mac.
I am not sure if I should package and distribute pre-configured Wine binary.
Wine is kind of too large to distribute (up to 1GB), and it might violate
copyright
if I distribute Microsoft binaries together like d3dx.
I think I might write some scripts to simplify installing VNR for Mac in the
future.
Currently, here's what I did to make VNR work on Wine manually.
If you have got questions or issues or suggestions, feel free to let me know!
JBeijing
http://sakuradite.com/images/screenshots/mac1.jpg
EPWING
http://sakuradite.com/images/screenshots/mac2.jpg
http://sakuradite.com/images/screenshots/mac3.jpg
http://sakuradite.com/images/screenshots/mac4.jpg
SpringBoard
http://sakuradite.com/images/screenshots/mac5.jpg
VNR Mac
Mac Wine Windows VNR
JBeijng Mac
+
-
- Baidu
- JBeijing
-
-
-
- EPWING
- VNR
-
-
-
Wine
AppLocale NTLEA VNR Mac
+
-
-
Windows Update
VNR MacPorts Mercurial
port install mercurial
Library Debug Update (Mac).sh
+
- TTS VoiceText Misaki
-
- SpringBoard
+
- ITH
- VNR
VNR
3. Windows
Windows7 XP Windows/Fonts ~/.wine/driver_c/windows/fonts
4. VNRhttp://sakuradite.org/reader.7z
"Library/VNR for Mac (pre-alpha).sh"
VNR
export LC_ALL=ja_JP.UTF-8
wine "Visual Novel Reader.exe"
btw galgame
9/27/2013 FRI
* Debug Update Changes.txt
Library Debug Update VNR
9/21/2013 SAT
* Display twitter updates from makers and users in Game Info if you are not
living in Mainland China.
@f841202 @lambl
9/19/2013 THU
* Distinguish and .
9/17/2013 TUE
* Make sure that adding/removing bad /H code will not crash on Windows Vista and
later.
On Windows XP, ITH will still crash with a C00005 exception and you have to
manually restart the apps.
Windows Vista
Windows XPITH C00005
9/16/2013 MON
* Add a new game engine to ITH for games from a-unicorn/ 18
anddo notreceive require /H code to work any more.
The correct text thread is marked as Gesen18@CaoNiMaGeBi
crediting to @CaoNiMaGeBi daisensei.
18
Gesen18@CaoNiMaGeBi @CaoNiMaGeBi
9/15/2013 SUN
* Add an Otome filter to Game Board to find games.
Game Board
* Access to is restored.
/
9/14/2013 SAT
* Handling exceptions in ITH to make sure that ITH's game engines will not crash
the game.
This might impact a large number of games. Games like could work
now.
Thanks for @yuan2k sama's report!
ITH
@yuan2k sama
FD
BUNNYBLACKBUNNYBLACK2 BUNNYBLACK3
FD
Game Board
VNR interface
@djz020815 sensei
9/13/2013 FRI
* Update Baidu Chinese online translator.
API VNR
9/11/2013 WED
* Display game series in Game Board.
FD GameBoard
btw,
VNR
9/10/2013 TUE
* Access to ErogameScape is disabled since ErogameScape is down.
9/8/2013 SUN
* Add common hook functions lstrlenA and lstrlenW to ITH.
Games likefrom PIL/SLASH should work without /H code now.
* Make sure that VNR will not go out-of-screen after the screen resolution is
changed.
VNR
SpringBoard
/
* VNR will speak the current game text using TTS if you click the text box using
middle button.
This shortcut might be helpful if automatic TTS cannot catch the character
names.
VNR TTS
9/7/2013 SAT
* Add a new game engine for games from .
owns several game brands including BaseSon, Liquid, Nomad,
Luxury, SCORE, and recent cinematograph.
The text threads are marked as NEXTON@CaoNiMaGeBi crediting to @CaoNiMaGeBi.
BaseSonLiquidLuxuryNomadSCORE
cinematograph brand
NEXTON@CaoNiMaGeBi credit @CaoNiMaGeBi
NEXTON
CaoNiMaGeBi
NEXTON@CaoNiMaGeBi
9/5/2013 THU
* I added a new type of terms for helping translate Japanese titles.
The descriptions in the Help of Shared Dictionary are as follows:
Note:
To reduce the time to process large number of names X titles, VNR internally
will compile all names and titles into a regular expression.
As trade-off, there are certain limitations for describing names and terms
using regular expressions. When regular expression is enabled, "|"
(the "or" operator) and captures like "\1" cannot be used, or it will mess
up your name translation.
"Weiss"""
VNR "Weiss "
VNR
"|""\1"
9/3/2013 TUE
* I removed flashy animations in Game Board.
Since there are so many games, removing animations will reduce navigation time.
Game Board
9/2/2013 MON
* VNR will hide certain tool tips in full screen mode.
VNR tooltip
* Add a new type of terms to Shared Dictionary for translate character names.
The descriptions from the Help page are as follows.
VNR
""
VNR """"
VNR
TR_TITLES_EN = {
u"" : "-san",
u"" : "-san",
u"" : "-san",
u"" : "-san",
u"" : "-sama",
u"" : "-sama",
u"" : "-sama",
u"" : "-sama",
u"" : "-sama",
u"" : "-kun",
u"" : "-kun",
u"" : "-kun",
u"" : "-kun",
u"" : "-dono",
u"" : "-chan",
u"" : "-chan",
u"" : "-chan",
u"" : "-shan",
u"" : "-chin",
u"" : "-chi",
u"" : "-chi",
u"" : "-tan",
u"" : "-tan",
u"" : "-tan",
u"" : "-sensei",
u"" : "-sensei",
u"" : "-sensei",
u"" : "-sensei",
u"" : "-sensei",
u"" : "-sensei",
u"" : "-sensei",
u"" : "-sensei",
u"" : "-sensei",
u"" : "-senpai",
u"" : "-senpai",
u"" : "-senpai",
u"" : "-ni",
u"" : "-nichan",
u"" : "-nisama",
u"" : "-nisama",
u"" : "-nisan",
u"" : "-aniki",
u"" : "-aniki",
u"" : "-ne",
u"" : "-nechan",
u"" : "-nesama",
u"" : "-nesama",
u"" : "-nesan",
u"" : "-onesama",
u"" : "-onesan",
u"" : "-sama",
u"" : "-sama",
}
TR_TITLES_ZH = {
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
u"" : u"",
}
9/1/2013 SUN
* Automatically remove repetition text for games like and Fault.
I am not sure which game could affected. If you have turned on finite
repetition removal in Text Settings, I think you could try turning it off now.
* I added some text to the help of Shared Dictionary to explain how to use it
to eliminate finite repetition in a more accurate way, as follows.
As it is kind of complicated, you can ignore the following if you don't have
any
experience in programming or regular expression.
Repetition Elimination
* Pattern: ^(.+)\1\1
* Replacement: \1
* Pattern: (.+)\1+
* Replacement: \1
In English, it means to remove whatever has repeated for more than one times.
It might sound dangerous.
However, for example, "AAABAAAB" will become "AAAB" instead of "ABAB".
This is because the regular expression will try to match maximum number of
repeated characters, which will be "AAAB" instead of "A".
""
3
""
* : ^(.+)\1\1
* : \1
" 3 "
".+"
"(.+)""\1"
"(.+)\1"\1 1 2
"(.+)\1\1"\1 2 3
"^"
VNR
* : (.+)\1+
* : \1
"AAABAAAB""AAAB""ABAB"
"AAAB""A"
8/30/2013 FRI
* Bugfix for parsing /H code that contains spaces.
bug
8/28/2013 WED
* Bugfix for escaped hentai terms.
Thanks @BlueRex sama's report!
Hentai
@ sama
8/27/2013 TUE
* Fix the bug for showing random numbers (like xxx.97) in the machine
translation.
bug
@ sama
Warning:
When adding terms to the Shared Dictionary, you should avoid adding translation
for AMBIGUOUS Japanese words. For example, you should never add translation for
a single character like , which could have different meaning under
different contexts.
******
=
8/26/2013 MON
* I added a Hentai flag to the terms in the Shared Dictionary.
Hentai terms will only be enabled after the user enable them from the left
dock.
Basically, you don't want to enable hentai terms unless in H-scene or .
Otherwise, the machine translation might become overly erotic.
The motivation of Hentai terms could be find in the Help of Shared Dictionary,
as follows:
Certain Japanese words have special meaning when come to H-scene.
For example, usually means "ejaculation" instead of "getting out"
under the context.
Also, some translations might be offensive to certain group of people.
You could mark these terms as Hentai so that the users could select
whether to enable them or not.
Hentai
Hentai Hentai
H-scene erotic
Hentai
Hentai
Hentai
H-scene
H
Hentai
8/25/2013 SUN
* ITH is optimized specific to VNR.
Additionally, ITH and VNR can run at the same time now.
But when /H code is applied or game-specific engine are selected,
either VNR or ITH could work rather than both.
Note: Since this version, the dlls in VNR are no longer compatible with ITHv3
any more.
I removed the dead code and a few ITH features that VNR do not need.
As the result, the dlls in VNR do not work with the original ITHv3 any more.
ITH VNR
VNR ITHv3
VNR dll ITHv3
8/23/2013 FRI
* While rendering Japanese, noun/verb will be in red/yellow, while others in
blue/green.
8/22/2013 THU
* Baidu
* Bugfix for the new SiglusEngine.
Credits and special thanks to @CaoNiMaGeBi sensei!
8/19/2013 MON
* The MSIME parser option is removed.
VNR now always uses MeCab to parse Japanese. When MeCab fails to parse
certain Japanese word (such like ), VNR will use MSIME as fallback
if installed.
MeCab VNR
8/18/2013 SUN
* Add new engine for QLIE games.
The text threads are named as QLIE2@CaoNiMaGeBi to memorize @CaoNiMaGeBi who
found it.
Games includinganddo not need /H code any more.
QLIE @CaoNiMaGeBi
8/17/2013 SAT
* Japanese parser
- When MeCab parser is used, VNR will show the of the clicked text that is
formated as:
,,, 1, 2, 3,
An example for is as follows:
,,
,,,
,,,
,,
,,,,,
,,,
MeCab VNR
- MeCab
-
- When MeCab parser is used, VNR look up the original form of the selected word
in the dictionary. For example, when in is clicked,
VNR will look up instead of.
MeCab VNR
VNR
* Text settings
- The hook dialog will also display the most recent hcode deleted by other
users.
- The "keeping all threads generate from /H code" in Text Settings is changed
to
"keeping all threads generated by the selected scenario engine".
For example, if the address of SignusEngine text thread varies on each
launch,
you can turn on that option catch it.
SigusEngine
SignusEngine
* Launch settings
- Always convert dos 8.3 game path like ABC~1.exe to full path name.
DOS 8.3 ABC~1.exe
* ITH fixes
- Fix the issue that ITH sometimes fails to recognize game engine launched by
NTLEA.
NTLEA ITH
- Fix the issue that ITH Brus engine cannot recognize game with msvcrt 2010.
ITH Brus engine msvc2010
Note: VNR does not need HCode for SiglusEngine games any more.
Additionally, the new ITH engine will override the text thread from the /H
code.
If you are playing, say, , then you have to manually
change the scenario thread from HCode to Signus@ in Text Settings.
SiglusEngine
Siglus@
VNR SigplusEngine
Signus@
* Notes
- I removed the "beta" tag from the VNR as I feel VNR is out of severe bugs
now.
VNR Beta
- I added some text to the help of Text Settings regarding the name of the
executable, as follows:
Game executable name
The name of the game's executable file might be used by ITH to help
identify the game engine.
If you rename the executable, VNR might not be able to find the game engine
any more.
So, unless the executable contains Japanese characters, YOU DO NOT WANT TO
RENAME THE EXECUTABLE.
ITH VNR
******
8/16/2013 FRI
* Fixed the text repetition issue in .
If you are playing this game, just update the Shared Dictionary and the text
will be correct.
@ sama
8/15/2013 THU
* Show game OP and demo on Youtube in the game information window.
You can download Youtube video to your desktop by clicking the "" button.
Youtube OP Demo
/
* Fixed the regression that VNR might disappear after the game window is
minimized.
VNR
@ sama
8/14/2013 WED
* Fix the issue that ITH would crash the game.
ITH bug
@ sama
* Fixed the ITH's deficiency on removing INFINITE cyclic repetition in game text.
The option can be toggled in Text Settings.
I only tested Lover's Collection, and not sure how good this approach
works.
If you still have repeat text that VNR still cannot handle, feel free to let me
know
the game name.
VNR currently have two kinds of repetition filters, the old finite filter and
the
new infinite filter. The old one is always preferred than the new one.
I mean, if the old finite filter is sufficient, you do NOT want to turn on the
new one.
Some technical details follows.
- The finite filter is applied AFTER extracting the game text from ITH.
The infinite filter is applied WHILE extracting the game text in ITH.
As a result, in Text Settings, toggling finite filter will change existing
texts at once,
while toggling infinite filter will only impact new texts than the existing
ones.
- The infinite filter is slower and takes much more memory than the finite one.
The finite filter is applied to the game text per paragraph, while the
infinite one
is applied while processing each character.
If the finite filter take O(T(s)) time to process string s, then the infinite
one
might take up to O(T(s) * lengthOf(s)) time to finish.
- The finite one can handle whatever kinds of repetitions, while infinite one
can only recognize cyclic repetition,
But you can turn on both finite and infinite filters together to deal with
whatever repetition patterns.
ITH
VNR
cyclic repetition
******
+Lovers Collection
8/11/2013 SUN
* Permissions changed for guest users.
Guest users can delete anonymous shared subs and terms.
But they can no longer modify entires added 15 days ago.
15
8/9/2013 FRI
* Automatically remove garbage character "^L" from the game text which might
crash VNR.
Subtitles in games like the English version of Rewrite should work fine now.
* You can browse/export the manual subtitles and their creators of the game in
Game Board without downloading the game.
Game Board
* Fix the ITH bug for finding texts for certain versions of .
Well, if you have purchased that game, ITH should have no problem to find the
text for the original game.
But if you were using certain illegal nodvd cracker, ITH might not be able to
find the correct ShinaRio text.
I modified ITH source code in order to fix the issue.
Since this version, VNR started to use its modified branch of ITH.
The C++ source code could be found in
Library/Frameworks/Sakura/cpp/plugins/ith.
If you do not want to use VNR, but want the features of VNR's ITH, you can
manually
copy the following dlls to your old ITH directory:
Library/Frameworks/Python/ITH*.dll
Library/Frameworks/Python/IHF*.dll
If you have found bugs or suggestions on new common game engine for ITH itself,
feel free to let me know!
ITH
Well ITH
DVD ><
ITH
VNR ITH
C++ Library/Frameworks/Sakura/cpp/plugins/ith
VNR ITH VNR ITH
Library/Frameworks/Python/ITH*.dll
Library/Frameworks/Python/IHF*.dll
ITH bug
@ sama
8/7/2013 WED
* If you choose to block, say, Chinese, VNR will no longer download Chinese terms
and subtitles any more.
VNR
8/6/2013 TUE
* Fix a bug in the underlying text hooking code that has existed since the
beginning of VNR,
which might mess up the game text order, say, ABCD => BCDA.
Thanks so much for @lambl's report!
VNR bug ABCD BCDA
@ 1 sama
* You can double-click the text in the popup translation window to read the text
using TTS and copy it to the clipboard.
TTS
8/5/2013 MON
* Bug fix for getting getchu games.
* VNR Excite Google
8/4/2013 SUN
* Bug fix for the full screen mode.
* You can turn off furigana from the left docked option window.
If you do not want to learn Japanese, turning off furigana might make VNR to
run faster.
* There were lots of terms from guest users in the Shared Dictionary,
which could be deleted by any other guest.
To protect existing terms from guest, I removed the permission for guest to
delete terms.
If you sign in as guest, you can still disable guest terms, but no longer
delete them.
VNR
8/3/2013 SAT
* The Game Window Text Translation feature docked left supports online
translators now.
But as online translators are much slower and less stable than offline ones,
VNR will use online translators to translate window texts, iff you don't have
any offline translators enabled in Preferences/Translation.
/
VNR
* Google TTS
/
*
- :
-
-
@ sama
8/2/2013 FRI
* Fix a bug for searching games in DMM.
* Add a Game Board where you can find known games in VNR's online game database.
Game Board VNR
* Force keeping display aspect while changing resolution for full screen.
@ sama
7/30/2013 TUE
* You can adjust the maximum length of game text in the left dock.
Game text longer than that will be ignored.
VNR
7/29/2013 MON
* Improve performance to render glowing text.
* The "Transp" button on the left dock is renamed to "Glow". Nothing else is
changed.
7/28/2013 SUN
* The Show/Hide button in the left dock is renamed to Pause to be more accurate.
The functionality is the same as before.
/
Warning: Increasing glow factors will also increase CPU cycles to render the
text halo, especially when you have turned off the background shadow.
If you have a very old laptop, you might want to keep the glowing factors
small,
and keep the background shadow.
DMM.co.jp Amazon.co.jp
DMM CG
* Display game names in the Spring Board using the names from Amazon or DMM
7/26/2013 FRI
* Fix the issue that VNR might slow down certain games.
VNR @ sama
* Fix the issue that has been existed for long that changing display resolution
might crash VNR.
VNR
7/24/2013 WED
* Add a button for changing display's resolution to achieve full screen.
When you press the FS button, VNR will show two more buttons:
- Window: Change the game window to fit the screen size
- Screen: Change the display resolution to fit the game window
@ sama
7/23/2013 TUE
* The game images are cached for offline access.
* You can clear the text box from its context menu, or "" button on the header.
7/21/2013 SUN
* The user-defined threads generated from h-code are renamed to "HCode".
Nothing is changed except the naming.
User-defined
* Fix the issue the for some games like Zero Infinity, FS failed to remove
the border of the game window.
VNR
* I added a Slim button to the left dock.. When toggled, VNR will switch back
to the old GUI. When pressed, the old blue button is also restored.
Slim
VNR
* I added a new feature to VNR that you can specify/select the name of the game.
The games that are assigned with the same name will share game-specific
subtitles and terms.
Here are some texts from the help for the newly-added Game Information:
- Motivation
In VNR, game settings including user-contributed subtitles and game-specific
dictionary terms are bound
with the game's executable. However, usually the same game has different
versions of executables from
,,, and different updates.
For example, if you have game-specific character names in the Shared
Dictionary, after the game is updated,
the old terms might not work with the latest game anymore.
When that happens, you can create a reference for different versions of the
same game.
The games sharing the same reference will share the game-specific
translations.
VNR
7/17/2013 WED
* Fix the issue that VNR might crash when there are too many unfinished
online translation tasks.
VNR
* Make sure that the FS (full screen) function will preserve game window's
aspect.
* 360
360
7/15/2013 MON
* Automatically recognize and block wrong or malicious user-defined hook code.
7/14/2013 SUN
* Hide the green spinner in full screen mode.
* I added some help text for the Shared Dictionary to show how to use regexp
to help identify character names, as follows:
The regular expression could also help VNR identify character names in the
game text.
For example, in S-1, the original game text is like:
ScenarioCharaName.
And we want to change it to: CharaNameScenario. You can achieve it by
adding a term as follows:
* Target: Original text
* Language: Japanese
* Game-specific: YES -- i.e. only apply to this game
* Regular expression: YES
* Pattern: (.*)(.*) -- Match scenarios as \1 and chara as \2
* Replacement: \2\1 -- swap \1 and \2
VNR
S-1
*
*
* -- i.e.
*
* (.*)(.*) -- \1 \2
* \2\1 -- \1 \2
*
*
* -- i.e.
*
* (.*?)(.*) -- \1 \2
* \1\2 -- \2
7/13/2013 SAT
* I tried increasing the limit for max recursion to ease the exception of
"maximum recursion depth exceeded".
But I am not sure if this could help or not.
If you have got the same issue, feel free to complain to me!
* Automatically hide the task bar after switching to full screen model.
* Fixed the issue that VNR sometimes failed to find game window after restored
from being minimized.
VNR
* Update FTP
Library Debug Update.cmd
* Remove the "always on top" attribute from some of the VNR's windows.
VNR Berry's
******
******
VNR
****** AGTH VNR
7/12/2013 FRI
* Support IVONA TTS for European languages to dub character voices.
Thanks for molitar sama's report!
* Make sure that you can close the left docked panel window.
* I added a FS button to the left docked panel, where you can FORCE stretching
the game window to full screen.
As you know, some games like RPG Maker require changing the resolution to work
in full screen, which does not feel well, and might mess up the game's aspect.
Additionally, after the game enters full screen, VNR has to restrict itself
from obtaining the focus, which will break the game's full screen status.
As the result, you cannot access VNR's native GUI components like context
menus, Text Settings and Preferences.
When that bothers you, you could try pressing the FS button to let VNR take
the control over the game window's full screen status.
This feature works only for certain games like RPG maker,,
and , but does not work well for some GDI games like
><
RGP Maker
VNR
VNR Windows
native
VNR
RPG maker
VNR ><
7/11/2013 THU
* Fixed a severe bug existing for long time that very long game text might crash
VNR.
CTRL game will not crash VNR now.
Thanks so much to @ 1 and sama for pin-pointing me to reproduce the
issue
by enabling text correction.
VNR
CTRL VNR
@ 1 sama
7/10/2013 WED
* Fixed the regression that pymsime.pyd might crash VNR.
Thanks for @molitar sama's report!
pymsime.pyd VNR @ 0 sama
7/9/2013 TUE
* Distribute MSVC redist 2008&2010 together with VNR.
VNR is self-contained now. New users no long have to install these libraries
for using VNR.
* Fix the bug that sometimes VNR becomes zombie process after exit.
VNR
7/8/2013 MON
* Update Qt
* Prevent VNR from adding hcode to , which will crash the game.
If you find your HCODE would crash the game, please, PLEASE DON'T FORGET TO
DELETE IT!
I might block the users/ips leaving bad hcode within games as punishment!
Again, ITH and AGTH are different. Please make sure there are NO correct texts
in VNR
before adding your AGTH code to ITH engine!
VNR
******
IP
AGTH ITH
AGTH ITH
* The speak button in the left-docked option window is moved to the top of
the text box and displayed as .
* VoiceText TTS
7/7/2013 SUN
* Bug fix to auto-hide the docked option window.
* Add a button to the option window to show context menu in case new users cannot
find it.
* The green spinner is moved to the left bottom corner.
It's color and width indicates how many parallel threads are running in the
background.
For example, when the spinner becomes red, you might want to wait a few seconds
until
VNR finishes the scheduled tasks.
VNR
* I added some help text reading the name of the text threads, as follows:
Each text thread has a name to identify what kind of procedure is being
hooked,
such as "User-defined", "CIRCUS", and "TextOutA".
Usually, you can find the correct text threads according to their names.
There are three kinds of thread names, as follows:
- User-defined:
This thread is generated by user-defined hcode.
The thread name is rendered in red.
- The name does not end with "A" and "W" like "CIRCUS":
This thread is specific to this kind of game engine.
The thread name is rendered in blue.
When there are user-defined threads, they usually (90%) have the correct
texts.
Otherwise, if there are threads whose names are ends with neither with "A"
nor "W",
they have more chances to be correct than threads ending with either "A" or
"W".
User-definedCIRCUSTextOutA.
- User-defined
- AWCIRCUS
- AWTextOutA
User-defined 90%
AWAW
7/6/2013 SAT
* The blue button is removed. You can right click the floating option window to
access the context menu.
* Fixed the regression that the "repetition removal" option in Text Settings was
not saved.
Bing
Infoseek Infoseek
Infoseek
Bing
* The left docked option window is moved out of the game window.
7/5/2013 FRI
* By default, VNR will split the long game text into sentences in different
lines.
You can disable this behavior by toggling [Option/Purge new lines].
VNR
/
@ feat sama
* Game text will be splitted into sentences before sending to online translators.
This might slowdown translation time a little bit.
But I feel translation quality might be more important than the spent time.
@ sama
* Automatically remove illegal characters (ASCII code < 32) from the game text.
ASCII 32
* I added an option to Text Settings to allow capturing all user-defined threads
generated by hcode.
Games including Bunny Black 3, ofLOVE!and
should work now.
Here's the text copied from the help of Text Settings:
The text threads generated by user-defined hook code is named as "User-
defined".
The text threads are identified by their addresses in VNR.
But the address of the user-defined thread might vary on different
launches.
When that happens, you can choose to keep all user-defined threads.
User-defined
Bunny Black 3 ofLOVE!
User-defined
VNR
7/4/2013 THU
* Block following wrong hook codes for
- /HB8*0:D4@0:GDI32.dll:GetTextExtentPoint32A
- /HA-C:40@0:GDI32.dll:GetTextMetricsA
- /HA8@394F8:gdi32.dll
This game DOES NOT REQUIRE HCODE AT ALL! Please stop adding hcode to it!
Note: ITH and AGTH are different. Many games where AGTH requires hcode, do NOT
need hcode in ITH.
On the contrary, a correct AGTH hcode might mess up text detection in ITH.
So, before adding AGTH hcode to VNR, PLEASE FIRST CHECK IF THERE ARE ALREADY
CORRECT TEXT IN TEXT SETTINGS!!
Additionally, if you find your AGTH hcode does not work, PLEASE DON'T FORGET TO
DELETE IT IN VNR!!
****
* You can access the context menu by right-clicking the left docked panel in case
the blue button is not visible.
7/3/2013 WED
* Shared dictionary terms and comments in the tables will be rendered by the
colors of their creators.
An exception is that the term whose language is Japanese or whose target is
original text will be
in red color, because those two kinds of terms could impact a large number of
users.
You might want to avoid using these two terms unless you are pretty sure what
you are doing.
7/2/2013 TUE
* I added a new feature (Text Reader) to translate hovered text as requested by
@Denobo.
Here's a screenshot for BL game Crain DX that could demonstrate how it
works:
http://i859.photobucket.com/albums/ab155/jichi/crain_zpsbfe74f96.png
- Intro
You can open Text Reader on the right side of the Spring Board.
I am hoping it could ease reading Japanese text in website, blog, or light
novels.
For example, it can translate hovered Japanese Wikipedia articles in Firefox,
online visual novels, or light novel paragraphs in Notepad.
This feature is in pre-alpha stage and has only primitive functionality.
Any suggestions are welcomed!
As it is not limited to VNs, Text Reader might be forked out of VNR into
another
stand-alone app in the future.
- Limitations
Only the text in traditional NORMAL window can be translated.
The current Text Reader cannot detect the window text that is rendered in
non-native way.
For example, Text Reader can detect texts in game's menus, buttons, and
dialogs,
but cannot detect texts rendered by GDI or DirectX.
Application-wise, Text Reader can work with Notepad, Internet Explore, and
Firefox.
But it does not support Google Chrome and Foxit Reader.
Text Reader
VN
http://i859.photobucket.com/albums/ab155/jichi/crain_zpsbfe74f96.png
VN
Text Reader Firefox Notepad
alpha
* I added some help text to Text Settings regarding how text font could impact
text detection, as follows:
MS MinchoMS
MS GothicMS VNR
6/30/2013 SUN
* Add an option in Voice Settings to toggle whether dub voices for newly
discovered characters.
Thanks for @DinX's suggestion!
* Fixed the issue that VNR sometimes failed to find the correct window when it
was restored from being minimized.
Thanks for @kylin130's report!
VNR
@kylin130 sama
6/29/2013 SAT
* You can inspect the basic information of users for shared dictionary and
subtitles.
* Make sure the new line ("\n") in machine translation and user-contributed
subtitles will generate a '<br/>'.
"\n""<br/>"
btw, VoiceText from Korea has support for many languages like VoiceText Paul
for
English, which is also used by Stephen Hawking hakase.
You can add them to VNR as non-Japanese TTS.
Here's a demo video that might give you an idea how dubbed games look like in
VNR:
http://www.youtube.com/watch?v=dC0qEoV3XvI
VNR
TTS VoiceText Hui Liang
@maxrc sama
http://v.youku.com/v_show/id_XNTc3MTQ4NTcy.html
6/28/2013 FRI
* Update Baidu Chinese translator.
API VNR
* User comments will be rendered with the submitter's avatar when VNR has
Internet access.
VNR
* You can specify the color to render your subtitles shared to others in
Preferences/Account.
/
* I add some help text in Text Settings to explain how to use Source Term in
the Shared Dictionary to remove game-specific garbage characters.
The following text are copied from the help of Text Settings:
"^[^C" Google
"^[" ASCII "0x1b" "^C""0x03"
*
*
*
*
* \x1b\x03
*
* "^[^C"
6/27/2013 THU
* You can assign colors to different translators in Preferences/Text.
/
VNR ><
/ YouYuan
email VNR
6/26/2013 WED
* Add user-defined dictionary to JBeijing Chinese translator.
@
* Prevent VNR from hooking with Xunlei and Windows system process DWM.
Please do not add non-game applications to VNR!
If this happens again, I might have to block the user doing this in the future.
The IP address adding DWM to VNR follows as a punishment!
122.150.208.* (Last month from Hoppers Crossing, Victoria, Australia)
VNR DWM
@ 1
VNR
VNR
VNR IP
118.251.198.*
6/25/2013 TUE
* Bug fix for rendering translation, danmaku, and comments.
* Support extracting character names for games like .
@
* Prevent VNR from blocking Japanese language which might cause problems.
VNR
6/24/2013 MON
* You can add new games to VNR using Game Wizard without Internet access now.
VNR
* I just notice that there are a couple of games that will temporarily rename
their
executables (*.exe) to *.000 after launched.
There are only 22 known games that fall in to such category, but some of them
are famous,
including,Little Busters,, and
.
You can add these games to VNR now.
6/22/2013 SAT
* Fixed the issue that character names sometimes didn't show up.
* Fixed the issue that MSIME sometimes failed to parse Japanese text.
* You can specify the TTS voice to use for specific game characters.
As you know, in many games, not all characters are covered by voice actors.
You can use this feature to add voices to characters that do not have CVs.
You can click the Help button in Voice Settings for more details.
TTS
CV
I am so sorry that VNR's server periodically went down on weekends this month.
When the server is down, you might experience issues while downloading VNR,
updating VNR,
adding new games, modifying the Shared Dictionary, or submitting subtitles and
comments.
I have complained to the service provider in Japan several times, but the issue
remains
and seems to become worse. I am planning to switch to other server providers
after
the current lease expires (which will be 105 days later ...).
Before that, I will modify VNR to allow adding new games while offline to ease
the issue.
I am really sorry for the inconvenience! m(_ _)m
VNR
VNR
VNR
m(_ _)m
6/20/2013 THU
* Add language support for Indonesian.
Currently, Infoseek.co.jp is the only machine translator that supports this
language.
* You can specify the font's filling color in Preferences/Text.
VNR's default color is 'snow' ('#ffafaf').
For example, now you can revert text and background colors from white-on-black
to black-on-white.
/#ffafaf
If you don't want to see the character names, you can disable it in the left
docked panel.
But please don't remove existing correct character name thread in Text
Settings.
I am planning to use the character thread to enable other features.
Because the thread settings are shared by all users, if you remove character
thread in Text Settings,
it might impact other users.
-
-
-
-
6/19/2013 WED
* I changed the service port from 8080 to 80, which is more common.
The old versions of VNR will not work properly any more.
Sorry for the inconvenience for update!
VNR 8080 80
VNR
6/15/2013 SAT
* Fonts to render Japanese and subtitles can be modified in Preferences/Text.
If your favorite font is more popular than VNR's default one in your country,
feel free to let me know and I will change VNR's default font to your favorite
one.
6/14/2013 FRI
* Fix the issue that the game path resolved from shortcut contains "~".
Thanks for @toze's report!
* Support using Wadoku EPWING dictionary to provide Japanese-German word
translation.
Wadoku is free, and you can get it from wadoku.de:
http://www.wadoku.de/wiki/display/WAD/Downloads+und+Links
Here's the direct download link to the latest version:
http://www.wadoku.de/downloads/epwing/wadoku_epwing_jan2012.zip
If you don't need this, you can block German language in Preferences/i18n.
6/13/2013 THU
* Fix the issue to resolve game shortcut that contains Japanese characters on
English-localed OS.
* Bound the text box in full screen mode.
Thanks for Chris' suggestion!
6/12/2013 WED
* Fix the string decoding issue when handle *.lnk on non-Japanese Windows.
* After installing a game, usually there will be a shortcut on your Desktop/.
You can simply drag-drop that shortcut (*.lnk) to Spring Board to add the game.
By default, VNR will launch the game file dropped to the Spring Board.
But you can disable this behavior in Preferences/Launch.
Thanks for @toze's suggestion!
**** SpringBoard
VNR
/ VNR
VNR
6/11/2013 TUE
* Fix the issue that non Japanese characters in game text might crash
English/Korean offline translators.
* VNR supports game path to have non-ascii Japanese characters on non-Japanese OS
now.
But it is still NOT recommended to have Japanese characters in the game path,
which might crash the
game on the startup.
6/10/2013 MON
* Fix the regression that removing Shared Dictionary terms might crash VNR.
VNR bug
m(_ _)m
6/9/2013 SUN
* Fix the issue that launching with LocaleEmulator option cannot be saved when
Editing Game Properties.
Thanks for @toze's report!
* I just noticed that offline TTS might NOT work properly when VNR is launched
with admin privileges.
Currently, I haven't found a way to fix the conflicts between TTS and admin
privileges.
VNR TTS
6/8/2013 SAT
* You can click any column to sort entries in Shared Dictionary or Subtitle
Editor.
* Add a language chart in Statistics dialog.
* Fix the issue that sometimes in Shared Dictionary game ID cannot be saved.
Thanks for @DinX's report!
* Fix the bug that subtitle's comments were not saved.
* Fix the bug in Subtitle Editor to remove/duplicate subs.
* Speed-up XML processing. Fix the slow subtitle loading issue in DC3.
* By default, VNR will launch the game in Japanese Time Zone.
You can disable this behavior in Preferences/Launch.
6/7/2013 FRI
* I removed Japanese characters from the update scripts to avoid issues on
English OS.
If the updater of VNR still malfunctions, feel free to complains to me!
ezTrans XP
/
6/6/2013 THU
* Subtitle Maker is improved.
6/5/2013 WED
* Improve XML processing speed.
6/4/2013 TUE
* Allow editing subtitles without launching the game.
* Make sure that the terms in the Shared Dictionary are sorted by the length of
their patterns.
Thanks for @katana's bug report!
6/2/2013 SUN
* Prevent VNR from hooking to QQBrowser.
VNR QQ @goodboyye
* You can export subtitles or existing dictionary entries to XML by clicking the
Export button.
* Fix the issue of the "Text to clibpoard" option.
Thanks for @basicvnlts's report!
* Add Chinese translation for Subtitle Editor's help.
VNR
6/1/2013 SAT
* The "Copy when click" option in the dock is restored as requested by @sorc.
* Backlog is renamed to Subtitle Creator. Nothing changed there.
* I add a Subtitle Editor for revising/editing subtitles like Shared Dictionary.
You can find more details by clicking the Help button in Subtitle Editor.
It explains how to sub a visual novel in VNR.
5/31/2013 FRI
* Support using LocaleSwitch to change game locale.
LocaleSwitch is distributed together with VNR.
* Fix the issue that sometimes changes in Shared Dictionary couldn't be saved.
Thanks for @DinX's report!
5/30/2013 FRI
* Fix some font rendering issues for European languages.
* Add translation support for Vietnamese and Thai.
Currently, Infoseek.co.jp is the only translator that supports these two
languages.
5/29/2013 WED
* Add some help descriptions for Text Settings.
5/28/2013 TUE
* Add a context menu item to upload local cached game database.
* Fix the broken STOP button in Game Wizard. Thanks @tobira's report!
@tobira
5/27/2013 MON
* Minor bug fix.
5/25/2013 SAT
* Fix a JBeijing translation issue that shows unescaped numbers.
J ()
@goodboyye
5/24/2013 FRI
* Add an option to the left dock to copy game text to the clipboard, as requested
by @basicvnlts.
* Fix the issue that VNR might try to launch the game again and again if the game
doesn't start in time.
Thanks for @katana's report!
VNR
@katana
* Put machine translation into threads, so that it will not hang VNR.
Especially when Windows Text Translation is enabled.
VNR
* Fix the "game text is too long" issue for light's Zero Infinity.
light Zero Infinity
5/23/2013 THU
* Allow the terms in the Shared Dictionary to be game-specific.
* Allow utilizing the Shared Dictionary to rewrite texts for TTS as requested by
@DinX.
5/22/2013 WED
* Improve English machine translation by splitting the text into sentences.
Thanks for suggestions from @DinX and @spoxxy!
* Add a few Chinese translation for notifications.
5/20/2013 MON
* Modify the text threads aggregation rules to apply only to games from
light.co.jp.
* Fix the thread detection issue for Zero Infinity. Thanks for @CaoNiMaGeBi's
report!
* Add support for Dr.eye Chinese offline translator.
If you are playing a Chinese galgame, Dr.eye can also help translate Chinese to
English.
Dr.eye
JBeijing //
JBeijing Dr.eye
play galgame Dr.eye
* Fix the issue of sometimes showing unescaped {numbers} in the translation.
{}
5/19/2013 SUN
* Add a useless feature that renders comments like nico's danmaku floating on the
top of the game.
You can drag or edit danmaku just like subtitles.
As it is useless, if it bothers you, you can disable danmaku support in
Preferences/Features.
nico
/
@CaoNiMaGeBi
Excite
Excite Infoseek
@63232128
VNR galgame
VNR Infoseek
/ Infoseek
5/17/2013 FRI
* Microsoft online translator support is restored.
* "Game Settings" is renamed to "Text Settings". The functionalities are the same.
5/16/2013 THU
* Check whether Microsoft onling translator is running out of quota.
It seems that many users were using Microsoft translator , and VNR has run out
of
free quota this month. The translator will not be available until next month TT
VNR
TT
* You can edit some game settings in the SpringBoard before the game is launched.
SpringBoard
5/15/2013 WED
* Case-sensitivity and BBCode options are removed from Shared Dictionaries to make
text processing faster.
I found few people are using them. If this feature is important to you, just let
me know!
5/6/2013 MON
* You can block specific languages in Preferences/i18n.
For example, if you select to block "Chinese", VNR will not show comments and
subtitles in Chinese.
Also, Chinese-specific settings in Preferences will become hidden after restart.
Thanks for suggestions from Saru Wakaranai!
/
Saru Wakaranai
5/4/2013 SAT
* Terms in the shared directory are sorted based on the length of the pattern.
@
* You can adjust game-specific loader (such like NTLEA) in Game Settings.
@
* Support using Locale Emulator to change game locale to Japanese.
Locale Emulator is free, and you can get it here:
http://www.hongfire.com/forum/showthread.php/418962-Locale-Emulator-another-
tool-for-japanese-locale-emulation
5/1/2013 WED
* You can adjust the TTS voice speed in Preferences/Speech.
Thanks to @zero7510's suggestion!
/
@zero7510
4/30/2013 TUE
* Window text translation is disabled by default.
* Clicking the "X" button in the left docked panel will stop VNR from listening to
game text.
X
4/29/2013 MON
* Fix the regression when translating.
m(_ _)m
4/27/2013 SAT
* Text-to-speech (TTS) function improved. Thanks to @DinX's suggestion!
I made a demo video for VNR+TTS here:
http://www.youtube.com/watch?v=CPmOc2Ktfy4
If you are using VNR to learn Japanese, TTS might help, esp. when you are in a
stage that
you can understand Japanese voice but not read the text.
TTS@DinX
TTS
http://www.youtube.com/watch?v=CPmOc2Ktfy4
http://v.youku.com/v_show/id_XNTQ5Mzg2MzIw.html
VNR TTS
NTLEA bug
Dock
If your language is supported by Bing but not by VNR, just let me know and I
will add the feature.
Bing
Infoseek
Bing Infoseek InfoseekInfoseek OCN
* Fix a regression that VNR kept rewinding Game Wizard while adding new game.
Thanks for @'s report!
VNR @
4/24/2013 WED
* Add user-defined dictionary for JBeijing from @Zhugeqiu.
@ JBeijing http://tieba.baidu.com/p/2287516521
@sama
4/23/2013 TUE
* Allow using BBCode and HTML tags to format translated text in Shared Dictionary.
For example:
* A term that defines "" as "<br/>" will create a new line after every "".
* A term that defines "(.*?)" as "[color=red]\1[/color]" will turn the text
within "" to red.
4/22/2013 MON
* NTLEA is distributed together with VNR now. You can enable it on in
Preferences/Launch.
Both NTLEA and Microsoft AppLocale could help run Japanese game on non-Japanese
environment.
NTLEA is usually better. But I just noticed that it conflicted with the Windows
text hook in VNR.
VNR would be able to translate/replace texts in menus, context menu, and dialogs
for games
launched by NTLEA. Please give me some time fo fix this bug!
NTLEA VNR /
NTLEA AppLocale
NTLEA NTLEA VNR Windows
NTLEA VNR
JBeijing
@goodboyye JBeijing
4/14/2013 SUN
* Add some instructions in Readme.txt.
Readme.txt
4/12/2013 FRI
* You can temporarily disable user-defined hook code in Preferences/Launch.
* Fixed a severe regression that in-game comments were not displayed.
4/11/2013 THU
* Always show the header for dragging the text box, no matter its position is
locked or not.
* Add some explanations of the "target" column in the Shared Dictionary.
You can find it by clicking the Help button there.
4/9/2013 TUE
* The curtain on the top of the SpringBoard was temporarily removed.
The game launch settings there were moved to Preferences.
* Support NTLEA as an alternative of AppLocale.
You can specify its location and enable it in Preferences.
Just type "NTLEA" in Preferences and you will find the options.
4/8/2013 MON
* Add a few Chinese translations for the GUI.
4/7/2013 SUN
* Support using Windows Text-To-Speech (TTS) as an alternative of default Google
TTS.
There are several Japanese TTS engines out there. VoiceText is probably the
best, as follows:
http://voicetext.jp/samplevoice.html
Thanks for @DinX's suggestion!
4/6/2013 SAT
* Create a primitive GUI for software update.
4/5/2013 FRI
* MS Japanese IME parser improved.
* You can use the search edit in Preferences to search any text in each view.
4/4/2013 THU
* Rewrite the UI of Preferences.
* Support for utilizing Microsoft Japanese IME (IMJP).
* Able to use IMJP to parse Japanese, as a replacement to MeCab.
* Able to use IMJP to convert Japanase kana back to kanji before sending to
machine translator.
For example, will become .
This only applies to confusing phrases, such as =>.
Common Japanese phrases such as will not be corrected to .
Because these kana usually confuses machine translator, such conversion might
significantly improve the quality
of machine translation, given the large set of dictionaries from Microsoft.
The latest JMJP is free to download for Office Enterprise users here (version
14):
http://www.microsoft.com/ja-jp/office/2010/ime/
Here's an illustration of how to update its dictionaries.
http://support.microsoft.com/kb/978478/
JMJP also comes with any Windows OS, but the version is old (version9 or
version10).
And it would be better to do an update.
btw, if you are using MS JP IME instead of Google's, your typing will actually
improve machine translation quality><
Special thanks to @dg8806 for his/her suggesions and source code to help me
exploit IMJP!
IMJP
- / IMJP MeCab
- / IMJP
=>
IMJP
Office IMJP 14:
http://www.microsoft.com/ja-jp/office/2010/ime/
http://support.microsoft.com/kb/978478/
Windows JMJP 9 10
btw><
@dg8806 IMJP
4/2/2013 TUE
* Fix a severe regression that prevents Game Wizard from adding new games.
3/31/2013 SUN
* Render GAIJI for EPWING dictionaries.
* Support using a epwing dictionaryto provide Chinese
translation for Japanese phrases
epwing
* EPWING 30MB
* CATALOG CATALOGS
*
http://sakuradite.com/images/screenshots/ayakashibito.jpg
* Fix a severe bug when detecting running game is enabled.
* Add Chinese translation for Game Wizard.
3/30/2013 SAT
* Able to utilize EPWING dictionaries to enhance translations.
Currently, only (a Japanese dictionary) is supported to enable ja-ja
translation of phrases
(see Preferences).
Due to copyright reason, the dictionary is not distributed together with VNR.
You could purchase one from amazon, or google " ".
3/26/2013 WED
* Fixed a regression bug in the shared dictionary.
Thanks for @makaplayer's report!
3/26/2013 TUE
* Reduce VNR's memory usage.
Though VNR is still leaking memory, the leak speed is much slower now.
3/24/2013 SUN
* Due to performance concerns, Japanese text-to-speech (TTS) and running game
detection
are disabled by default as suggested by @HunterHughes.
* TTS could be reanbled in Preferences/Features.
* Running game detection could be renabled in SpringBoard's dropdown menu.
3/23/2013 SAT
* Add a simple bbcode scratchpad.
3/22/2013 FRI
* Add a toggle in Game Settings to eliminate repetition in game text.
Most games that need agth /K options, such as , shoud work now.
3/21/2013 THU
* Subtitle default syntax changed from LaTeX to BBCode.
* Added a context menu item for restarting VNR.
If VNR is consuming too much memory, restart it might save you some memory.
Currently, I don't have a way to reduce VNR's memory usage. Have to wait for Qt5
whose V8 engine will be a savor to the current Javascript memory leaking issue.
Sorry for the inconvenience at the moment!
3/19/2013 TUE
* The online machine translation is disabled by default.
You could re-enable the translators in Preferences/Translation.
If you have got issues in getting @Aaeru subs for DC3, it is all my fault of
not putting up tutorials for how to use VNR, and I am sorry for it m(_ _)m
But please don't blame Aaeru for her hard work! Thanks.
3/11/2013 MON
* Automatically hide left dock buttons as requested by @Kira.
3/10/2013 SUN
* Add a few Chinese translation for the UI.
3/9/2013 SAT
* Make the text threads to run in parallel and thread-safe
so that game texts won't get lost while clicking fast.
* Fixed a severe regression that might mess up the text thread title.
3/5/2013 TUE
* Prevent VNR from hooking to Google Chrome and 360 Chrome.
Please don't try to hook VNR to non-game applications orz.
3/4/2013 MON
* Add a "Japanese" target type in the Shared Dictionary.
It could be used to explain Japanese with Japanese.
I will create a wiki to explain it soon.
3/3/2013 SUN
* Add a toggle to SpringBoard to prevent VNR from applying user-defined /h-code
after game starts.
If an incorrect hook code crash the game on the startup, you can use this
toggle
to temporarily disable the hcode, and then add the correct one in Game
Settings.
Special thanks to @ for the bug report!
@!
3/2/2013 SAT
* Bug fix for the shared dictionary.
2/28/2013 THU
* Fix the bug which will crash VNR when there are non-utf8 characters in PATH
or in the location of VNR.
* Make sure the changes to subs and dictionary entries are saved before refresh.
* Make sure the python process is terminated after VNR quit.
* Bug fix for window text translation.
2/27/2013 WED
* Bug fix for the shared dictionary.
* Add a regular expression scratchpad for testing regex used by the dictionary.
2/26/2013 TUE
* Prevent guest user from modifying other users' subtitles and dictionary
entries.
* Annot Player and Installer are removed from VNR.
2/25/2013 MON
* Prevent users from hooking VNR to 360SE.
* The shared dictionary is improved.
* Allow the pattern to be regular expression.
* Allow the pattern to be case-insenstive.
* Allow the text to be empty, when the words matched by pattern will be
deleted.
2/24/2013 SUN
* Automatically detect and sync with running game.
You can disable it at Springboard's sliding sheet on the top.
2/23/2013 SAT
* Add a few Japanese/Chinese translations for Javascript code.
2/21/2013 THU
* Steal keyboard focus back to VNR when work with subtitles.
* Add a user-defined dictionary shared by all users for improving machine
translation.
It is a simplified version of TA's replacement script, and will affect
translations
for both game texts and window texts.
You can click the "Help" button in the Dictionary dialog for more details.
Special thanks to @spoxxy and @DinX for the suggestions!
2/19/2013 TUE
* Fix the bugs that would crash VNR on the startup when there are unicode
characters in the environment variables, such as PATH and USERPROFILE.
2/18/2013 MON
* Fix a bug that prevents using the launch icon in the Spring Board to add new
game.
* Add an option to force converting Simplified Chinese to Traditional Chinese in
Preferences/Translator.
2/17/2013 SUN
* Prevent users from hooking VNR to Google Chrome orz
* Added some translations of Japanese and Chinese (not completed yet).
You can switch the GUI's language in Preferences/Account.
2/16/2013 SAT
* Add a launch button to the Spring Board for adding new game to VNR.
It will compare running processes with the online database to find new game.
If the running game exists in the online database, VNR will set up everything
for you, and you don't have to bother Game Wizard any more.
2/15/2013 FRI
* Add a button to delete hook code in GameSettings/Text/HookDialog.
After deletion, the hook code will not be deleted from the online datase,
but be marked as deletion. Others who plays the same game with this hook
will automatically revert the deletion.
If the hook code appears again, please re-delete it again in the hook dialog.
2/14/2013 THU
* VNR will not search for user-contributed subtitles in the same day.
2/13/2013 WED
* You can edit the game's display name in Game Settings / Properties.
* Always show the "Browse" buttons in Preferences/External.
* To reduce the memory usage of VNR, I limited the # of texts in Backlog to 100.
I also removed the button to show all subtitles in the Backlog.
This change is a regression as the trade-off of better performance.
If you want to edit your previous subs without loading the game to that scene,
please try the "Edit subtitles online" menu item from the blue button instead.
2/12/2013 TUE
* Turn the blue button to an ajax indicator to show status of async Internet
access.
It will be spinning while VNR is:
* Checking for updates online
* Signing in with a different account
* Searching for game thread and hook information online
* Fetching online translations
* Saving your subtitles online after VNR is idle for 5 seconds
* Saving your modification to subtitles online after VNR is idle for 5 seconds
2/11/2013 MON
* Saving/modifying subtitles are put into threads, so that sub VN will not hang
the GUI.
2/9/2013 SAT
* I changed the initial values of subtitles' font size, position and alignment.
I must appologize if it overrode your previous settings.
If you prefer the previous settings, please adjust the options from the left
dock.
2/8/2013 FRI
* Fixed the "Browse" button in GameSettings/Location for specifying alternative
game launcher.
2/7/2013 THU
* Bug fix for window text translation.
* Bug fix for D.C.III.
2/6/2013 WED
* Bug fix for window text translation.
* Update the window text translation lively when you change your language or
translator.
* Add an option to the blue button to display the orignal window text.
For example: "" will become "<Yes" instead of "Yes".
2/4/2013 MON
* Automatically resize Game Settings window based on the number of text threads.
* Add a useless feature to use kanji as furigana, so that:
(kawaii) will become ().
2/3/2013 SUN
* VNR can translate the substitute window texts (menus and buttons) now.
You can enable/disable it by right-click the blue button and toggle the menu
item.
This feature will NOT be enabled unless you have at least ONE offline machine
translator (LEC, Atlas, or JBeijing).
Currently, there is no further option to adjust its translation.
1/30/2013 WED
* You can save/load/reset the position of the text box relative to the game
window
from the context menu of the text box.
1/29/2013 TUE
* The current GUI in fullscreen is kind of confusing.
Just made a new demo video to illustrate what VNR can do in fullscreen:
http://www.youtube.com/watch?v=GNZSNA1gYEk
The Phi () button on the left dock is the key to unlock the features in
fullscreen.
Be careful that, unlocking the Phi button (like in this video) might give VNR
troubles
when render subtitles for OLD games.
* Add a light-weighted Subtitle Editor to ease modifying subtitles.
* Fixed some bugs which might crash VNR when running out of memory.
1/28/2013 MON
* Games in SpringBoard will be sorted by the last access time.
* Created primitive online interface for editing subtitles without opening the
game.
1/27/2013 SUN
* MeCab library is updated.
1/26/2013 SAT
* When romaji is selected as furigana, show it for all Japanese words.
* Put the Text Thread settings into scroll area.
1/25/2013 FRI
* In Preferences/Translator, you could select the furigana characters from
hiragana, katakana, and romaji.
* The "Time Zone" option also works for minori games.
* Note:
It is recommended that you set the Game Text Speed to maximum if possible.
Especially if you would like to translate this game.
1/24/2013 THU
* Add a search bar to the SpringBoard.
* Add EnterButtons to manually send "Enter" event to the game.
* In the bottom comment bar, shift+enter without text will also send enter.
* Right-click subs, and there is a Comment Properties menu to show the selected
subtitle's context.
I will make the fields in this dialog editable later.
1/22/2013 TUE
* Filter some garbage characters (ten ten ten toka) for TTS.
1/20/2013 SUN
* Add a phi button () in the left dock for toggling whether VNR should ignore
focuses when full screen.
This option is enabled by default in order to be compatible for old games.
But if disabled, we will be able to access the VNR's context menu, the blue
button, Preferences,
and able to submit subtitles when full screen as well.
This option is important if you would like to use VNR for full screen gaming.
For some old fullscreen games, VNR has to restrict itself from stealing windows
focus from the game.
But this is not required for many new games.
If disabling it gives you troubles when switched to full screen, please enable
it again.
* Changed from GET to POST to allow saving subtitles with very long game context.
1/19/2013 SAT
* Support using LEC Power Translator for English offline translation.
You can enable it in Preferences/{External,Translator}
* Ensure the text box visible in full screen mode when unlocked.
* Add options to change the text glowing colors in Preferences/Text.
* Add option to toggle the text alignment in the left dock.
1/17/2013 THU
* [lock] will lock the text box's relative position to the game window,
instead of putting the text to the top of the game window.
1/15/2013 TUE
* Add a draggable header to the text box.
* Fixed a severe bug in ATLAS machine translation.
1/14/2013 MON
* Now you can drag the subtitles to any place you want.
Don't forget to unlock the position of the text box first (by clicking
[ Lock ]).
Here's a screenshot of how to drag the text box:
http://sakuradite.com/images/screenshots/otome-drag.jpg
* Able to change the text box width from the left dock.
1/13/2013 SUN
* Fixed a bug that VNR did not apply the hook code correctly for the second
launched game.
1/12/2013 SAT
* Fixed a severe bug in hook code decoder.
All AGTH/ITH /H codes should work now.
* You can select more than one machine translators in Preferences/Translation.
1/8/2013 SUN
* Able to zoom font size for subtitles.
* Able to remove games from the Spring Board.
* Fixed the delay for offline machine translation.
1/6/2013 SUN
* Able to change the SpringBoard wallpaper by dragging your favorite wallpaper
image file to the SpringBoard
* Able to add new game by dragging the executable(*.exe) or the shortcut(*.lnk)
file to the SpringBoard
* Able to launch existing game by dragging the executable(*.exe) or the
shortcut(*.lnk) to the SpringBoard
* Remember the size of the SpringBoard window on exit
1/5/2013 SAT
* Support using JBeijing for Japanese-Chinese machine translation.
You can select preferred translation provider from Preferences/Translation.
Don't forget to specify the location of JBeijing in Preferences/External.
* Improve ATLAS offline translation performance.
1/1/2013 TUE
* Minor modification to the documentation.
If you cannot see the text being displayed,
PLEASE MODIFY THE TEXT THREADS IN GAME SETTINGS!
12/28/2012 FRI
* Add an alternative online translator from LEC.
You can change the machine translator from Preferences/Translation.
12/25/2012 MON
* VNR beta released. Heres a recent demo on youtube:
http://www.youtube.com/watch?v=KxRGwS4gkW4
12/24/2012 MON
* Able to lock subtitles from being edited by others.
12/22/2012 SAT
* B
12/21/2012 FRI
* Add \popup to display subtitles for game choices.
* Put machine translation into another thread to reduce GUI blocking.
* Fix the issue of hanging GUI while quiting the app.
12/19/2012 WED
* Able to add subtitle for previous game texts in in backlog, by clicking
[ add subtitle ].
12/18/2012 TUE
* Fix the bug for adding ITH hook code in Game Wizard or Game Settings.
12/17/2012 MON
* Bugfix for
12/16/2012 SUN
* B BUG
* Galgame
* VLC Qt
12/15/2012 SAT
* Add wizard to select apps.
12/12/2012 TUE
* Automatically detect and sychronize with the running game on startup.
* Add button to hide comment bar.
* Bugfix for
12/11/2012 TUE
* Option to launch game in Japanese time zone.
12/10/2012 MON
* Fixed the bug that the editted annotations were not saved.
12/9/2012 SUN
* Add spell checker for English/French/German.
* Change subtitle submission shortcuts from CTRL+ENTER to SHIFT+ENTER.
* Able to disable mouse theme in Preferences.
12/8/2012 SAT
* Annotation rendering improved.
* Detect game window and process changes. Re-hook to game when game state
changes.
* Use multi-threading to prevent UI from blocking while importing thousands of
subs.
* Bug fix for DC3.
11/30/2012 FRI
* Hover game text to popup translations
* Add simple context menu.
* Render shadows behind game text.
11/26/2012 MON
* Fix bugs with the translation popup.
11/25/2012 SUN
* Integrate with EDICT.
Click the word in the game text will popup its translations.
* Integrate with Google TTS.
Click/double-click the game text will read it out.
* Syntax-highlight game texts in different colors when hover.
* Able to change the threads to translate in Game Settings
* Able to dock the annotation window to corners of the screen.
11/19/2012 Mon
* Use AppLocale to load galgame if installed
* Use ATLAS for offline translation if installed
* Fix bugs loading subs when offline
11/14/2012 TUE
* Split annotations for galgame out from annot-player into a new app:
Visual Novel Reader (pre-alpha)
* Source code moved to mercurial repository at sakuradite.org/hg/stream.
The "Library" directory is just clone of sakuradite.org/hg/stream.
* The underlying framework is switching from C++ to Python/Javascript.
*** Annot Player is split into video player and galgame player ***
11/4/2012 SUN
* Automatically backup local database of games and subtitles.
* Update VLC plugins
10/14/2012 SUN
* Support for OCN is removed, as OCN shut down its translation service.
10/11/2012 THU
* Make the saved subtitles to be context-sensitive to the game texts.
Special thanks to aaeru.
9/28/2012 FRI
* Fixed resolving video from acfun.
A
9/23/2012 SUN
* Fixed resolving video from bilibili.
B
* Fixed a bug that prevent drop-and-open.
bug