﻿The limits given are the maximum text width in pixels unless otherwise noted. In the example font, the characters are 7 pixels wide in average.

Three new special codes have been added, <TAB8>, <TAB16> and <EOP>. <TAB*> aligns the text to the next tab mark, there is one at each 8 or 16 pixels. <TAB*> is mostly useful for aligning the menus correctly, other than that, they don't have much use. <EOP> will start a new page no matter how many lines the windows already contains, only usable in dialog strings.

The hexadecimal codes <$10> to <$1F> are all the spaces from 1 to 16 pixels wide respectively used to align the text.

Lines starting with two slashes (//) are comments that are ignored by the inserter. By default all strings are defined as their id to be able to find the text easily in the files.

It is recommended to translate the menus first ("NewGame.txt", "LoadSave.txt", "StartScreen.txt" and "Ending.txt") in order to adjust the VWF.

All window titles are automatically centered by the inserter.



NewGame.txt:
Contains the strings related to the starting of a new game and other miscellaneous strings.

Some strings have multiple <END> marks, it is normal and you need to keep them.

Most of these string will have to be adjusted to the VWF, so it is not necessary to keep the same number of spaces between words.

NewGame-80EF17: 176 pixels.
NewGame-80EF3D: 176 pixels.
Menus for the new game screen.

NewGame-80EF75: 176 pixels.
The use of the string NewGame-80EF75 is unknown, the uppercase letters from A to T in order were put in the test patches.

NewGame-80EF9D: 32 pixels.
NewGame-80EFAF: 32 pixels.
Used to list the answers in multiple choices dialogues.

NewGame-80EFBB: 64 pixels.
NewGame-80EFD9: 96 pixels.
Menus for the options screen.

NewGame-80F005: 192 pixels (12 characters).
Used to named the characters.
Unlike the rest of the game, each character must take 16 pixels in order to align them (use the <TAB16> code between each characters, see "data-temp/NewGame-ex.txt").

NewGame-80F1E7: 192 pixels.
Menu for the names selection screen.

NewGame-80F20F: 192 pixels.
Menu for the password confirmation screen.

NewGame-80F237:  64 pixels.
Characters to name. 14 bytes for each line including an <END> code (pad with dots, ellipsis or <END> code)

NewGame-80F291: 112 pixels.
NewGame-80F2A7: 112 pixels.
NewGame-80F2BD: 112 pixels.
NewGame-80F2CF: 112 pixels.
NewGame-80F2E7: 112 pixels.
Window titles.

NewGame-80F343: 5 characters.
Empty name (not yet chosen).
Should be 5 times a character that is not usable to name the characters.



LoadSave.txt:
Contains the strings related to the saving and loading of saved games.

LoadSave-80F2FF: 56 pixels.
Loading screen title.

LoadSave-80F2FF: 152 pixels.
Used for an unused save game.

LoadSave-81DCDB: 144 pixels.
Saving screen title.

LoadSave-81DCF7: 128 pixels.
Dialog (<EOP> usable).

LoadSave-81DD21: 144 pixels.
Save menu.

LoadSave-81DD3F: 128 pixels.
LoadSave-81DD6F: 128 pixels.
Dialog (<EOP> usable).

LoadSave-81DDA5: 144 pixels.
Confirmation menu.

LoadSave-81DDCF: 128 pixels.
LoadSave-81DE0B: 128 pixels.
LoadSave-81DE65: 128 pixels.
LoadSave-81DE8B: 128 pixels.
LoadSave-81DEA5: 128 pixels.
LoadSave-81DEC9: 128 pixels.
Dialog if the save game is corrupted (<EOP> usable).

LoadSave-81DF35: 144 pixels.
Corrupted save game menu.



StartScreen.txt:
Contains strings related to the START menu.

Some strings have multiple <END> marks, it is normal and you need to keep them.

Most of these string will have to be adjusted to the VWF, so it is not necessary to keep the same number of spaces between words.

StartScreen-80C927: 128 pixels.
Main START screen title.

StartScreen-80C947: 48 pixels.
Main START screen menu.

StartScreen-80C967: 224 pixels.
Status line string in main START screen.

StartScreen-80C9C5: 224 pixels.
Play time display in main START screen.

StartScreen-80BA88: 144 pixels.
DONE screen title.

StartScreen-80BA9C: 224 pixels.
String in DONE screen.

StartScreen-80BAB2: 224 pixels.
String in DONE screen.

StartScreen-80BB0C: 72 pixels.
String in DONE screen (separator).

StartScreen-80C1B4: 144 pixels.
CLEAR screen page 1 title.

StartScreen-80C1CA: 224 pixels.
String in CLEAR screen page 1.

StartScreen-80F317: 48 pixels.
StartScreen-80F321: 48 pixels.
StartScreen-80F32D: 48 pixels.
StartScreen-80F339: 48 pixels.
Techniques types (used in CLEAR screen page 1)

StartScreen-80BE22: 144 pixels.
CLEAR screen page 2 title.

StartScreen-80BE3A: 224 pixels.
String in CLEAR screen page 2.

StartScreen-80B53F: 144 pixels.
ACTIONS screen title.

StartScreen-80B553: 224 pixels.
ACTIONS screen menu.

StartScreen-80B5A3: 48 pixels.
ACTIONS screen sub-menu.



Ending.txt:
Contains strings related to the summary screen displayed at the end of the game.

Ending-B7E45B: 144 pixels.
Summary screen title

Ending-B7E475: 208 pixels.
Ending-B7E4B5: 208 pixels.
Ending-B7E4DD: 208 pixels.
Ending-B7E4F3: 208 pixels.
Ending-B7E50B: 208 pixels.
Strings in the summary screen.

Ending-81D1EE: 144 pixels.
String at the bottom of the password box.



Battle.txt:
Contains strings related to battle screens.

Battle-B0ACEB: 96 pixels.
Kamehameha practice battle screen title.

Battle-80D96B: 96 pixels.
Equipped techniques display screen title.

Battle-B78E31: 224 pixels.
GAME OVER string.
The inserter centers the text automatically.




EndingCharNames.txt:
Names of the characters that are displayed at the end of the game before the credits.

The inserter centers the text automatically so you only have to adjust the space between the names.

The limit for all these strings is 256 pixels.



EndingCreditsText.txt:
Credits strings.

The inserter centers the text automatically.

The limit for all these strings is 256 pixels.



Chapters.txt:
Event names.

The limit for all these strings is ~184 pixels.



Monsters.txt:
Monster names.

The limit for all these strings is 144 pixels.



Places.txt:
Place names.

The limit for all these strings is 144 pixels.

The game centers the text automatically.



Songs.txt:
Song names.

The limit for all these strings is 96 pixels.

The inserter align the text to the right automatically.



Techs.txt:
Techniques names.

Two of the names contains invalid characters (produce graphic corruption), you must not keep them.

The limit for all these strings is 96 pixels.



Choices.txt:
Multiple choice answers.

The limit for all these strings is 144 pixels.



Dialog.txt:
The main dialogues (<EOP> usable).

The inserter align the text to the left automatically.



BtlDlg.txt:
The battle dialogues (<EOP> usable).

The inserter align the text to the left automatically.




Interlude.txt:
The interlude dialogues between the chapters (<EOP> usable).

The inserter align the text to the left automatically.




SpecialStages.txt:
The special levels dialogues like the search for the Dragonball on mount Frying Pan or the plowing training, etc. (<EOP> usable).

The inserter align the text to the left automatically.



Piccolo.txt:
The dialogue of the final scene with Piccolo. (<EOP> usable).

The limit for all these strings is 128 pixels.

The inserter align the text to the left automatically.



Extremely optional files used only by the debug menu:

DebugMenu.txt
PlacesDebug.txt
Str_82B226.txt

