# Menu and UI text (`BmGame\Localization\\*.`) The menus, HUD, character bios, riddles, credits and other UI strings are UE3 localization files, one folder per language (INT, ITA, FRA, DEU, ESN, ESM, POL, POR, RUS, JPN, KOR), ~37 files and ~7,000 strings each (`FRONTEND`, `GFxUI`, `Bios`, `Credits`, `PC`, `RIDDLER`, ...). ackit reads and writes them with `ackit/loctext.py` through `Workspace.texts`. ## Format - UTF-16LE with a BOM (`FF FE`), CRLF line ends; the first line is empty. (`INT\Version.int` and `VersionData.int` are plain ASCII build IDs, not UI text: ackit ignores them.) - `[Section]` lines, `Key=Value` lines, `;` comments. A few values are in double quotes (`Quit="Quit game"`). - File extension = language code (`FRONTEND.int`, `FRONTEND.FRA`); case varies, lookups are case-insensitive. - Markers inside values (e.g. `\n`, button tags) are the game's own; ackit keeps them as plain text. ## Keys and writing - Key: `MENU:::
:` (`#n` for a repeated key; none in the shipped files). - Writing replaces only the value part of the edited lines (quotes kept); BOM, encoding, other lines and line ends stay byte-identical. Values cannot contain line breaks; characters must fit the file's encoding. - The files are rebuilt from the store's original copy + the applied edits, so reverting restores them exactly.