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UnheardCity/docs/formats/text.md

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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.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:<LANG>:<File>:<Section>:<Key> (#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.