Localization
The game ships in English and Korean, and it carries an unfinished Japanese slot. Which language a player sees depends on the device's first preferred language: Korean for ko, the Japanese folder for ja, and English for everything else (formats/data-tables.md).
Where the text lives
- Data tables.
English/data,Korean/data, andJapanese/dataeach hold the same eight files: the tables of monsters, NPCs, equipment, other items, skills, shop stock, and levels, and the one-bytebuildup.dat. The English and Korean tables have the same rows and the same numbers, and differ only in their text. The Korean text is EUC-KR. - Scripts. The scripts carry no text: they pass keys that the game looks up in
en.lprojorko.lproj(Scripts.stringsfor dialogue,ScriptExtra.stringsfor the rest). Both languages resolve every key but one:ko.lprojlacksChapter3_Quest_Zenumist_Chief.dialog.1, so a Korean player would see the key itself there (formats/script-out.md). - The shell. The main menu, character select, and alerts are drawn from images and strings in the binary; the help pages and some buttons have Korean images of their own.
What differs
- Names. Every monster, item, NPC, map, and skill has a Korean name beside its English one, and every page of this compendium shows both. Some Korean NPC names are roles rather than names: the weapon and potion merchants of Kerning City are called by their trade (Glossary).
- Images. Korean players get their own pictures for the help pages (
MainMenuHelp_kor.pngplus a second page,MainMenuHelpGradeInfo.png), the NPC dialogue's Accept and Refuse buttons, the death popup's buttons, and the effect sprites (sprite/effect_kor/, besidesprite/effect/). - Text length. English text is longer than Korean text, because one Hangul character holds a whole syllable. The figures below are counted from the knowledge base at build time.
- Korean-only text. A few unused scripts write Korean sentences straight into the bytecode instead of using keys, so they would show Korean in every language (Unused content).
Japanese leftovers
Japanese/data is a byte-for-byte copy of English/data, and there is no ja.lproj. A device set to Japanese reads the English tables; which strings file it would use for the scripts was not traced. Japanese was probably planned, but this version has no Japanese text (ANALYSIS.md).
Figures
| Kind | Entries | Named in both | Same in both |
|---|---|---|---|
| Monsters | 69 | 69 | 0 |
| Items | 212 | 212 | 0 |
| NPCs | 39 | 39 | 0 |
| Maps | 90 | 90 | 0 |
| Skills | 24 | 24 | 0 |
| Quests | 138 | 138 | 0 |
The dialogue of the scripts that run has 1,734 lines in both languages: 98,609 characters in English and 53,047 in Korean, so an English line is 1.86 times as long as its Korean line on average (Hangul packs a syllable into one character).
Keys of the dialogue that lack a language (the game would show the key itself):
- Zenumist President (chapter 3):
Chapter3_Quest_Zenumist_Chief.dialog.1