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ULTIMA8: Fix some U8 Japanese text
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@ -1,3 +1,14 @@
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# Note: these strings are not utf, they are set to match data in U8 Japanese so
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# they can be rendered with the same code
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[text]
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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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[gumps]
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# quit confirmation is text-only in Japanese game
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18,0=0,0
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[jpfonts]
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0=16,0xC0C0FF
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5=16,0xFFAE00
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@ -102,14 +102,23 @@ void QuitGump::InitGump(Gump *newparent, bool take_focus) {
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FrameID askshape(GameData::GUMPS, _askShape, 0);
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askshape = _TL_SHP_(askshape);
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Shape *askShape = GameData::get_instance()->getShape(askshape);
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const ShapeFrame *sf = askShape->getFrame(askshape._frameNum);
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assert(sf);
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if (askshape._shapeNum == 0) {
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// In JP U8, the ask gump is replaced with text
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// confirming quit
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Std::string askstr = _TL_("Quit the game?");
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Gump *widget = new TextWidget(0, 0, askstr, true, 6); // CONSTANT!
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widget->InitGump(this, false);
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widget->setRelativePosition(TOP_CENTER, 0, 13);
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} else {
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Shape *askShape = GameData::get_instance()->getShape(askshape);
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const ShapeFrame *sf = askShape->getFrame(askshape._frameNum);
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assert(sf);
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Gump *ask = new Gump(0, 0, sf->_width, sf->_height);
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ask->SetShape(askShape, askshape._frameNum);
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ask->InitGump(this);
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ask->setRelativePosition(TOP_CENTER, 0, 5);
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Gump *ask = new Gump(0, 0, sf->_width, sf->_height);
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ask->SetShape(askShape, askshape._frameNum);
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ask->InitGump(this);
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ask->setRelativePosition(TOP_CENTER, 0, 5);
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}
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}
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FrameID yesbutton_up(GameData::GUMPS, _yesShape, 0);
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