# **************************************************************************
# **************************************************************************
#		Language Table for Software Localization
#		****************************************
# 1) Entry Format
# ****************
# Each phrase entry is made up by an entry ID and an entry value in following
# format:
#	ID = value
#	ID = value
#	...
#
# The entry ID must be unique. If there are two (or more) entry ID with the 
# same ID name, the ID appears later will overwrite the ID appears early.
# While keeping every entry ID unique, try to make ID name short for the 
# performance purpose, but meaningful for the maintenance purpose.
#
# 2) How to Do the Localization
# *****************************
# Replace all entry values in localized language while keep entry ID untouched.
# Several things need to be taken care of: 
#
#	(a) localized string should occupy similiar screen space (smaller is
# 	usually fine) on target device, otherwise the GUI layout may be messed
#	out. 
#
#	(b) Any special format characters used by standard C function "printf()"
# 	must be reserved, such as "%s", "%d", "%%", etc.
#
#	(c) New line token "\n" must be reserved.
#
#	(d) If a token "^c" appears in the original English entry value, replace
# 	it with a ":" (colon).
#
#	(e) If the entry value is too long, a continuation symbol "\" can be
#	added at the end of current line then continue the value in a new line.
#
#	(f) Any kind of white space characters at both side of "=" will be
#	trimmed off.
#
# 3) Other Important Note:
# ************************
#
#	(a) The language table is a plain text file and should be edited by a 
#	text editor rather than a word processing software. The file must saved
#	as ANSI text file. If the file is saved as UNICODE text file, the program
#	will crash.
#
#	(b) To add a comment line, use a "#" at the begin of the line.
#
#	(c) All empty lines will be ignored.
#
# **************************************************************************
# **************************************************************************


# ======== Strings Hardcoded in Source Code ========
LOAD		= Loading ...
WATCH_REPLAY	= Watch Video Replay?
QUIT_NOW	= Quit the mission?
OUT_OF_FIELD	= Out of Field! (Turn back automatically ...)
ENEMY_IN_RANGE 	= Enemy %d in range, aim and shoot it!
ENEMY_OUT_RANGE	= Enemy %d in range, aim and shoot it!
WON_COMBAT	= All enemies crashed! You won!
LOST_COMBAT	= You crashed. You lost!
UNDER_ATTACK	= You are under attack!
FLY_TOO_LOW	= Fly too low, pitch up!
CLOSE_TO_OBS	= Too close to obstacle, dodge!


# ======== Strings in Template File messagebox.properties ========
MSG_NO	= No
MSG_YES	= Yes
MSG_OK	= Ok

# ======== Strings in Template File intro.properties ========
ENTER	= Enter Game
OPTION	= Setting
HELP	= Help
EXIT	= Exit

# ======== Strings in Template File back.properties ========
Info		= Website^c www.omnigsoft.com\n\
		Technical support^csupport@omnigsoft.com\n\n\
		All comments, suggestions and problem reports are very welcome, \
		please contact us at^ccontact@omnigsoft.com.

# ======== Strings in Template File gsetting.properties ========
GSET	= Game Setting
GSET_BACK= Back
SOUND	= Sound Switch
SON	= On
SOFF	= Off
SKILLLEVEL = Enemy Skill Level
SLOW 	= Rookie
SNORMAL = Veteran
SHIGH 	= Ace
GAPI_SETTING = GAPI Setting
GAPI_TXT = Direct video buffer by GAPI

# ======== Strings in Template File MainMenu.properties ========
SCENE_FIGHTER = Select Scene and Fighter
PGE_LOAD= Loading...
LAST	= Last
NEXT	= Next
CONT	= Continue

# ======== Strings in Template File PlayerMenu.properties ========
NTR_RACE= Enter Air Combat
NAME	= Pilot Name^c
SCORE_BOARD = Score Board
PILOT	= Pilot
SCORE = Score
DATE	= Date
RANK	= Rank
BACK	= Back
START_GAME = Enter!
