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translation.py
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1281 lines (1231 loc) · 68 KB
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import os
from xml.etree import ElementTree
import globals_
from dirty import setting
def LoadTranslation():
"""
Loads the translation
"""
name = setting('Translation')
# The default value is English and can be represented in the settings in
# several ways.
if name in (None, 'None', 'English', '', 0):
name = None
globals_.trans = ReggieTranslation(name)
class ReggieTranslation:
"""
A translation of all visible Reggie strings
"""
def __init__(self, name):
"""
Creates a Reggie translation
"""
self.InitAsEnglish()
# Try to load it from an XML
ok = self.InitFromXML(name)
if not ok:
self.InitAsEnglish()
def InitAsEnglish(self):
"""
Initializes the ReggieTranslation as the English translation
"""
self.name = 'English'
self.version = 1.0
self.translator = 'Treeki, Tempus'
self.files = { None: {
'bga': os.path.join('reggiedata', 'bga.txt'),
'bgb': os.path.join('reggiedata', 'bgb.txt'),
'entrancetypes': os.path.join('reggiedata', 'entrancetypes.txt'),
'levelnames': os.path.join('reggiedata', 'levelnames.xml'),
'music': os.path.join('reggiedata', 'music.txt'),
'spritecategories': os.path.join('reggiedata', 'spritecategories.xml'),
'spritedata': os.path.join('reggiedata', 'spritedata.xml'),
'tilesets': os.path.join('reggiedata', 'tilesets.xml'),
'tilesetinfo': os.path.join('reggiedata', 'tilesetinfo.xml'),
'ts1_descriptions': os.path.join('reggiedata', 'ts1_descriptions.txt'),
'zonethemes': os.path.join('reggiedata', 'zonethemes.txt'),
'external-actors': os.path.join('reggiedata', 'external', 'actors.xml')
}}
self.strings = {
'AboutDlg': {
0: 'About Reggie Next',
1: '[i]Reggie Next[/i] Level Editor',
2: '[i]Reggie Next Level Editor[/i] is an open-source project, started by Treeki in 2010 and forked by RoadrunnerWMC in 2013, that aims to bring you the fun of designing original New Super Mario Bros. Wii[tm]-compatible levels.[br]',
3: 'Interested? Join the [a href="[discord]"]Discord server[/a] to get in touch with the current developer(s).[br]',
},
'ErrorDlg': {
0: 'An unhandled exception occurred. Please report the problem in the Horizon Discord server.\nA log will be written to \"[log]\".\n\nError information:\n',
},
'AreaChoiceDlg': {
0: 'Choose an Area',
1: 'Area [num]',
2: 'You have reached the maximum amount of areas in this level.[br]Due to the game\'s limitations, Reggie Next only allows you to add up to 4 areas to a level.',
},
'AreaCombobox': {
0: 'Area [num]',
},
'AreaDlg': {
0: 'Area Options',
1: 'Tilesets',
2: 'Settings',
3: 'Timer:',
4: '[b]Timer:[/b][br]Sets the time limit, in "Mario seconds," for the level.[br][b]Midway Timer Info:[/b] The midway timer is calculated by subtracting 200 from this value. Because the game will use the timer setting from whatever area the midpoint is located in, it\'s possible to pick your own time limit if you put the midpoint in any area other than Area 1. Just set the time limit value for that area to the midpoint time you want + 200.',
5: 'Entrance ID:',
6: '[b]Entrance ID:[/b][br]Sets the entrance ID to load into when loading from the World Map',
7: 'Wrap across Edges',
8: '[b]Wrap across Edges:[/b][br]Makes the stage edges wrap[br]Warning: This option may cause the game to crash or behave weirdly. Wrapping only works correctly where the area is set up in the right way; see Coin Battle 1 for an example.',
9: None, # REMOVED: 'Event [id]'
10: None, # REMOVED: 'Default Events'
11: 'Standard Suite',
12: 'Stage Suite',
13: 'Background Suite',
14: 'Interactive Suite',
15: 'None',
16: '[CUSTOM]',
17: '[CUSTOM] [name]',
18: None, # REMOVED: 'Custom filename... [name]',
19: None, # REMOVED: '[name] ([file])',
20: None, # REMOVED: 'Enter a Filename',
21: None, # REMOVED: 'Enter the name of a custom tileset file to use. It must be placed in the game\'s Stage\\Texture or Unit folder in order for Reggie to recognize it. Do not add the \'.arc\' or \'.arc.LH\' extension at the end of the filename.',
22: None, # REMOVED: 'Unknown Value 1:'
23: None, # REMOVED: 'Unknown Value 2:'
24: None, # REMOVED: 'Unknown Value 3:'
25: None, # REMOVED: '[b]Unknown Value 1:[/b] We haven\'t managed to figure out what this does, or if it does anything.'
26: None, # REMOVED: '[b]Unknown Value 2:[/b] We haven\'t managed to figure out what this does, or if it does anything.'
27: None, # REMOVED: '[b]Unknown Value 3:[/b] We haven\'t managed to figure out what this does, or if it does anything.'
28: 'Name',
29: 'File',
30: '(None)',
31: 'Tileset (Pa[slot]):',
32: 'Toad House Type:',
33: (
'Not a Toad House',
'Star Toad House',
'Power-Up Toad House',
'1-UP Toad House',
),
34: 'Credits',
35: '[b]Credits:[/b][br]Activates the game\'s Credits mode for this area',
36: 'Spawn Facing Left',
37: '[b]Spawn Facing Left:[/b][br]Spawns all players facing left instead of right. Enabled in all Ambush stages.',
38: 'Unknown Option 1',
39: '[b]Unknown Option 1:[/b] We haven\'t managed to figure out what this does, or if it does anything. This option is turned off in most levels.',
40: 'Unknown Option 2',
41: '[b]Unknown Option 2:[/b] We haven\'t managed to figure out what this does, or if it does anything. This option is turned on in most levels.',
42: 'Unknown Option 3',
43: '[b]Unknown Option 3:[/b] We haven\'t managed to figure out what this does, or if it does anything.',
44: 'Unknown Option 4',
45: '[b]Unknown Option 4:[/b] We haven\'t managed to figure out what this does, or if it does anything.',
46: 'Loaded Sprites',
47: 'Add Sprite',
48: 'Remove Selected Sprite',
49: 'Default',
50: 'Custom',
51: 'On the left is a list of sprites already present in the level. On the right, you can add more sprites you\'d like to load the resources for.',
52: 'Type a Sprite ID...',
},
'AutoSaveDlg': {
0: 'Auto-saved backup found',
1: 'Reggie Next has found some level data which wasn\'t saved - possibly due to a crash within the editor or by your computer. Do you want to restore this level?[br][br]If you pick No, the autosaved level data will be deleted and will no longer be accessible.[br][br]Original file path: [path]',
2: 'The level has unsaved changes in it.',
3: 'Do you want to save them?',
},
'BGDlg': {
0: 'Backgrounds',
1: (
'None',
'0.125x',
'0.25x',
'0.375x',
'0.5x',
'0.625x',
'0.75x',
'0.875x',
'1x',
'None',
'1.2x',
'1.5x',
'2x',
'4x',
),
2: 'Zone [num]',
3: 'Scenery',
4: 'Backdrop',
5: 'Position:',
6: 'X:',
7: '[b]Position (X):[/b][br]Sets the horizontal offset of your background',
8: 'Y:',
9: '[b]Position (Y):[/b][br]Sets the vertical offset of your background',
10: 'Scroll Rate:',
11: '[b]Scroll Rate (X):[/b][br]Changes the rate that the background moves in relation to Mario when he moves horizontally.[br]Values higher than 1x may be glitchy!',
12: '[b]Scroll Rate (Y):[/b][br]Changes the rate that the background moves in relation to Mario when he moves vertically.[br]Values higher than 1x may be glitchy!',
13: 'Zoom:',
14: '[b]Zoom:[/b][br]Sets the zoom level of the background image',
15: (
'100%',
'125%',
'150%',
'200%',
),
16: 'Preview',
17: '[name] ([hex])',
18: '(Custom)',
19: 'Background Types:',
20: 'Alignment Mode: This combination of backgrounds will result in "[mode]"',
21: (
'Normal',
'Unknown 1',
'Unknown 2',
'Unknown 3',
'Unknown 4',
'Align to Screen',
'Unknown 5',
'Unknown 6',
),
},
'ChangeGamePath': {
0: 'Choose the Stage folder from [game]',
1: 'Error',
2: 'This folder doesn\'t have all of the files from the extracted New Super Mario Bros. Wii Stage folder.',
3: 'This folder doesn\'t seem to have the required files. In order to use Reggie Next in New Super Mario Bros Wii mode, you need the Stage folder from New Super Mario Bros. Wii, including the Texture folder and the level files contained within it.',
4: 'Choose the Texture folder from [game]',
},
'Comments': {
0: '[x], [y]: [text]',
1: '[b]Comment[/b][br]at [x], [y]',
2: ' - ',
3: '(empty)',
4: '...',
},
'DeleteArea': {
0: 'Are you [b]sure[/b] you want to delete this area?[br][br]The level will automatically save afterwards - there is no way[br]you can undo the deletion or get it back afterwards!',
},
'Diag': {
0: 'Level Diagnostics Tool',
1: None, # REMOVED: 'This level references tilesets not used in NSMBWii.',
2: 'Some objects in the level are not found in the tileset files.',
3: 'There are sprites in this area which are known to cause the game to crash.',
4: 'There are sprites in this area which have settings which are known to cause the game to crash.',
5: 'There are too many sprites in this area.',
6: 'There are entrances with duplicate IDs.',
7: 'There is no start entrance in this area.',
8: 'The start entrance is too close to the left edge of the zone.',
9: 'An entrance is outside of a zone.',
10: 'There are more than 6 zones in this area.',
11: 'There are no zones in this area.',
12: 'Some zones are positioned too close together.',
13: 'A zone is positioned too close to the edges of this area.',
14: 'Some zones do not have bias enabled.',
15: 'Some zones are too large.',
16: None, # REMOVED: 'This level references backgrounds not used in NSMBWii.',
17: 'Problems found within this area:',
18: 'This level is:',
19: 'Good',
20: 'No problems were found in this area, and it should load[br]correctly in the game. If you\'re experiencing problems,[br]try running the diagnostic again in other areas.',
21: 'Probably Good',
22: 'There are some things in this area which may[br]cause the level to crash if you\'re not careful.[br]If you\'re experiencing problems, check[br]everything on this list, and try running this test[br]in other areas.',
23: 'Broken',
24: 'Problems have been found in this area which may cause[br]it to crash in-game. These problems are listed below.',
25: 'Fix Selected Items...',
26: 'You can select multiple items at once',
27: 'Are you sure?',
28: 'Are you sure you want fix these items? This [b]cannot[/b] be undone!',
29: 'Fixing issues...',
},
'EntranceDataEditor': {
0: 'ID:',
1: '[b]ID:[/b][br]Must be different from all other IDs',
2: 'Type:',
3: '[b]Type:[/b][br]Sets how the entrance behaves',
4: 'Dest. ID:',
5: '[b]Dest. ID:[/b][br]If this entrance leads nowhere, set this to 0.',
6: 'Dest. Area:',
7: '[b]Dest. Area:[/b][br]If this entrance leads nowhere or the destination is in this area, set this to 0.',
8: 'Enterable',
9: '[b]Enterable:[/b][br]If this box is checked on a pipe or door entrance, Mario will be able to enter the pipe/door. If it\'s not checked, he won\'t be able to enter it. Behaviour on other types of entrances is unknown/undefined.',
10: 'Unknown Flag',
11: '[b]Unknown Flag:[/b][br]This box is checked on a few entrances in the game, but we haven\'t managed to figure out what it does (or if it does anything).',
12: 'Connected Pipe',
13: '[b]Connected Pipe:[/b][br]This box allows you to enable an unused/broken feature in the game. It allows the pipe to function like the pipes in SMB3 where Mario simply goes through the pipe. However, it doesn\'t work correctly.',
14: 'Connected Pipe Reverse',
15: '[b]Connected Pipe Reverse:[/b][br]This box tells the connected pipe whether or not it should follow its path in reverse (backwards).',
16: 'Path ID:',
17: '[b]Path ID:[/b][br]Use this option to set the path number that the connected pipe will follow.',
18: 'Links to Forward Pipe',
19: '[b]Links to Forward Pipe:[/b][br]If this option is set on a pipe, the destination entrance/area values will be ignored - Mario will pass through the pipe and then reappear several tiles ahead, coming out of a forward-facing pipe.',
20: 'Layer:',
21: (
'Layer 1',
'Layer 2',
'Layer 0'
),
22: '[b]Layer:[/b][br]Allows you to change the collision layer which this entrance is active on. This option is very glitchy and not used in the default levels - for almost all normal cases, you will want to use layer 1.',
23: '[b]Entrance [id]:[/b]',
24: 'Modify Selected Entrance Properties',
25: 'CP Exit Direction:',
26: '[b]CP Exit Direction:[/b][br]Set the direction the player will exit out of a connected pipe.',
27: (
'Up',
'Down',
'Left',
'Right',
),
28: '([id]) [name]',
29: 'Send to World Map',
30: '[b]Send to World Map:[/b][br]If this is checked, the player will be sent to the world map when entering this entrance.',
31: 'Spawn Half a Tile Left',
32: '[b]Spawn Half a Tile Left:[/b][br]If this is checked, the entrance will spawn Mario half a tile to the left.',
},
'Entrances': {
0: '[b]Entrance [ent]:[/b][br]Type: [type][br][i][dest][/i]',
1: 'Unknown',
2: '(cannot be entered)',
3: '(arrives at entrance [id] in this area)',
4: '(arrives at entrance [id] in area [area])',
5: '[id]: [name] (cannot be entered) at [x], [y]',
6: '[id]: [name] (enterable) at [x], [y]',
7: '(goes to world map)',
},
'Err_BrokenSpriteData': {
0: 'Warning',
1: 'The sprite data file didn\'t load correctly. The following sprites have incorrect and/or broken data in them, and may not be editable correctly in the editor: [sprites]',
2: 'Errors',
},
'Err_CantFindLevel': {
0: 'Could not find file:[br][name]',
},
'Err_CorruptedTileset': {
0: 'Error',
1: 'An error occurred while trying to load [file]. Check your Texture folder to make sure it is complete and not corrupted. The editor may run in a broken state or crash after this.',
},
'Err_CorruptedTilesetData': {
0: 'Error',
1: 'Cannot find the required texture within the tileset file [file], so it will not be loaded. Keep in mind that the tileset file cannot be renamed without changing the names of the texture/object files within the archive as well!',
2: 'Failed to decompress the tileset file [file]!',
},
'Err_Decompress': {
0: 'Error',
1: 'Failed to decompress the LH-compressed file [file].',
2: 'Failed to decompress the LZ-compressed file [file].',
},
'Err_InvalidLevel': {
0: 'This file doesn\'t seem to be a valid level.',
},
'Err_MissingFiles': {
0: 'Error',
1: 'Sorry, you seem to be missing the required data files for Reggie Next to work. Please redownload your copy of the editor.',
2: 'Sorry, you seem to be missing some of the required data files for Reggie Next to work. Please redownload your copy of the editor. These are the files you are missing: [files]',
},
'Err_MissingTileset': {
0: 'Error',
1: 'Cannot find the required tileset file [file]. Check your Stage folder and make sure it exists.',
},
'Err_Save': {
0: 'Error',
1: 'Error while Reggie was trying to save the level:[br](#[err1]) [err2][br][br](Your work has not been saved! Try saving it under a different filename or in a different folder.)',
2: 'Error while Reggie was trying to save the level:[br]The original file data ([orig-len] bytes) exceeded the fixed length ([pad-len] bytes).[br][br](Your work has not been saved! Increase the fixed length in the Preferences Dialog.)',
3: 'Error while Reggie was trying to save the level:[br]An error occurred while compressing the level. Is it too big? The uncompressed size is [file-size] bytes.[br][br](Your work has not been saved! Try saving without compression or removing elements from your level.)',
},
'FileDlgs': {
0: 'Choose a level archive',
1: 'Level Archives',
2: 'All Files',
3: 'Save As: Choose a new filename',
4: 'Portable Network Graphics',
5: 'LH-Compressed Level Archives',
6: 'Choose a stamp archive',
7: 'Stamps File',
8: 'Save Copy: Choose a new filename',
9: 'All Supported Level Archives',
10: 'LZ-Compressed Level Archives',
},
'Gamedefs': {
0: 'This game has custom sprite images',
1: 'Loading patch...',
2: 'New Game Patch',
3: 'It appears that this is your first time using the game patch for [game]. Please select its Stage folder so custom tilesets and levels can be loaded.',
4: 'Aborted Game Path Selection',
5: 'Since you did not select the stage folder for [game], stages and tilesets will not load correctly. You can try again by choosing Change Game Path while the [game] patch is loaded.',
6: 'New Game Patch',
7: 'You can change the game path for [game] at any time by choosing Change Game Path while the [game] patch is loaded.',
8: 'Loading sprite data...',
9: 'Loading background names...',
10: 'Reloading tilesets...',
11: 'Loading sprite image data...',
12: 'Applying sprite image data...',
13: 'New Super Mario Bros. Wii',
14: 'A new Mario adventure![br]Published by Nintendo in November 2009.',
15: '[i]No description[/i]',
16: 'Loading entrance names...',
17: 'Error',
18: 'An error occurred while attempting to load this game patch. It will now be unloaded. Here\'s the specific error:[br][error]',
19: 'Add a Reggie Patch Folder...',
20: 'Creates a symlink in the /reggiedata/patches folder using add_reggie_patch',
},
'InfoDlg': {
0: 'Level Information',
1: 'Add/Change Password',
2: 'This level\'s information is locked.[br]Please enter the password below in order to modify it.',
3: 'Password:',
4: 'Title:',
5: 'Author:',
6: 'Group:',
7: 'Website:',
8: 'Created with [name]',
9: 'Change Password',
10: 'New Password:',
11: 'Verify Password:',
12: 'Level Information',
13: 'Password may be composed of any ASCII character,[br]and up to 64 characters long.[br]',
14: 'Sorry![br][br]You can only view or edit Level Information in Area 1.',
},
'LocationDataEditor': {
0: 'ID:',
1: '[b]ID:[/b][br]Must be different from all other IDs',
2: 'X Pos:',
3: '[b]X Pos:[/b][br]Specifies the X position of the location',
4: 'Y Pos:',
5: '[b]Y Pos:[/b][br]Specifies the Y position of the location',
6: 'Width:',
7: '[b]Width:[/b][br]Specifies the width of the location',
8: 'Height:',
9: '[b]Height:[/b][br]Specifies the height of the location',
10: 'Snap to Grid',
11: '[b]Location [id]:[/b]',
12: 'Modify Selected Location Properties',
},
'Locations': {
0: '[id]',
1: None, # REMOVED: 'Paint New Location'
2: '[id]: [width]x[height] at [x], [y]',
},
'MainWindow': {
0: '[unsaved]',
1: 'You\'re trying to paste over 300 items at once.[br]This may take a while (depending on your computer speed), are you sure you want to continue?',
},
'Menubar': {
0: '&File',
1: '&Edit',
2: '&View',
3: '&Settings',
4: '&Help',
5: 'Editor Toolbar',
},
'MenuItems': {
0: 'New Level',
1: 'Create a new, blank level',
2: 'Open Level by Name...',
3: 'Open a level based on its in-game world/number',
4: 'Open Level by File...',
5: 'Open a level based on its filename',
6: 'Recent Files',
7: 'Open a level from a list of recently opened levels',
8: 'Save Level',
9: 'Save the level back to the archive file',
10: 'Save Level As...',
11: 'Save a level with a new filename',
12: 'Level Information...',
13: 'Add title and author information to the level\'s metadata',
14: 'Level Screenshot...',
15: 'Take a full size screenshot of your level for you to share',
16: 'Change Game Path...',
17: 'Set a different folder to load the game files from',
18: 'Reggie Next Preferences...',
19: 'Change important Reggie Next settings',
20: 'Exit Reggie Next',
21: 'Exit the editor',
22: 'Select All',
23: 'Select all items in this area',
24: 'Deselect',
25: 'Deselect all currently selected items',
26: 'Cut',
27: 'Cut out the current selection to the clipboard',
28: 'Copy',
29: 'Copy the current selection to the clipboard',
30: 'Paste',
31: 'Paste items from the clipboard',
32: 'Shift Items...',
33: 'Move all selected items by an offset',
34: 'Merge Locations',
35: 'Merge selected locations into a single large location',
36: 'Level Diagnostics Tool...',
37: 'Find and fix problems with the level',
38: 'Freeze Objects',
39: 'Make objects non-selectable',
40: 'Freeze Sprites',
41: 'Make sprites non-selectable',
42: 'Freeze Entrances',
43: 'Make entrances non-selectable',
44: 'Freeze Locations',
45: 'Make locations non-selectable',
46: 'Freeze Paths',
47: 'Make paths non-selectable',
48: 'Layer 0',
49: 'Toggle viewing of object layer 0',
50: 'Layer 1',
51: 'Toggle viewing of object layer 1',
52: 'Layer 2',
53: 'Toggle viewing of object layer 2',
54: 'Show Sprites',
55: 'Toggle viewing of sprites',
56: 'Show Sprite Images',
57: 'Toggle viewing of sprite images',
58: 'Show Locations',
59: 'Toggle viewing of locations',
60: 'Switch Grid',
61: 'Cycle through available grid views',
62: 'Zoom to Maximum',
63: 'Zoom in all the way',
64: 'Zoom In',
65: 'Zoom into the main level view',
66: 'Zoom 100%',
67: 'Show the level at the default zoom',
68: 'Zoom Out',
69: 'Zoom out of the main level view',
70: 'Zoom to Minimum',
71: 'Zoom out all the way',
72: 'Area[br]Settings...',
73: 'Control tileset swapping, stage timer, entrance on load, and stage wrap',
74: 'Zone[br]Settings...',
75: 'Zone creation, deletion, and preference editing',
76: 'Backgrounds...',
77: 'Apply backgrounds to individual zones in the current area',
78: 'Add New Area',
79: 'Add a new area (sublevel) to this level',
80: 'Import Area from Level...',
81: 'Import an area (sublevel) from another level file',
82: 'Delete Current Area...',
83: 'Delete the area (sublevel) currently open from the level',
84: 'Reload Tilesets',
85: 'Reload the tileset data files, including any changes made since the level was loaded',
86: 'About Reggie Next...',
87: 'Info about the program, and the team behind it',
88: 'Help Contents...',
89: 'Help documentation for the needy newbie',
90: 'Reggie Next Tips...',
91: 'Tips and controls for beginners and power users',
92: 'About PyQt...',
93: 'About the Qt library Reggie Next is based on',
94: 'Level Overview',
95: 'Show or hide the Level Overview window',
96: 'Palette',
97: 'Show or hide the Palette window',
98: 'Change Game',
99: 'Change the currently loaded Reggie Next game patch',
100: None, # REMOVED: 'Island Generator',
101: None, # REMOVED: 'Show or hide the Island Generator window',
102: None, # REMOVED: 'Stamp Pad'
103: None, # REMOVED: 'Show or hide the Stamp Pad window'
104: 'Swap Objects\' Tilesets...',
105: 'Swaps the tileset of objects using a certain tileset',
106: 'Swap Objects...',
107: 'Swaps the type of objects of a certain type',
108: 'Tileset Animations',
109: 'Play tileset animations if they exist (may cause a slowdown)',
110: 'Tileset Collisions',
111: 'View tileset collisions for existing objects',
112: 'Open Level...',
113: None, # This keeps the even-odd pattern going, since 112 uses description 3
114: 'Freeze Comments',
115: 'Make comments non-selectable',
116: 'Show Comments',
117: 'Toggle viewing of comments',
118: 'Real View',
119: 'Show special effects present in the level',
120: None, # REMOVED: 'Check for Updates...',
121: None, # REMOVED: 'Check if any updates for Reggie Next are available to download',
124: 'Undo',
125: 'Undoes the last action',
126: 'Redo',
127: 'Redoes the last action that was undone',
128: 'Save Copy of Level As...',
129: 'Save a copy of level with a new filename but keeps the current file open for editing',
130: 'Show Paths',
131: 'Toggle viewing of paths',
136: 'Quick Paint Properties',
137: 'Show the Properties Window to Configure Quick Paint',
138: 'Reload Spritedata',
139: 'Reload the spritedata file, including any changes made since the level was loaded',
140: 'Camera Profiles...',
141: 'Edit event-activated camera settings',
},
'Objects': {
0: '[b]Tileset [tileset], object [obj]:[/b][br][width]x[height] on layer [layer]',
1: 'Object [id]',
2: 'Object [id][br][i]This object is animated[/i]',
3: '[b]Object [id]:[/b][br][desc]',
4: '[b]Object [id]:[/b][br][desc][br][i]This object is animated[/i]',
},
'OpenFromNameDlg': {
0: 'Choose Level',
},
'Palette': {
0: 'Paint on Layer:',
1: '[b]Layer 0:[/b][br]This layer is mostly used for hidden caves, but can also be used to overlay tiles to create effects. The flashlight effect will occur if Mario walks behind a tile on layer 0 and the zone has it enabled.[br][b]Note:[/b] To switch objects on other layers to this layer, select them and then click this button while holding down the [i]Alt[/i] key.',
2: '[b]Layer 1:[/b][br]All or most of your normal level objects should be placed on this layer. This is the only layer where tile interactions (solids, slopes, etc) will work.[br][b]Note:[/b] To switch objects on other layers to this layer, select them and then click this button while holding down the [i]Alt[/i] key.',
3: '[b]Layer 2:[/b][br]Background/wall tiles (such as those in the hidden caves) should be placed on this layer. Tiles on layer 2 have no effect on collisions.[br][b]Note:[/b] To switch objects on other layers to this layer, select them and then click this button while holding down the [i]Alt[/i] key.',
4: 'View:',
5: 'Search:',
6: 'Set Default Properties',
7: 'Default Properties',
8: 'Entrances currently in this area:[br](Double-click one to jump to it instantly)',
9: 'Path nodes currently in this area:[br](Double-click one to jump to it instantly)[br]To delete a path, remove all its nodes one by one.[br]To add new paths, hit the button below and right click.',
10: 'Deselect (then right click for new path)',
11: 'Sprites currently in this area:[br](Double-click one to jump to it instantly)',
12: 'Locations currently in this area:[br](Double-click one to jump to it instantly)',
13: 'Objects',
14: 'Sprites',
15: 'Entrances',
16: 'Locations',
17: 'Paths',
18: 'Events',
19: 'Stamps',
20: 'Event states upon level launch:[br](Click on one to add a note)',
21: 'Note:',
22: 'State',
23: 'Notes',
24: 'Event [id]',
25: 'Add',
26: 'Current',
27: 'Available stamps:',
28: 'Add',
29: 'Remove',
30: 'Tools',
31: 'Open Set...',
32: 'Save Set As...',
33: 'Comments',
34: 'Comments currently in this area:[br](Double-click one to jump to it instantly)',
35: 'Name:',
36: 'Change Layer'
},
'PathDataEditor': {
0: 'Loops:',
1: '[b]Loops:[/b][br]Anything following this path will wait for any delay set at the last node and then proceed back in a straight line to the first node, and continue.',
2: 'Speed:',
3: '[b]Speed:[/b][br]Unknown unit. Mess around and report your findings!',
4: 'Accel:',
5: '[b]Accel:[/b][br]Unknown unit. Mess around and report your findings!',
6: 'Delay:',
7: '[b]Delay:[/b][br]Amount of time to stop here (at this node) before continuing to next node. Unit is 1/60 of a second (60 for 1 second)',
8: '[b]Path [id][/b]',
9: '[b]Node [id][/b]',
10: 'Modify Selected Path Node Properties',
11: 'ID',
},
'Paths': {
0: '[b]Path [path][/b][br]Node [node]',
1: 'Path [path], Node [node]',
},
'PrefsDlg': {
0: 'Reggie Next Preferences',
1: 'General',
2: 'Toolbar',
3: 'Themes',
4: '[b]Reggie Preferences[/b][br]Customize Reggie Next by changing these settings.[br]Use the tabs below to view even more settings.[br]Reggie Next must be restarted before certain changes can take effect.',
5: '[b]Toolbar Preferences[/b][br]Choose menu items you would like to appear on the toolbar.[br]Reggie Next must be restarted before the toolbar can be updated.[br]',
6: '[b]Reggie Themes[/b][br]Pick a theme below to change application colors and icons.[br]Reggie Next must be restarted before the theme can be changed.[br]',
7: None, # REMOVED: 'Show the splash screen:'
8: None, # REMOVED: 'If TPLLib cannot use a fast backend (recommended)'
9: None, # REMOVED: 'Always'
10: None, # REMOVED: 'Never'
11: 'Menu format:',
12: None, # REMOVED: 'Use the ribbon'
13: 'Use the menubar',
14: 'Language:',
15: 'Recent Files data:',
16: 'Clear All',
17: 'Clear All Recent Files Data',
18: 'Are you sure you want to delete all recent files data? This [b]cannot[/b] be undone!',
19: 'Current Area',
20: 'Reset',
21: 'Available Themes',
22: 'Preview',
23: None,
24: '[b]Window Style[/b][br]This changes what style Reggie\'s UI uses. Note that this may cause issues with certain themes.',
25: 'Window Style',
26: '[b][name][/b] - Version [version][br]By [creator][br][description]',
27: None, # REMOVED: 'Tilesets:',
28: None, # REMOVED: 'Use Default Tileset Picker (recommended)',
29: None, # REMOVED: 'Use Old Tileset Picker',
30: 'You may need to restart Reggie Next for changes to take effect.',
31: 'Display lines indicating the leftmost x-position where entrances can be safely placed in zones',
32: None, # REMOVED: 'Enable advanced mode',
33: 'Reset sprite data when hiding sprite fields',
34: 'Hide Reset Spritedata button',
35: 'Pad level with null bytes',
36: 'Fixed level size (bytes)',
37: 'Place objects at their full size',
38: 'Display rectangles indicating the zone bounds',
39: 'Insert new path node after selected node',
40: 'Themes',
41: 'Theme:',
42: 'Translation Info',
43: '[b][name][/b][br]Default language for Reggie Next.',
44: '[b][name][/b] - Version [version][br]Translators: [translator]',
},
'ScrShtDlg': {
0: 'Level Screenshot',
1: 'Current Screen',
2: 'All Zones',
3: 'Zone [zone]',
4: 'Target:',
5: 'Hide Background:',
6: 'Save Image to File:',
7: 'Copy Image:',
8: 'Grid Type:',
9: (
'None',
'Standard',
'Checker',
),
},
'ShftItmDlg': {
0: 'Shift Items',
1: 'Move objects by:',
2: 'Enter an offset in pixels - each block is 16 pixels wide/high. Note that normal objects can only be placed on 16x16 boundaries, so if the offset you enter isn\'t a multiple of 16, they won\'t be moved correctly.',
3: 'X:',
4: 'Y:',
5: 'Warning',
6: 'You are trying to move object(s) by an offset which isn\'t a multiple of 16. The offset will be rounded to the nearest multiple of 16. Are you sure you want to do this?',
},
'SwapObjTilesDlg': {
0: 'Swap Objects\' Tilesets',
1: 'From Tileset:',
2: 'To Tileset:',
3: 'Exchange (perform 2-way conversion)',
},
'SwapObjDlg': {
0: 'Swap Objects',
1: 'From Object:',
2: 'From Tileset:',
3: 'To Object:',
4: 'To Tileset:',
5: 'Exchange (perform 2-way conversion)',
},
'SpriteDataEditor': {
0: 'Modify Selected Sprite Properties',
1: '[b][name][/b]: [note]',
2: '[b]Sprite Notes:[/b] [notes]',
3: 'Modify Raw Data:',
4: 'Notes',
5: '[b]Unidentified/Unknown Sprite ([id])[/b]',
6: '[b]Sprite [id]:[br][name][/b]',
7: 'Object Files',
8: '[b]This sprite uses:[/b][br][list]',
9: '[b]Yoshi Notes:[/b] [notes]',
10: 'Advanced Notes',
11: '[b]Advanced Notes:[/b] [notes]',
12: 'Yoshi',
13: 'Read more...',
14: 'Read less...',
15: 'This sprite works properly with Yoshi.',
16: None, # REMOVED: '[b]Information:[/b]'
17: 'Reset all settings',
18: 'Check dependent sprites',
19: 'Check dependency notes',
20: 'Sprite [id]: required in area',
21: 'Sprite [id]: suggested in area',
22: 'Sprite [id]: required in zone',
23: 'Sprite [id]: suggested in zone',
24: None, # REMOVED: 'Show raw data',
25: 'This sprite has the following dependencies:',
26: 'Add Sprite',
27: 'Resize',
28: 'NO TITLE GIVEN!',
29: 'Next Free',
},
'Sprites': {
0: '[b]Sprite [type]:[/b][br][name]',
1: '[name] (at [x], [y]',
2: ', triggered by event [event]',
3: ', triggered by events [event1]+[event2]+[event3]+[event4]',
4: ', triggered by event [event1], [event2], [event3], or [event4]',
5: ', activates event [event]',
6: ', activates events [event1] - [event2]',
7: ', activates event [event1], [event2], [event3], or [event4]',
8: ', Star Coin [num]',
9: ', Star Coin 1',
10: ', Coin/Set ID [id]',
11: ', Movement/Coin ID [id]',
12: ', Movement ID [id]',
13: ', Rotation ID [id]',
14: ', Location ID [id]',
15: ')',
16: 'Search Results',
17: 'No sprites found',
18: '[id]: [name]',
19: 'Search',
20: 'Filter',
21: 'ID',
22: 'Name',
23: (
'Any',
'Star Set ID',
'Rotation ID',
'Two Way Line ID',
'Water Ball ID',
'Mushroom ID',
'Group ID',
'Bolt ID',
'Target Event ID',
'Triggering Event ID',
'Collection ID',
'Location ID',
'Physics ID',
'Message ID',
'Path ID',
'Path Movement ID',
'Red Coin ID',
'Hill ID',
'Stretch ID',
'Ray ID',
'Coaster ID',
'Bubble Cannon ID',
'Burner ID',
'Wiggling ID',
'Panel ID',
'Colony ID',
'Entrance ID',
'Path Node ID',
),
},
'Statusbar': {
0: '- 1 object selected',
1: '- 1 sprite selected',
2: '- 1 entrance selected',
3: '- 1 location selected',
4: '- 1 path node selected',
5: '- [x] objects selected',
6: '- [x] sprites selected',
7: '- [x] entrances selected',
8: '- [x] locations selected',
9: '- [x] path nodes selected',
10: '- [x] items selected (',
11: ', ',
12: '1 object',
13: '[x] objects',
14: '1 sprite',
15: '[x] sprites',
16: '1 entrance',
17: '[x] entrances',
18: '1 location',
19: '[x] locations',
20: '1 path node',
21: '[x] path nodes',
22: ')',
23: '- Object under mouse: size [width]x[height] at ([xpos], [ypos]) on layer [layer]; type [type] from tileset [tileset]',
24: '- Sprite under mouse: [name] at [xpos], [ypos]',
25: '- Entrance under mouse: [name] at [xpos], [ypos] [dest]',
26: '- Location under mouse: Location ID [id] at [xpos], [ypos]; width [width], height [height]',
27: '- Path node under mouse: Path [path], Node [node] at [xpos], [ypos]',
28: '([objx], [objy]) - ([sprx], [spry])',
29: '- 1 comment selected',
30: '- [x] comments selected',
31: '1 comment',
32: '[x] comments',
33: '- Comment under mouse: [xpos], [ypos]; "[text]"',
},
'Themes': {
0: 'Classic',
1: 'Treeki, Tempus',
2: 'The default Reggie Next theme.',
3: '[i](unknown)[/i]',
4: '[i]No description[/i]',
},
'WindowTitle': {
0: 'Untitled',
},
'ZonesDlg': {
0: 'Zones',
1: None, # REMOVED: This list of zone theme values was moved to reggidata/zonethemes.txt
2: (
'Normal/Overworld',
'Underground',
'Underwater',
'Lava',
),
3: 'Zone [num]',
4: 'New',
5: 'Delete',
6: 'Warning',
7: 'You are trying to add more than 6 zones to a level - keep in mind that without the proper fix to the game, this will cause your level to [b]crash[/b] or have other strange issues![br][br]Are you sure you want to do this?',
8: 'Dimensions',
9: 'X position:',
10: '[b]X position:[/b][br]Sets the X Position of the upper left corner',
11: 'Y position:',
12: '[b]Y position:[/b][br]Sets the Y Position of the upper left corner',
13: 'X size:',
14: '[b]X size:[/b][br]Sets the width of the zone',
15: 'Y size:',
16: '[b]Y size:[/b][br]Sets the height of the zone',
17: 'Preset:',
18: '[b]Preset:[/b][br]Snaps the zone to common sizes.',
19: 'Rendering and Camera',
20: 'Zone Theme:',
21: '[b]Zone Theme:[/b][br]Changes the way models and parts of the background are rendered (for blurring, darkness, lava effects, and so on).[br]Certain Zone Themes may have additional affects. For example, when "Ghost House" is selected, blocks with items jumping out of them make a Boo laugh.[br][b]Note:[/b] Settings with an asterisk appear to the look the same as "Overworld".',
22: 'Terrain Lighting:',
23: '[b]Terrain Lighting:[/b][br]Changes the way the terrain is rendered. It also affects the parts of the background which the normal theme doesn\'t change.',
24: 'Normal',
25: '[b]Visibility - Normal:[/b][br]Sets the visibility mode to normal.',
26: 'Layer 0 Spotlight',
27: '[b]Visibility - Layer 0 Spotlight:[/b][br]Sets the visibility mode to spotlight. In Spotlight mode, moving behind layer 0 objects enables a spotlight that follows Mario around.',
28: 'Full Darkness',
29: '[b]Visibility - Full Darkness:[/b][br]Sets the visibility mode to full darkness. In full dark mode, the screen is completely black and visibility is only provided by the available spotlight effect. Stars and some sprites can enhance the default visibility.',
30: None, # REMOVED: 'X Tracking:',
31: None, # REMOVED: '[b]X Tracking:[/b][br]Allows the camera to track Mario across the X dimension.[br]Turning off this option centers the screen horizontally in the view, producing a stationary camera mode.',
32: None, # REMOVED: 'Y Tracking:',
33: None, # REMOVED: '[b]Y Tracking:[/b][br]Allows the camera to track Mario across the Y dimension.[br]Turning off this option centers the screen vertically in the view, producing very vertically limited stages.',
34: None, # REMOVED: 'Zoom Level:',
35: None, # REMOVED: '[b]Zoom Level:[/b][br]Changes the camera zoom functionality[br] - Negative values: Zoom In[br] - Positive values: Zoom Out[br][br]Zoom Level 4 is rather glitchy',
36: None, # REMOVED: 'Bias:',
37: None, # REMOVED: '[b]Bias:[/b][br]Sets the screen bias to the left edge on load, preventing initial scrollback.[br]Useful for pathed levels.[br]Note: Not all zoom/mode combinations support bias',
38: (
'Right',
'Right (upward bias)',
'Left',
'Left (upward bias)',
'Down',
'Down (leftward bias)',
'Up',
'Up (leftward bias)'
),
39: 'Zone Direction:',
40: '[b]Zone Direction:[/b][br]Sets the general direction of progression through this zone. This is mainly used in multiplayer mode to help the camera decide which player is "in front of" the others.[br][br]"Bias" sets the camera\'s preferred movement direction perpendicular to the main one. The default bias is downward or rightward. Upward bias causes more bottom-of-screen deaths and is not recommended.',
41: (
'Layer 0: Hidden',
'Layer 0: On Top',
),
42: '[b]Visibility:[/b][br]Hidden - Mario is hidden when moving behind objects on Layer 0[br]On Top - Mario is displayed above Layer 0 at all times.[br][br]Note: Entities behind layer 0 other than Mario are never visible',
43: (
'Spotlight: Small',
'Spotlight: Large',
'Spotlight: Extremely Large',
),
44: '[b]Visibility:[/b][br]Small - A small, centered spotlight affords visibility through layer 0.[br]Large - A large, centered spotlight affords visibility through layer 0[br]Extremely Large - An extremely large, centered spotlight, which spans the whole screen at all but the largest zoom levels, affords visibility through layer 0',
45: (
'Darkness: Large Foglight',
'Darkness: Lightbeam',
'Darkness: Large Focus Light',
'Darkness: Small Foglight',
'Darkness: Small Focus Light',
'Darkness: Absolute Black',
),
46: '[b]Visibility:[/b][br]Large Foglight - A large, organic lightsource surrounds Mario[br]Lightbeam - Mario is able to aim a conical lightbeam through use of the Wiimote[br]Large Focus Light - A large spotlight which changes size based upon player movement[br]Small Foglight - A small, organic lightsource surrounds Mario[br]Small Focuslight - A small spotlight which changes size based on player movement[br]Absolute Black - Visibility is provided only by fireballs, stars, and certain sprites',
47: 'Bounds',
48: 'Upper Bounds:',
49: '[b]Upper Bounds:[/b][br] - Positive Values: Easier to scroll upwards (110 is centered)[br] - Negative Values: Harder to scroll upwards (30 is the top edge of the screen)[br][br]Values higher than 240 can cause instant death upon screen scrolling',
50: 'Lower Bounds:',
51: '[b]Lower Bounds:[/b][br] - Positive Values: Harder to scroll downwards (65 is the bottom edge of the screen)[br] - Negative Values: Easier to scroll downwards (95 is centered)[br][br]Values higher than 100 will prevent the screen from scrolling until Mario is offscreen',
52: 'Audio',
53: 'Background Music:',
54: '[b]Background Music:[/b][br]Changes the background music',
55: 'Sound Modulation:',
56: '[b]Sound Modulation:[/b][br]Changes the sound effect modulation to fit the appropriate theme.[br][b]Note:[/b] The settings with an asterisk are identical to the setting with no asterisk. "Cavern Echo*" is used in Retail 02-03, whereas "None*" is unused.',
57: (
'None',
'Cavern Echo',
'Cavern Echo 2',
'Underwater Echo',
'Boss Room Echo',
'Tower Echo',
'Castle Echo',
'Ghost House Indoor Echo',
'Sewer Echo',
'Mountain Echo',
'Item House/Credits Echo',
'Cavern Echo*',
'Airship Indoor Echo',
'River Cavern Echo',
'Lava Cavern Echo',
'None*',
),
58: 'Boss Flag:',
59: '[b]Boss Flag:[/b][br]Set for bosses to allow proper music switching by sprites',
60: '(None)',
61: 'Error',
62: None, # REMOVED: 'Zoom level -2 does not support bias modes.',
63: None, # REMOVED: 'Zoom level -1 does not support bias modes.',
64: None, # REMOVED: 'Zoom level -1 is not supported with these Tracking modes. Set to Zoom level 0.',
65: None, # REMOVED: 'Zoom mode 4 can be glitchy with these settings.',
66: None, # REMOVED: 'No tracking mode is consistently glitchy and does not support bias.',
67: None, # REMOVED: 'No tracking mode is consistently glitchy.',
68: 'Background Music ID:',
69: '[b]Background Music ID:[/b][br]This advanced option allows custom music tracks to be loaded if the proper ASM hacks are in place.',
70: 'Lakitu Upper Bounds:',
71: '[b]Lakitu Upper Bounds:[/b][br]Used instead of Upper Bounds when at least one player is riding a Lakitu cloud.[br][br]The values are a little different from the regular Upper Bounds setting: value "0" represents 5.5 tiles away from the top edge of the screen, and the edge is at -88.',
72: 'Lakitu Lower Bounds:',
73: '[b]Lakitu Lower Bounds:[/b][br]Used instead of Lower Bounds when at least one player is riding a Lakitu cloud.[br][br]The values are a little different from the regular Lower Bounds setting: value "0" represents 5.5 tiles away from the bottom edge of the screen, and the edge is at 88.',
74: None, # REMOVED: 'Unknown Flag',
75: None, # REMOVED: '[b]Unknown Flag:[/b][br]Unknown purpose. Seems to be always checked.',
76: 'Snap to 8x8 Grid',
77: 'Snap to 16x16 Grid',
78: '[b]Only Scroll Upwards If Flying:[/b][br]Prevents the screen from scrolling upwards unless the player uses a Propeller Suit or Block.[br][br]This feature looks rather glitchy and is not recommended.',
79: '[b]Multiplayer Screen Size Adjust:[/b][br]Increases the height of the screen during multiplayer mode. Requires "Only Scroll Upwards If Flying" to be checked.[br][br]This causes very glitchy behavior if the zone is much taller than the adjusted screen height, if the screen becomes more than 28 tiles tall, or when the camera zooms in during the end-of-level celebration.',
80: 'Only Scroll Upwards If Flying:',
81: 'Multiplayer Screen Size Adjust:',
82: (
'Small Spotlight and Small Focus Light',
),
83: '[b]Visibility[/b][br]Small Spotlight and Small Focus Light - A small, centered spotlight affords visibility through layer 0, and a small spotlight which changes size based on player movement provides visibility through darkness',
84: 'Rendering',
85: 'Normal',
86: 'The standard camera mode, appropriate for most situations.',
87: 'Static Zoom',
88: 'In this mode, the camera will not zoom out during multiplayer.',
89: 'Static Zoom, Y Tracking Only',
90: 'In this mode, the camera will not zoom out during multiplayer, and will be centered horizontally in the zone.',
91: 'Static Zoom, Event-Controlled',
92: 'In this mode, the camera will not zoom out during multiplayer, and will use event-controlled camera settings from the Camera Profiles dialog.',
93: 'X Tracking Only',
94: 'In this mode, the camera will only move horizontally. It will be aligned to the bottom edge of the zone.',
95: 'X Expanding Only',
96: 'In this mode, the camera will only zoom out during multiplayer if the players are far apart horizontally.',
97: 'Y Tracking Only',
98: 'In this mode, the camera will only move vertically. It will be centered horizontally in the zone.',
99: 'Y Expanding Only',
100: 'In this mode, the camera will zoom out during multiplayer if the players are far apart vertically. The largest screen size will only be used if a player is flying with a Propeller Suit or Block.',
101: 'Screen Heights:',
102: '[b]Screen Heights:[/b][br]Selects screen heights (in blocks) the camera can use during multiplayer. The camera will zoom out if the players are too far apart, and zoom back in when they get closer together. Values represent screen heights, measured in tiles.[br][br]In single-player, only the smallest height will be used.[br][br]Options marked with * or ** are glitchy if zone bounds are set to 0; see the Upper/Lower Bounds tooltips for more info.[br]Options marked with ** are also unplayably glitchy in multiplayer.',