11 March 2016 - Forum Rules
Started by baka-neko, January 06, 2018, 01:08:06 PM
QuoteI've made a free software that detects any Japanese text in a running game and copies it to the clipboard.
Quote from: Squall_FF8 on January 07, 2018, 05:29:42 AMThere is one tiny detail that I didn't get: What triggers the translation?
Quote from: chillyfeez on January 07, 2018, 09:24:23 AMDoes the program, um, know what it's reading, or is it only picking up instances of the characters the user feeds into it? What I mean is, once I give it this profile of potentially hundreds+ kana and kanji, does it match them with its internal alphabet, or do I have to go through some sort of mapping process?
Quote from: chillyfeez on January 07, 2018, 09:24:23 AMIs it possible to implement a function that allows the user to feed a sprite sheet (so to speak) of Japanese characters instead of individual images of each character? I don't know much about later consoles, but I know that with a lot of 8- and 16-bit games I can load the ROM into a graphics editor and instantly make a BMP copy of the entire alphabet. Copying individual characters, though, would take that same amount of time, multiplied by the number of characters used in the game, meaning hours of prep time for each new game.
QuoteThe detected Japanese text is converted to a standard UTF8 sentence that is copied to the clipboard.
Quote from: chillyfeez on January 07, 2018, 10:51:57 AMWhat I was trying to ask is, let's say I only provide FBCR with one character: 人. Does FBCR automatically recognize that as "jin," or do I have to tell the program, "this is 'jin:'人?"
Quote from: baka-neko on January 07, 2018, 09:45:17 AM- Soft translation, basically, when FBCR detects the Japanese text ...
Quote from: Squall_FF8 on January 07, 2018, 11:20:22 AMLets say I have prepared all the prerequisites. I start the game. I start all the tools (FBCR, translators,...). While playing on the screen Japanese text pops up. How FBCR know/understand that there is something that need OCR. Do I have to press a keyboard button, do I have to click something ...?
Quote from: baka-neko on January 07, 2018, 11:29:45 AMAfter that it will trigger the text detection which is 100% visual - but is not OCR
Quote from: Squall_FF8 on January 07, 2018, 06:45:56 PMIn short: an extraction of text from image is OCR
Quote from: Squall_FF8 on January 07, 2018, 06:45:56 PMAnyway I think you idea is excellent and will have its application. Since I suspect that you do pixels matching its important to use filters that produce the same pixels, regardless what is around, that is why things like Bilinear interpolation should be off.
Quote from: Vanya on January 11, 2018, 04:49:16 PMPretty cool. I imagine something like this could be adapted to create an overlay in a custom emulator, not unlike the things that are possible in FCEUX with LUA scripting.
Quote from: danke on January 12, 2018, 08:14:58 PMThis doesn't seem that practical for games with hundreds of kanji. Especially if they aren't in any kind of standard order.
Quote from: elpan on January 21, 2018, 06:48:57 PMHi first of this is fantastic baka-neko. Can see use for some chinese korean games like Wind Fantasy XX. I presume all types of fonts are possible.
Quote from: elpan on January 21, 2018, 06:48:57 PMI was trying to see what I can do with pc98 version "Kuro No Ken". My understanding is in the profile, width and height are for the text box area your trying to match with selected font. Then Left and top are how far the box start from the game window. Tried to mess around with that best i could get is .... or --- characters.
Quote from: elpan on January 21, 2018, 06:48:57 PMI then decided to check some example you provided. Fired up Surging Aura on RetroAct and followed your instructions and got the same thing. I tried to set resolution to native megadrive 320x224 and still got nothing.
Quote from: elpan on January 21, 2018, 06:48:57 PMLooking at the log I see things like this Valid Rect: LEFT:465 TOP:83 RIGHT : 31 BOTTOM : 0. Wondering what it all means and if it helps. Or perhaps I lack understanding of it all. Thanks.
Quote from: Jorpho on January 21, 2018, 08:52:24 PMIf the game is using standard Windows text rendering, shouldn't it be possible to hook into the process directly and determine exactly what characters the game is using? I think the NJStar CJK Viewer used to do that. (Anyone else remember that one?)Of course, if the game is running in an emulator or somehow using its own text renderer, that would be a different matter.
Quote from: baka-neko on January 22, 2018, 11:08:11 AMThe first thing you need to check is the game's window name, for instance if you're using Neko Project, the command should look like this:window_name_starts_with:Neko ProjectThen check the scale of the window, if it is native (640x400), the command looks like:scale:1width and height are the size of the zone where the text is. left and top is the position within the client area. To choose precise values, press F9, this will generate 3 images in the same folder as FBCR.exe, check the file that ends with _full.bmpSometime you need to adjust the top value, as the image grabbed from the game change size, use the F9 trick to find the correct value.
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