Translate Strings.dat to Simplified Chinese (479/496)
- cn_strings.py: full GB2312 translation table; make_cn_strings.py is now escape-aware so values containing escaped-quote formats survive. - dump_all_strings.py + check_translations.py: dump the English table and verify the printf specifier sequence matches the source (0 mismatches). - Skipped: pure-format/empty strings, the tutorial texture path, ambiguous key labels. - DEVLOG notes the remaining engine-layout caveats.
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Working log for the *The I of the Dragon* localization / HD project.
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Newest entries on top.
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## 2026-09-20 — Full `Strings.dat` translation
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- Translated the `English` column for **479 / 496** entries (the rest are pure-format
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strings, empty/whitespace values, the tutorial texture *path*, and a few odd key labels).
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- `tools/check_translations.py` verifies the printf specifier sequence (`%s`/`%d`/`%i`/`%%`)
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matches the English source exactly (0 mismatches) and that every value GB2312-encodes.
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- `tools/dump_all_strings.py` dumps the source table to `build/strings_en.json`.
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### Known layout caveats (engine UI is tuned for the small Latin pixel font)
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- Some engine UI positions tab/button labels against a box sized for English, so short
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Chinese labels can look left/right-aligned; a couple of centred dialogs jitter while a
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teletype reveal is running.
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- In-game HUD button labels wrap and can overlap the shortcut hint because the boxes are
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small; to revisit via a smaller CJK cell/advance if needed.
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## 2026-09-20 — Chinese in the main menu (first playable)
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- Built `tools/build_cjk.py`: renders the full GB2312 set (7445 double-byte codes) as **12x12**
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