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English.lang
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;
; AE language file
; For version 0.6.10.420 and up.
; (c) 2007-2016 WKStudio and The Contributors.
; This software is free. Please see License for details.
;
; Feel free to translate this file. Please do not vandalise. ^_^
; Save copy as Your_Language_Name.lang and it will be used by AE in the next loading.
;
; AE support ANSI, Shift-JIS and UNICODE language files. UTF-8 is not supported.
;
; Current charset: Unicode | DEFAULT_CHARSET
;
; Language: English (International)
;
; This is the official translation. You can change it, if you don't like it.
;
[Lang]
;
; Application version (in order to disable the outdated translations)
;
AppVersion =0.6.a.420
;
; Language name
;
Name =English (Default)
;
; Font charset
;
; 0 = ANSI_CHARSET
; 1 = DEFAULT_CHARSET
; 2 = SYMBOL_CHARSET
; 77 = MAC_CHARSET
; 128 = SHIFTJIS_CHARSET
; 129 = HANGEUL_CHARSET
; 130 = JOHAB_CHARSET
; 134 = GB2312_CHARSET
; 136 = CHINESEBIG5_CHARSET
; 161 = GREEK_CHARSET
; 162 = TURKISH_CHARSET
; 177 = HEBREW_CHARSET
; 178 = ARABIC_CHARSET
; 186 = BALTIC_CHARSET
; 204 = RUSSIAN_CHARSET
; 222 = THAI_CHARSET
; 238 = EASTEUROPE_CHARSET
; 255 = OEM_CHARSET
;
Charset =0
;
; Please see
;
; http://msdn.microsoft.com/en-us/goglobal/bb964664.aspx
;
; for proper locale ID
;
LCID =1033
;
; Language Flag :)
;
LangFlag =bitmaps/flag/gb.png
;//////////////////////////////////////
;// Translator info //
;//////////////////////////////////////
;
; Please preserve "http://" and "mailto:" prefixes (you can also set something like
; "ReadMe.txt" or even "command.com", they will work as well ;) ).
;
; Note: DON'T LEAVE THEM BLANK. Write "n/a" instead.
;
Translator =dsp2003 / WKStudio
TranslatorWWW =http://wks.arai-kibou.ru/
TranslatorEMail =mailto:dsp2003@mail.ru
;//////////////////////////////////////
;// Font face & size //
;//////////////////////////////////////
;
; Monotype fonts (such as Lucida Console & Courier) are recommended
;
; Default is Lucida Console & 7 pixels
FontFace =Tahoma
FixedFontFace =Lucida Console
FontSize =8
;//////////////////////////////////////
;// Main window controls //
;//////////////////////////////////////
TS_Archiver =Archive Tool
TS_Audio =Audio Tool
TS_Image =Image Tool
TS_Script =Script Tool
TS_E17_SCR =E17 SCR Tool
TS_Data =Data Tool
TS_Options =Options
TS_Log =Console
TS_About =About...
L_Messageboard =Application messageboard
L_Mini_Log.Hint =Double-click to view console log...
;//////////////////////////////////////
;// Game archive tool //
;//////////////////////////////////////
SB_OpenArchive =Open archive
SB_ExtractFile =Extract selected
SB_ExtractAll =Extract all files
SB_CreateArchive =Create archive
SB_CloseArchive =Close archive
M_Arc_Files =Create from files
M_Arc_Directory =Create from directory
M_Arc_List =Create from list
M_Arc_Extract =Extract selected
M_Arc_ExtractAll =Extract all files
M_Arc_RAW =RAW Mode
M_Arc_ExtRAW =Extract selected
M_Arc_ExtAllRAW =Extract all files
M_Arc_ListGen =Generate file order list
M_Arc_CreateArchive =Create archive...
M_Arc_SubFiles =...from files
M_Arc_SubDirectory =...from directory
M_Arc_SubList =...from list
M_Arc_Special =Special...
M_Arc_HTMLList =Generate HTML file list
M_Arc_HTMLListDir =Generate HTML file list from directory
M_Arc_HTMLFormatList =[Debug] Generate HTML-list of supported formats
M_Arc_FormatsWriteIntoConsole =[Debug] Print supported formats list into console log
M_Arc_GetHashes =Calculate archive's CRC32 and MD5 hashes
M_Arc_HiddenDataCheck =[Debug] Hidden data check
M_Arc_FragmentationCheck =[Debug] Fragmentation check
M_Arc_View =View as...
M_Arc_Icons =Icons
M_Arc_Report =Report
M_Arc_Properties =Properties
L_Arc_StatusProcessing =Processing:
;//////////////////////////////////////
;// Game archive tool subtabsheet 1 //
;//////////////////////////////////////
TS_ArchiveInterface =Info && Preview
GB_ArchiveOutputFormat =Output archive's format
CB_ArchiveFormatList.Hint =Set the output archive format
GB_ArchiveInfo =Opened archive info
;// Note: Internal encoding for FileList is Shift-JIS.
;// Only basic latin, Japanese and Russian cyrillic ranges are supported
FileList_Column_0 =Name and path
FileList_Column_1 =Size
FileList_Column_2 =Compressed
FileList_Column_3 =Offset
;//
L_FileNameTitle =File name:
L_ArchiveSizeTitle =File size:
L_ArchiveFormatTitle =Format:
L_RecordsCountTitle =Records:
;GB_AdditionalArcInfo =Additional archive info
;L_ArchiveHexTitle =CRC32:
;L_ArchiveMD5Title =MD5:
;//////////////////////////////////////
;// Game archive tool subtabsheet 2 //
;//////////////////////////////////////
TS_ArchiveSetup =Setup
GB_ArchiveSetup =Archive tool setup
TS_Arc_FileExtraction =File extraction
GB_ArcFileOverwritingMode =File overwriting mode
RB_ArcFileExtrOverwrite =Overwrite existant
RB_ArcFileExtrRename =Rename new file by adding index at the end
RB_ArcFileExtrSkip =Skip for existant files
RB_ArcFileExtrAbort =Abort extraction
GB_MassExtraction =Mass file extraction
CB_CreateArchiveSubdirectory =Extract files into subdirectory which contain archive's filename. Example: "archive.bin~"
CB_AutoFilelistGenerate =Automatically export list of files
TS_Arc_Saving =Archive creation
GB_ArchiveAddingMethod =Default adding files method
RB_Arc_Files =Get from files (2500 max)
RB_Arc_Directory =Get from directory
RB_Arc_List =Get from list
CB_AllowArchiveOverwrite =Allow overwriting (prevents some stupid people from killing original archives)
CB_RecursiveDirMode =Use recursive directory scanning mode (i.e. search for files in subdirectories && store pathes if possible)
CB_NameArchiveAfterDir =Suggest archive filename from file source directory
TS_Arc_Loading =Archive loading
GB_ArchiveHiddenScan =Hidden archive metadata scanning
CB_HiddenDataAutoscan =Enable autoscan and recover on loading
CB_HiddenDataAutoscanAsk =Ask for user's confirmation before performing the action
;This component has been removed. May return in the future
;CB_Do_CRC32 =Get CRC32 and MD5 checksums on loading (uncheck this if loading takes too long)
TS_Arc_Interface =Interface
CB_ArchiveListHumanReadable =Show human-readable file sizes instead of hexadecimal values
;//////////////////////////////////////
;// Game archive tool subtabsheet 3 //
;//////////////////////////////////////
TS_ArchiveFormats =Formats
;//////////////////////////////////////
;// Audio tool //
;//////////////////////////////////////
SB_Audio_Open =Open audio file
SB_Audio_Encode =Convert file to...
SB_Audio_Batch =Batch conversion
GB_AudioStream_Setup =Direct audio converter setup
L_AudioStreamConvSel =Select the conversion chain you want to perform:
L_AudioStream_InputDir =Input directory:
L_AudioStream_OutputDir =Output directory:
;//////////////////////////////////////
;// Image tool //
;//////////////////////////////////////
SB_EDGE_Picture_Open =Open picture file
SB_EDGE_Picture_Save =Save picture...
SB_EDGE_Picture_SaveWOAlpha =Save w/o alpha
SB_EDGE_Picture_SaveAlpha =Save alpha
SB_Image_Batch =Batch conversion
SB_Image_GrapS =GrapS - RAW reader
;//////////////////////////////////////
;// Image tool subtabsheet 1 //
;//////////////////////////////////////
TS_EDGE =Info && Preview
GB_ImageOperations =Operations
TB_EDGE_Flip =Flip
TB_EDGE_Flip.Hint =Flip image
TB_EDGE_Negative =Negative
TB_EDGE_Negative.Hint =Invert colours of current image
TB_EDGE_ColorSwap =Colour swap
TB_EDGE_ColorSwap.Hint =Swap colour channels via selected method...
TB_EDGE_Grayscale =Grayscale
TB_EDGE_Grayscale.Hint =Convert image to grayscale via selected method...
TB_EDGE_SubAlpha_Append =Add sub-alpha
TB_EDGE_SubAlpha_Append.Hint =Append sub-alpha from alpha space (4th colour channel)
TB_EDGE_SubAlpha_Extract =Move sub-alpha
TB_EDGE_SubAlpha_Extract.Hint =Move sub-alpha into alpha space (4th colour channel)
TB_EDGE_SubAlpha_Destroy =Delete sub-alpha
TB_EDGE_SubAlpha_Destroy.Hint =Delete sub-alpha from the current image
TB_EDGE_Alpha_Flip =Flip alpha
TB_EDGE_Alpha_Flip.Hint =Flip alpha channel image
TB_EDGE_NegativeAlpha =Negative alpha
TB_EDGE_NegativeAlpha.Hint =Invert colours of current image's alpha
TB_EDGE_Alpha_Append =Import alpha
TB_EDGE_Alpha_Append.Hint =Import alpha channel from grayscale image
TB_EDGE_Alpha_Extract =Save alpha
TB_EDGE_Alpha_Extract.Hint =Save alpha channel as grayscale image
TB_EDGE_Alpha_Destroy =Delete alpha
TB_EDGE_Alpha_Destroy.Hint =Delete alpha channel from the current image
TB_EDGE_Alpha_Generate =Generate alpha
TB_EDGE_Alpha_Generate.Hint =Generate grayscale alpha image by comparing two pictures
SM_EDGE_GS_ArithmeticMean =Arithmetic mean
SM_EDGE_GS_Luma =Classic Luma
SM_EDGE_GS_HDR =HDR \ Luma (More natural)
SM_EDGE_GS_Red =Red channel only
SM_EDGE_GS_Green =Green channel only
SM_EDGE_GS_Blue =Blue channel only
M_EDGE_SUBAlpha_Append_Left =Left
M_EDGE_SUBAlpha_Append_Right =Right
M_EDGE_SUBAlpha_Extract_Left =Left
M_EDGE_SUBAlpha_Extract_Right =Right
M_EDGE_SUBAlpha_Destroy_Left =Left
M_EDGE_SUBAlpha_Destroy_Right =Right
GB_ImagePreview =Preview (double-click spawns the preview window)
L_Image_Original =Image:
L_Image_Alpha =Alpha:
GB_ImageInfo =Current file info
L_ImageFileNameTitle =File name:
L_ImageSizeTitle =File size:
L_ImageFormatTitle =Format:
L_ImageResolutionTitle =Resolution:
GB_ImageFormat =Output format
GB_EDGE_Coordinate_Editor =PRT Coordinate Editor
CB_PRT_Editor_Enable =Allow editing
GB_PreviewColor =Preview background colour
;//////////////////////////////////////
;// Image tool subtabsheet 2 //
;//////////////////////////////////////
TS_EDGE_Setup =Setup
GB_ImageSetup =Image tool setup
; All
TS_EDGE_All =All
GB_EDGE_General =General
CB_ALL_ProcessAlpha =Process alpha image data (enable alpha loading && saving)
CB_All_LoadSepAlpha =Load alpha from supplied bmp files (i.e. "file.jpg + filea.bmp" combos)
CB_EDGE_InvertAlpha =Handle SUBalpha as inverted image (varies from game to game)
GB_EDGE_ColorOptions =Colour options
GB_EDGE_GrayScale =Default grayscaling method
GB_EDGE_ColourSwap =Default colour swapping method
; PNG & JPEG
GB_EDGE_PNG_JPEG =PNG && JPEG
CB_JPEGProgressive =Save progressive JPEG files (useful for web pages)
L_JPEG_Quality =JPEG saving quality (1 - bad quality, 100 - big filesize):
B_EDGE_JPEG_Reset =Reset
L_PNG_Compression =PNG saving compression ratio (0 - no compression, 9 - maximum):
B_EDGE_PNG_Reset =Reset
; PRT
TS_EDGE_PRT =PRT
GB_EDGE_PRT =Kid Engine PRT
CB_PRT_Coords =Load and save PRT XY rendering coordinates as ini files along with image files
; Misc
TS_EDGE_Misc =Misc
GB_EDGE_Misc =Misc
SB_EDGE_JPHTML.Hint =Generate HTML version of the Japanese Colour Palette Table
;//////////////////////////////////////
;// Script tool (work-in-progress) //
;//////////////////////////////////////
SB_SR_Open =Open script file
SB_SR_Decompile =Save decompiled
SB_SR_BatchDecompile =Batch decompile
SB_SR_Compile =Compile
SB_SR_BatchCompile =Batch compile
CB_SR_ScriptFormat.Hint =Sets the output script format
;//////////////////////////////////////////////////
;// Script tool (obsolete Ever17 Script Chunker) //
;//////////////////////////////////////////////////
SB_OpenSCR =Open scenario file
SB_ExportSCRChunks =Export data chunks
SB_ImportSCRChunks =Import data chunks
SB_SCRChunkEditor =String editor
SB_SCRSaveText =Save text
L_SCRTextSections =Decompiled text sections:
GB_SCRSetup =Setup
GB_SCRImport =Import
CB_SCRAutoimport =Automatically import on loading
CB_SCRSaveDir =Save copy into directory:
;L_SCR_12345=123456789012345678901234567890123456789012345678
GB_SC3 =KID Engine SC3 Decompilation
RB_SC3_Strip =Decode and strip all opcodes (readable text)
RB_SC3_Keep =Decode and keep all opcodes (recompilation)
SB_CompileList =Compile from list
SB_CompileList.Hint =Open text file with 'op00' style lines. Referenced to 'op00\op00.scr'...
GB_ScenarioFileInfo =Scenario file info
L_ScenarioOffsetText =Text chunks beginning offset:
L_ScenarioRecordsText =Total text record definitions:
L_Warn_E17 =Please note: this tool was created for Ever17 only and cannot handle any other script formats.
;//////////////////////////////////////
;// Data tool //
;//////////////////////////////////////
SB_Data_Open =Open file
SB_Data_Process =Process data
SB_Data_Bruteforce =Bruteforce bytes
SB_Data_Batch =Batch processing
SB_Data_Close =Close file
GB_DataConv =Data converter options
L_DataConv_Mode =Mode selection:
L_DataConv_Parameter =Parameter:
L_DataConv_KeyFile =Key file:
B_DataConv_Keyfile =...
B_DataConv_Keyfile.Hint =Hit this to select any "key" file
GB_DataConv_Value =Value
GB_Value =Value interpretation
GB_HexViewer =HEX Viewer
;//////////////////////////////////////
;// Options //
;//////////////////////////////////////
;Core and language
TS_PC_CoreLang =Core / Language
GB_Core =Core
CB_NoAutocenter =Remember application window screen position (x,y coordinates). Turn off auto-centering
CB_KeepWindowState =Remember application window state (minimized, normal or maximized)
CB_NoDefaultSize =Remember application window proportions (width and height)
CB_ScreenSnap =Snap application window to screen borders at
L_ScreenSnapPixels =pixels
CB_AlphaBlendEffect =Enable alpha blending appearance of main window during the loading
CB_EnableDoubleBuffering =Enable double buffering for GUI rendering (reduce flickering, may be incompatible with "Modern" Themes)
CB_MultipleInstances =Allow multiple instances
GB_Language =Language
L_LangAuthor =Author:
L_LangWWW =WWW:
L_LangEMail =E-Mail:
L_SelectedLanguage =Selected language file:
B_DumpTranslation =[ Debug ] Dump translation
;Skins and colour schemes
TS_PC_SkinColour =Skin / Colour scheme
GB_SC_Appearance =Appearance
B_IntSkinReload =[ Debug ] Reload internal skin
;//////////////////////////////////////
;// Log aka console //
;//////////////////////////////////////
GB_MessageLog =Display and store to log
CB_LogS =Static messages
CB_LogM =Normal messages
CB_LogI =Information
CB_LogD =Debug messages
CB_LogW =Warnings
CB_LogE =Errors
CB_NoLog =Nothing (turn off)
CB_NoLog.Hint =Disable logging system (no error messages will be displayed at all)
CB_BeepOnError =Beep!
CB_BeepOnWarn =Beep!
L_Log_BGColor =Background colour
L_Log_SelColor =Selection colour
M_Log_ClbCpy =Copy to clipboard
M_Log_ClbCpyAll =Copy all to clipboard
M_Log_Save =Save console as...
M_Log_Clear =Clear console
;//////////////////////////////////////
;// About box //
;//////////////////////////////////////
L_UsersManual => User's Manual <
L_ThisSoftwareIsFree =This software is free. Please see License for details.
L_UnsupportedOS =WARNING: Your operating system is UNSUPPORTED. Errors are likely to occur.
M_ShowCredits =Show credits
M_SaveAboutBox =Save bitmap
;//////////////////////////////////////
;// GrapS Tool //
;//////////////////////////////////////
M_Graps_File =File
M_Graps_OpenFile =Open...
M_Graps_SaveAsBMP =Save as BMP...
M_Graps_Exit =Return to AE
M_Graps_Help =?
TS_Graps_FileMode =File Mode
GB_Graps_Seek =Seek control
L_Graps_Offset =Enter beginning offset:
B_Graps_JumpUp =^ Size ^
B_Graps_JumpDown =v Size v
B_Graps_Reset =RESET
L_Graps_SeekStep =Seeking step (for << and >>):
L_Graps_FinalOffsetText =Ending offset:
TS_Graps_ProcessList =Process List Mode
CB_Graps_ProcessList =Process list and seeking
B_Graps_ProcListRefresh =REFRESH
L_Graps_ProcAddressStart =Memory address (HEX):
L_Graps_ProcMemCpy =Amount to copy (HEX):
B_Graps_MemAddrPaste =Paste
B_Graps_MemCpyFromCalc =Get
B_Graps_CopyProcMem =Grab memory
; Automatically grab every [ 500 ] ms
CB_Graps_MemoryAutoCpy =Automatically grab every...
GB_Graps_Image =Image properties
L_Graps_Width =Enter image width:
L_Graps_Height =Enter image height:
L_Graps_Bitdepth =Select bit resolution:
CB_Graps_Interleaved =Interleaved image stream
L_Graps_CalcStrSizeHEX =Calculated size (HEX):
CB_Graps_Stretch =Stretch for viewer
I_Graps_View.Hint =Double-click to save...
Memo_Graps_HowTo1 =How to use:
Memo_Graps_HowTo2 =Open (or drag-n-drop) any file that (possibly) contain UNCOMPRESSED bitmap data (game or software memory dumps, for example).
Memo_Graps_HowTo3 =Next, use trackbars or enter desirable bitmap size and set bits per pixel resolution (be careful. You will get no image if the size is overruned).
Memo_Graps_HowTo4 =Use seeking controls to search the correct image offset.
Memo_Graps_HowTo5 =When you'll get what you want, double-click the view to save BMP file. ^_^
Memo_Graps_HowTo6 =P.S. You can also search directly in application's memory. ^_~
;//////////////////////////////////////
;// Archive/file info dialog //
;//////////////////////////////////////
TS_Info_File =File
L_Arc_FileTypeText =File type:
L_Arc_FileHealthText =Health:
L_Arc_FilePathText =File path:
L_Arc_FileSizeText =File size:
L_Arc_FileSizeCText =Compressed:
L_Arc_CompTypeText =Compression:
TS_Info_Attributes =Attributes
L_Arc_CreatedText =Created:
L_Arc_ModifiedText =Modified:
L_Arc_OpenedText =Opened:
L_Arc_Attrib =Attributes:
CB_Arc_ReadOnly =Read only
CB_Arc_Archive =Archive
CB_Arc_Hidden =Hidden
CB_Arc_Compressed =Compressed
CB_Arc_System =System
CB_Arc_Encrypted =Encrypted
CB_Arc_Virtual =Virtual
CB_Arc_Deleted =Deleted
TS_Info_AdditionalFields =Additional fields
TS_Info_Archive =Archive
L_Arc_EngineVersion =Engine version:
L_Arc_FormatSupportStat =Format status:
L_Arc_TotalRecords =Records in archive:
L_Arc_PhysicalArcSize =Physical archive size:
L_Arc_UncompressedFilesSize =Uncompressed files size:
L_Arc_CalculatedFilesSize =Calculated files size:
L_Arc_WastedSize =Wasted:
L_Arc_SavedSize =Saved:
L_Arc_MissingSize =Missing:
L_Arc_CompRatio =Compression ratio:
L_Arc_FragRatio =Fragmentation ratio:
L_Arc_DamageRatio =Possible damage ratio:
TS_Info_Hashes =Hashes
B_DoMD5 =Calculate
B_DoCRC32 =Calculate
;//////////////////////////////////////
;// Messageboxes //
;//////////////////////////////////////
;
; Fragmentation\Compression ratio dialog
;
0000=Information
0001=Archive
0002=Additional fields
0003=File
0004=Engine version
0005=Format status
0006=Records in archive
0007=Fragmentation check results
0008=Physical archive size
0009=Calculated files size
000A=Uncompressed files size
000B=Wasted
000C=Saved
000D=Fragmentation ratio
000E=Compression ratio
000F=Missing
0010=Possible damage ratio
;
; Values
;
0011=bytes
0012=bit
0013=Kb
0014=Mb
0015=Gb
0016=unknown format
0017=All files
0018=Reserved
0019=Version
001A=New directory
001B=Cannot create directory in the selected location.
;
; Messages
;
001C=Please refer to readme for details about this format.
001D=The current implementation of this format is buggy and is known to produce files broken or unrecognizable by the original engine.
001E=The current implementation of this format is read-only.
001F=The current implementation of this format is untested.
0020=This format is Dummy.
0021=Warning
0022=The format you've selected is not implemented yet. Because of that the output file will be blank. Sorry. :)
0023=PLEASE NOTE: This operation will overwrite the existant chunks.
0024=Do you REALLY want to continue?
0025=Do you wish to overwrite original file? If not, then separate ".converted" version will be writed.
0026=Left
0027=Right
0028=Top
0029=Bottom
002A=not a file
;
; %Filename% > %s% symbols. Filename will be truncated.
;
002B=symbols. Filename will be truncated.
002C=started at
002D=copied to
002E=opened successfully.
002F=created successfully.
0030=extracted successfully.
0031=added successfully.
0032=decoded successfully.
;
; %filename% imported as alpha.
;
0033=imported as alpha.
0034=Initializing...
0035=Extracting...
0036=Converting...
0037=Saving...
0038=Opening...
0039=Adding...
003A=Exporting...
003B=Importing...
;
; Raw reader tool subheader
;
003C=the RAW image reader tool
;
; W.I.M.E.D. Messages
;
0087=File already exists. Overwriting...
0088=File already exists. Renaming...
0089=File already exists. Skipping...
008a=File already exists. Extraction aborted.
003D=Calculating CRC32, please wait...
;See 007c for continuation
003E=Open the archive file first!
003F=Error while extracting
0040=Archive is broken or unsupported.
0041=The file entry is not valid and cannot be extracted.
0042=Unable to unpack
0043=Archive stream is closed.
0044=Archive stream is closed. Already!
0045=The archive is already exists and cannot be overwritten. Please use a different filename and\or location.
0046=Invalid directory specified!
0047=Creating output directory...
0048=Cannot create output directory!
;0049=The current implementation of this format is a hacked version of the original format and it's behavior has been designed for an specifical case, so it may produce broken or incorrect data, either on loading or saving.
0049=The current implementation needs to deliberately misinterpret the original format to work, and it's behaviour has been designed for a specific use case. It may produce broken or incorrect data both on loading or saving.
004A=Cannot open the file. Make sure it is not used by other applications.
004B=Reading audio file...
004C=Open the audio file first!
004D=Image was succesfully converted.
004E=Error while converting image.
004F=Open the image file first!
0050=This image doesn't contain alpha.
0051=The image proportions is not the power of 2 and cannot be splitted or merged.
0052=Cannot compare images with different proportions.
0053=Unsupported format or alpha width && height differs from image's.
0054=Done.
0055=Cancelled by user.
0056=Unexpected error.
0057=Error while reading PNG resources.
0058=Unsupported format.
0059=The format you've selected as output is not (yet) implemented.
005A=You are trying to decode/encode key file using the same file as target. This operation is not allowed.
;
; This format is tagged as "%format_status%". Do you still wish to continue?
;
005B=This format is tagged as
005C=Do you still wish to continue?
005D=No valid keyfile specified.
005E=This format is a variation of the base format with minor differences in structure. For this reason it is skipped during archive format detection and considered "write-only".
005F=Cannot find the file.
;
; Error while saving %filename%
;
0060=Error while saving
0061=Archive overwriting mode is active. Please be careful.
0062=Archive overwriting mode is deactivated.
0063=Converting file bytes. Please wait...
0064=File bytes converted.
0065=Error while trying to convert file bytes.
0066=Logging has been disabled. Bye, bye! :(
0067=Logging has been enabled. I have a lot of things to say! :)
;
; AE debugging log cleared at %system_time%
;
0068=AE debugging log cleared at
0069=This option is under construction.
006A=Decompiling records...
006B=Exporting finished.
006C=Importing finished.
006D=Cannot export -- no file is opened.
006E=Cannot import -- no file is opened.
006F=Cannot import -- some chunk files are missing!
0070=Cannot create output directory and write compiled file.
0071=Reinitialization completed.
0072=A hidden (probably deleted or garbage) data has been found in this archive.
0073=Do you wish it to be listed in the GUI, so you would be able to extract it?
0074=Note: the unknown data will be appended to the end of file list.
0075=No hidden data found in this archive.
; %n gap(s) found in this archive at the following offsets:
0076=gap(s) found in this archive at the following offsets
0077=End of report.
;
; File/archive format info dialog window messages
;
0078=(no data)
0079=Damaged
007a=Dead
007b=Seems OK
007c=Calculating MD5 digest, please wait...
007d=CRC32 hash confirmation
007e=MD5 digest confirmation
007f=This file is large, so the operation may take very long time. Are you sure you still want to continue?
; Directory dialog window
0080=Please select the correct directory:
; Field group #%n
0081=Field group
; Compression types
0082=RAW
0083=None / Other
0084=Unknown
0085=Generic LZSS
;Unknown file type
0086=Unknown
;//////////////////////////////////////
;// Credits section (easter egg-3) //
;//////////////////////////////////////
;
; Please note: new basic formatting scheme
;
; &b - bold, &u - underline, &s - striked-out, && - processed to "&"
;
00F0=&b&uCredits
00F1=&bIdea && graphics
00F2=&bCore
00F3=&bContributors
00F4=&bLocalisation staff
00F5=&bIncluded components && misc reference stuff
00F6=&bSpecial thanks to...
00FB=Nepeta Leijon sprite by CountAile. Used with purrmission. :33
00FD=:33 < *the mighty cat beast pounces on her unsuspecting prey*
00FE=To be continued! :)
;//////////////////////////////////////
;// Documentation file //
;//////////////////////////////////////
00FF=AE.chm
;
; The End
;