1.3 KiB
1.3 KiB
Menu and UI text (BmGame\Localization\<LANG>\*.<lang>)
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.intandVersionData.intare plain ASCII build IDs, not UI text: ackit ignores them.) [Section]lines,Key=Valuelines,;comments. A few values are in double quotes (Quit="Quit game").- File extension = language code (
FRONTEND.int,FRONTEND.ITA); 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:<LANG>:<File>:<Section>:<Key>(#nfor 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.