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ULTIMA8: Fix U8 Japanese menu text
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388049b616
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@ -4,10 +4,34 @@
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Give thy name:=名前を入力して下さい
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HERE LIES*THE AVATAR*REST IN PEACE=HERE LIES*THE AVATAR*REST IN PEACE%アバタール、安らかに眠る
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Quit the game?=ゲームを終了しますか?
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1.Intro=1.序章
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2.Read Diary=2.日記を読む
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3.Write Diary=3.日記を書く
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4.Options=4.設定
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5.Credits=5.クレジット
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6.Quit=6.ゲーム終了
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7.Quotes=7.ウルティマ語録
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8.End Game=8.最終章
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[gumps]
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# quit confirmation is text-only in Japanese game
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# quit confirmation and menu are text-only in Japanese game
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18,0=0,0
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37,0=0,0
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37,1=0,0
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37,2=0,0
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37,3=0,0
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37,4=0,0
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37,5=0,0
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37,6=0,0
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37,7=0,0
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37,8=0,0
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37,9=0,0
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37,10=0,0
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37,11=0,0
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37,12=0,0
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37,13=0,0
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37,14=0,0
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37,15=0,0
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[jpfonts]
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0=16,0xC0C0FF
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@ -103,6 +103,17 @@ static const int gumpShape = 35;
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static const int paganShape = 32;
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static const int menuEntryShape = 37;
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static const char *MENU_TXT[] = {
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"1.Intro",
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"2.Read Diary",
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"3.Write Diary",
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"4.Options",
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"5.Credits",
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"6.Quit",
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"7.Quotes",
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"8.End Game"
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};
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void MenuGump::InitGump(Gump *newparent, bool take_focus) {
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ModalGump::InitGump(newparent, take_focus);
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@ -133,7 +144,13 @@ void MenuGump::InitGump(Gump *newparent, bool take_focus) {
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FrameID frame_down(GameData::GUMPS, menuEntryShape, i * 2 + 1);
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frame_up = _TL_SHP_(frame_up);
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frame_down = _TL_SHP_(frame_down);
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Gump *widget = new ButtonWidget(x_, y_, frame_up, frame_down, true);
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Gump *widget;
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if (frame_up._shapeNum) {
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widget = new ButtonWidget(x_, y_, frame_up, frame_down, true);
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} else {
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// JA U8 has text labels
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widget = new ButtonWidget(x_, y_, _TL_(MENU_TXT[i]), true, 0);
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}
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widget->InitGump(this, false);
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widget->SetIndex(i + 1);
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}
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