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A LANGUAGE-profile mod filling the `strings` registry -- the seam #791 opened up, used for the thing it was opened for. 566 keys: the launcher, OPTIONS, the save-slot and profile screens, the mod manager, the naming screen, and the battle menu. WHAT IT DOES NOT TOUCH is the cartridge. Dialogue, species, items, moves and places all come out of the player's ROM and stay exactly as they are, so an English cartridge is still an English adventure with Spanish menus around it. The lang/ tables for those ship empty on purpose rather than absent: they are where a full translation would go, and an empty value falls through to English, so anyone continuing this can fill one row at a time and the game stays playable throughout. THE FONT IS THE CONSTRAINT, and it decided the wording. The 8x8 charmap has no N-tilde, no accented vowels and no inverted punctuation -- the sole exception in the whole atlas is the small e-acute of POKeMON. So every value on an 8x8 surface is plain A-Z: DISENO COMBATE, MESETA ANIL, SEGURO? OTRA VEZ. Not a spelling preference; a glyph that is missing renders as a hole, which is how the first cut of this shipped "ESPA OL" to a phone. The launcher draws with a real font and keeps proper Spanish, inverted marks and all -- the split is by surface, not by taste. Adding the glyphs to the atlas would let the 8x8 side read properly too, and lang/font.lua and lang/charmap.lua are already the place that would hook into. I have not done it here: it is a separate change with its own taste questions, and it should not ride in on a catalog. Tested end to end on iOS and macOS.
13 lines
297 B
Lua
13 lines
297 B
Lua
-- Script text
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--
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-- Keyed by the original text label. The English is in the comment.
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return {
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["_FixMartText"] = "",
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["_FixRouteTrainerAfterText"] = "",
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["_FixRouteTrainerBattleText"] = "",
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["_FixRouteTrainerEndText"] = "",
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["_FixTownGreeterText"] = "",
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["_FixTownSignText"] = "",
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}
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