Makes several UI spots reachable for translation mods without forking the
engine. All behavior-neutral for the base game: Strings(x) is the identity
function when no catalog is loaded, and the metric dex fields are opt-in.
- ListMenu: draw the title via Strings() (covers bag/PC/box/fly/move lists)
- Menu / (see follow-up ChoiceBox): grow the box to the widest label so longer
localized labels don't overflow the frame
- OptionsMenu: wrap toggle values (ON/OFF, SET/SHIFT, WIDE/OG, text speed) and
the ruleset display name in Strings()
- Schemas: add optional dexEntry.heightM / weightKg
- DexEntryMenu: render metric height/weight when those fields are present,
otherwise unchanged (ft/in + lb)
fix true color UI Pokemon sprites
Two conflicts against dev, both structural rather than behavioural:
DexEntryMenu.render became a static function on dev so the printer could
share the entry page; the branch still marked true color from the method
form. Threaded the flag through as a render() parameter. The printer
caller leaves it nil on purpose -- it renders to its own PNG canvas, and a
mark left there would bleed into the next real frame.
TitleState moved the cycling mon and Red's OAM into the non-Yellow branch
on dev (title_yellow.asm has neither); the branch still drew them at top
level. Kept dev's structure and folded the true color marking into it.