Hardcoded ASCII strings/ko: Difference between revisions
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{{StringDef|id=th06_ascii_marisa_b|ascii=y|tl=MarisaB}} | {{StringDef|id=th06_ascii_marisa_b|ascii=y|tl=MarisaB}} | ||
{{StringDef|id=th06_ascii_easy|ascii=y|tl=Easy}} | {{StringDef|id=th06_ascii_easy|ascii=y|tl=Easy}} | ||
{{StringDef|id=th06_ascii_normal|ascii=y|tl=}} | {{StringDef|id=th06_ascii_normal|ascii=y|tl=Normal}} | ||
{{StringDef|id=th06_ascii_hard|ascii=y|tl=}} | {{StringDef|id=th06_ascii_hard|ascii=y|tl=}} | ||
{{StringDef|id=th06_ascii_lunatic|ascii=y|tl=}} | {{StringDef|id=th06_ascii_lunatic|ascii=y|tl=}} |
Revision as of 16:32, 25 February 2019
These strings are rendered with the glyphs in ascii.anm, and are thus limited to the English alphabet (A-Z), 0-9 and a number of special characters. The server-side parser ensures this limit and tries to transliterate characters where possible. While it would be possible to upload a custom ascii.png for your language that replaces unneeded glyphs with custom letters, this is not recommended - it would also affect player names in score and replay lists. Also, you need to use non-breaking spaces ( ) to pad any of these strings with spaces at the beginning or the end. |
Special font
ID | Text |
---|---|
th13_ascii_spell_score |
SCORE %8d0 %4d/%4d |
th13_ascii_spell_unknown |
SCORE 00 ----/---- |
th13_ascii_spell_game |
GAME MODE %4d/%4d |
th14_ascii_bonus |
BONUS %.1f |
th14_ascii_no_bonus |
NO BONUS |
Default font
Embodiment of Scarlet Devil
In-game
ID | Text |
---|---|
th06_ascii_centered_stage |
STAGE %d |
th06_ascii_centered_stage_final |
FINAL STAGE |
th06_ascii_centered_stage_extra |
EXTRA STAGE |
th06_ascii_centered_stage_demo |
DEMO PLAY |
th06_ascii_centered_spell_bonus |
Spell Card Bonus! |
th06_ascii_fullpower |
Full Power Mode!! |
th06_ascii_bonus_format |
BONUS %8d |
th06_ascii_clear_header |
Stage Clear |
th06_ascii_clear_header_all |
All Clear! |
th06_ascii_clear_bonus_stage |
Stage * 1000 = %5d |
th06_ascii_clear_bonus_power |
Power * 100 = %5d |
th06_ascii_clear_bonus_graze |
Graze * 10 = %5d |
th06_ascii_clear_bonus_point |
* Point Item %3d |
th06_ascii_clear_bonus_player |
Player = %8d |
th06_ascii_clear_bonus_bomb |
Bomb = %8d |
th06_ascii_clear_bonus_easy |
Easy Rank * 0.5 |
th06_ascii_clear_bonus_normal |
Normal Rank * 1.0 |
th06_ascii_clear_bonus_hard |
Hard Rank * 1.2 |
th06_ascii_clear_bonus_lunatic |
Lunatic Rank * 1.5 |
th06_ascii_clear_bonus_extra |
Extra Rank * 2.0 |
th06_ascii_clear_bonus_penalty_0.5 |
Player Penalty * 0.5 |
th06_ascii_clear_bonus_penalty_0.2 |
Player Penalty * 0.2 |
th06_ascii_clear_bonus_total |
Total = %8d |
Compared to the unpatched game, these have already been shifted to accommodate 10 digits rather than the original 9, as base_tsa concluded that removing the game's original 9-digit cap for everyone by default only has positive effects.
ID | Text |
---|---|
th06_ascii_replay_header |
No. Name Date Player Rank |
th06_ascii_replay |
%s %8s %8s %-7s %-7s |
th06_ascii_replay_save_header |
No. Name Date Player Score |
th06_ascii_replay_save_empty |
No.%.2d -------- --/--/-- ------- 0 |
th06_ascii_replay_save |
No.%.2d %8s %8s %7s %10d |
th06_ascii_2_digit_number_format |
No.%2d |
th06_ascii_replay_user |
User |
th06_ascii_reimu_a |
ReimuA |
th06_ascii_reimu_b |
ReimuB |
th06_ascii_marisa_a |
MarisaA |
th06_ascii_marisa_b |
MarisaB |
th06_ascii_easy |
Easy |
th06_ascii_normal |
Normal |
th06_ascii_hard |
|
th06_ascii_lunatic |
|
th06_ascii_extra |
|
th06_ascii_replay_stage_header |
|
th06_ascii_replay_stage_empty |
|
th06_ascii_replay_stage |
|
th06_ascii_replay_stage_1 |
|
th06_ascii_replay_stage_2 |
|
th06_ascii_replay_stage_3 |
|
th06_ascii_replay_stage_4 |
|
th06_ascii_replay_stage_5 |
|
th06_ascii_replay_stage_6 |
|
th06_ascii_replay_stage_extra |
ID | Text |
---|---|
th06_ascii_result_clear |
Perfect Cherry Blossom
ID | Text |
---|---|
th07 MAX |
Stages
ID | Text |
---|---|
th10_ascii_stage_1 |
Stage 1 |
th10_ascii_stage_2 |
Stage 2 |
th10_ascii_stage_3 |
Stage 3 |
th10_ascii_stage_4 |
Stage 4 |
th10_ascii_stage_5 |
Stage 5 |
th10_ascii_stage_6 |
Stage 6 |
th10_ascii_stage_clear |
Clear |
High scores
ID | Text |
---|---|
th10_ascii_score_empty |
%2d %s %9ld%d ----/--/-- --:-- Stage - ---% |
th10_ascii_ranking |
Score Ranking!! |
th13_ascii_credit |
Credit %d |
Hidden Star in Four Seasons
ID | Text |
---|---|
th16_ascii_score_empty |
%2d %s %9ld%d ----/--/-- --:-- Season Stage - ---%% |
th16_ascii_score_spring |
Spring |
th16_ascii_score_summer |
Summer |
th16_ascii_score_autumn |
Autumn |
th16_ascii_score_winter |
Winter |
th16_ascii_score_sp |
Sp |
th16_ascii_score_sm |
Sm |
th16_ascii_score_at |
At |
th16_ascii_score_wt |
Wt |
Violet Detector
The game provides enough space to the right for longer translations of these, but make sure to then also provide the correct number of '-' characters in th165_ascii_replay_empty (should be the number of characters in your longest translated string).
ID | Text |
---|---|
th165_ascii_replay_sun |
Sun |
th165_ascii_replay_mon |
Mon |
th165_ascii_replay_tue |
Tue |
th165_ascii_replay_wed |
Wed |
th165_ascii_replay_thu |
Thu |
th165_ascii_replay_fri |
Fri |
th165_ascii_replay_sat |
Sat |
th165_ascii_replay_sun2 |
2nd Sun |
th165_ascii_replay_mon2 |
2nd Mon |
th165_ascii_replay_tue2 |
2nd Tue |
th165_ascii_replay_wed2 |
2nd Wed |
th165_ascii_replay_thu2 |
2nd Thu |
th165_ascii_replay_fri2 |
2nd Fri |
th165_ascii_replay_sat2 |
2nd Sat |
th165_ascii_replay_sun3 |
3rd Sun |
th165_ascii_replay_mon3 |
3rd Mon |
th165_ascii_replay_tue3 |
3rd Tue |
th165_ascii_replay_wed3 |
3rd Wed |
th165_ascii_replay_thu3 |
3rd Thu |
th165_ascii_replay_fri3 |
3rd Fri |
th165_ascii_replay_sat3 |
3rd Sat |
th165_ascii_replay_diary |
Diary |