#A63902B7
Original text by Everett Kaser
@c>***************************************************************
STRINGS.TXT
Copyright 2022 Everett Kaser Software
All rights reserved

NOTE: While this file is available for you to modify for your own
use, NO modified versions of it may be redistributed without the
consent of Everett Kaser Software.  If you translate this file to
another language, please email a copy to everett@kaser.com for
possible inclusion in a future revision of the game.  The above
copyright notice MUST be retained in all modified versions.

The file contains a series of BLOCKS;

Start and end a COMMENT block
 @c>
 @c>
 
Single-line COMMENT:
 @/whatever garbage you want
 
Start and end a STRINGS BLOCK, where 'n' is the BLOCK #
 @b n>whatever garbage you want
 @b

Within a STRINGS BLOCK, where 'n' is a sequentially increasing
string #, you can have:

A string definition:
 @s n>whatever string you want
A single-line comment:
 @/whatever garbage you want

Block numbers should increase sequentially from 1, and within each
block, string numbers should increase sequentially from 1.
@c>
@c>*********************** This is a comment block ****************
It can have any format or any content, just so long as none of its
lines START with an '@'.  A comment block starts with a line that
begins with "@c>" (or "@C>") and ends with another line that starts
with the same sequence.  There can be any number of empty lines AFTER
the end of a comment block, but NO other characters.  The next thing
encountered besides empty lines MUST be either the end of file or a
line starting with "@c>" or "@b" or "@s".  NOTE: "empty lines" means
JUST that: no characters at all, including no spaces or tabs, just
CR/LF pairs or simple LF characters.

If translating, be VERY aware that some spaces are VERY important.
Some are merely visually important (like before and after GroupBox
headings, to keep the group box lines from "kissing" the title text),
while others can be critical to the operation of the code.  Similarly,
keep in mind that dialogs and menus are designed with a set amount
of screen space allocated for them (usually), so if you're translating
to a language that is more verbose than English (such as French), you
may need to abbreviate sometimes.  Regardless, you'll need to TEST all
of your translations (by running the program and doing things to cause
them to be displayed) to verify that what you've done will FIT in the
screen space allocated to them.

Special "\" sequences available for use within the string texts are:
	\\	generates a \ character
	\n	inserts a newline character
	\r	inserts a carriagereturn character
	\@	inserts an '@' character
	\t	inserts a tab character
	\c	inserts the name of the Ctrl/Cmd key for the OS system
	\n or \nn or \nnn, where 'n' is an octal digit, inserts a character who's value is the 1-3-octal-digit number

@c>
@b 1> ===== MISC =====
@s 1	>Error reading ORDER.TXT file
@s 2	>OK
@/NOTE TO TRANSLATORS: For purposes of being able to activate a button in a MessageBox with a single letter-key press,
@/			it's crucial that "Yes", "No", and "Cancel" all start with different letters. If that doesn't seem possible,
@/			feel free to contact me regarding the problem, and maybe I can suggest a work-around.
@s 3	>Cancel
@s 4	>Close
@s 5	>Yes
@s 6	>No
@s 7	>whatever
@s 8	>Bummer!
@s 9	>Way cool!
@s 10	>Exit
@s 11	>Load
@s 12	>Reset
@s 13	>Resizing graphics...
@s 14	>Error reading help file
@s 15	>Reference to non-existant Help page
@s 16	>Puzzle number must be from 1 to %d
@s 17	>Error during saving process.  Game NOT saved.
@s 18	>Your game has been saved for all posterity (or the life of the universe, whichever comes first).
@s 19	>Date,Type,Puzzle,Score,Time,Clicks,Hints,Notifies,UsedHandicap,UsedAutoComplete,UsedAutoSort,Player,Mood,GameWhatIfCnt,PlayerWhatIfCnt
@s 20	>I think correctly, therefore I am right...
@s 21	>Continue
@s 22	>What would you like?
@s 23	>CONFIRM: Restart puzzle?
@s 24	>That's the last puzzle in this size.\nChange to another puzzle size, or edit the puzzle number.
@s 25	>You're no Sherlock! Correct to last good position?
@s 26	>This game is distributed in shareware (demo) and licensed versions.  The
@s 27	>shareware version may be freely distributed (but not sold).  The licensed
@s 28	>version may not be redistributed.  It may be purchased for US $19.95 as
@s 29	>a download from www.kaser.com/sherwin.html.
@s 30	>What a deal!
@s 31	>See the current puzzle
@s 32	>See the first unsolved puzzle
@s 33	>See the next unsolved puzzle
@s 34	>Exit the game
@s 35	>PUZZLES precalc file missing.  Re-install the game.
@s 36	>
@s 37	>
@s 38	>Puzzle size file not found, loading another.
@s 39	>This is the shareware (demo) version, which contains 5 puzzles per size.\nThe licensed version has 65,536 puzzles in each square size\nand 10,000 puzzles in each non-square size.
@b>
@b 2> ===== MENU ====
@s 1	>Help
@s 2	>About
@s 3	>Exit game
@s 4	>Change player
@s 5	>Add player
@s 6	>Rename player
@s 7	>Delete player
@s 8	>Change mood
@s 9	>Add mood
@s 10	>Rename mood
@s 11	>Delete mood
@s 12	>Music
@s 13	>Interface
@s 14	>Language
@s 15	>Graphics
@s 16	>Mouse mapping
@s 17	>Key mapping
@s 18	>Options
@s 19	>Scores
@b>
@b 3> ===== OPT =====
@s 1>Next puzzle prompt
@s 2>Restart puzzle prompt
@s 3>Progress in message bar
@s 4>Disable PAUSE
@s 5>Fade cells without image
@s 6>Fade to WHITE
@s 7>UNDO clue moves
@s 8>GAME sounds
@s 9>ERROR sounds
@/--- string 10> is used for the 'H' checkbox after "Select clue at start HOR"
@s 10>H
@s 11>Fade when clue selected
@s 12>Auto-bookmark FINDs
@s 13>Show timer (H:M:S)
@s 14>Show C: H: N: counts
@s 15>Notify on puzzle
@s 16>Bypass title screen
@s 17>Blink clue marks
@s 18>Show SCORES
@s 19>Sort clues at start
@s 20>Color all on What-If
@s 21>Auto-finish last image
@s 22>Old style clues
@s 23>Draw clue arrow overlay
@s 24>Notify on clues
@s 25>Random puzzle images
@s 26>Blink clue overlays
@s 27>Auto-compress clues
@s 28>Space clue types
@s 29>Auto-finish slowly
@s 30>Advance clue selection
@s 31>Auto-remove clues
@s 32>Select clue at start
@s 33>
@s 34>Fireworks
@s 35>Quilt
@s 36>Weave
@s 37>Bounce
@s 38>Random
@s 39>None
@s 40>Win delay (1/10 secs)
@s 41>Win speed
@s 42> Win display 

@s 43>Log file separator (use 't' for TAB)
@s 44>Maximum cell-size (%d)

@s 45> Quick Help trigger 
@s 46>All of message bar
@s 47>Only right-most end
@s 48>Only left-most end
@s 49>None (use keyboard)

@s 50>Puzzle fade %
@s 51>Clues fade %
@s 52>Rows order:
@/--- string 53 is a "null string" for the "Rows order:" edit box label
@s 53>

@s 54> O-key OFF time (1/10 sec)
@s 55> ON time
@s 56> OFF time

@s 57>Same window placement for all moods
@s 58>Labels are "WxH (MAXIMUM)"
@s 59> Handicaps 
@s 60>3x3 (2)
@s 61>3x4 (3)
@s 62>3x5 (4)
@s 63>3x6 (4)
@s 64>3x7 (5)
@s 65>3x8 (6)
@s 66>4x3 (3)
@s 67>4x4 (4)
@s 68>4x5 (5)
@s 69>4x6 (6)
@s 70>4x7 (7)
@s 71>4x8 (7)
@s 72>5x3 (4)
@s 73>5x4 (5)
@s 74>5x5 (6)
@s 75>5x6 (7)
@s 76>5x7 (8)
@s 77>5x8 (9)
@s 78>6x3 (4)
@s 79>6x4 (6)
@s 80>6x5 (7)
@s 81>6x6 (8)
@s 82>6x7 (9)
@s 83>6x8 (10)
@s 84>7x3 (5)
@s 85>7x4 (7)
@s 86>7x5 (8)
@s 87>7x6 (9)
@s 88>7x7 (10)
@s 89>7x8 (11)
@s 90>8x3 (6)
@s 91>8x4 (7)
@s 92>8x5 (9)
@s 93>8x6 (10)
@s 94>8x7 (11)
@s 95>8x8 (12)
@s 96>Set all to 0

@s 97>Board cell width spacing
@s 98>Board cell height spacing
@s 99>Board column spacing
@s 100>Board-to-clues spacing
@s 101>Clue bin spacing
@s 102>Clue slot spacing
@s 103>Board top-left spacing
@s 104>Percent of a KNOWN/CLUE image width

@s 105>Sets handicaps for ALL puzzles sizes to 0 (hardest puzzles)		
@s 106>Specifies the Handicap (extra known images at start of the puzzle) for each size
@s 107>Enables a prompt dialog at the end of a puzzle for you to choose what to do
@s 108>Enables a prompt dialog, when you try to RESTART a puzzle, to confirm the action
@s 109>Enables a colored background in the message bar showing your progress solving the puzzle
@s 110>Removes the PAUSE button from the toolbar and disables any PAUSE keys
@s 111>Adds additional fading of puzzle cells where clue images COULD be but are NOT
@s 112>When puzzle & clue areas are faded, they get faded toward WHITE instead of BLACK
@s 113>Enables the UNDO/REDO buttons to include clue movements in addition to puzzle changes
@s 114>Enables sound effects for normal game playing activities
@s 115>Enables sound effects for error conditions (when the universe doesn't match your expectations)
@s 116>Enables the toolbar display of the ridiculously long amount of time it's taking you to solve the puzzle
@s 117>Enables the toolbar display of the counts of your clicks, hints, and notifications (who wants to know?)
@s 118>Enables notification and prevents you from making a mistake in the puzzle (you know you will) 
@s 119>Prevents the title dialog from appearing when the program starts (let's get on with it!)
@s 120>Causes the blinking of SELECTED CLUE and CLUE BOOKMARK outlines
@s 121>Enables the automatic display of the SCORES dialog at the end of each puzzle (after the win display)
@s 122>Causes the clues to be automatically sorted at the start of each puzzle
@s 123>Causes toolbar and main window to be colored, as well as message bar, on type B What-If notifications
@s 124>Causes the game to automatically finish (make KNOWN) images that are the last remaining possibility
@s 125>Causes the game to draw "next to" types of clues with three images instead of just two
@s 126>Causes the game to draw the "arrow overlays" on horizontal clues with three images ('between' clues)
@s 127>Enables notification and prevents you from removing clues that are still useful
@s 128>Causes the game to use random selections of images in each puzzle
@s 129>Causes the game to blink the overlays on clues with overlays (why blink them if they're not there?)
@s 130>Causes the game to automatically compress the clues each time a clue is removed
@s 131>Causes the game, when sorting clues, to insert an empty slot (if possible) between different clue types
@s 132>Causes the game to make images known SLOWLY, displaying an animated graphic for each one
@s 133>Causes the game, when a selected clue is removed, to automatically move the selection to the next clue
@s 134>Causes the game to automatically remove clues when the puzzle locations of ALL images in the clue are KNOWN
@s 135>Causes the game to automatically select the first clue at the start of every puzzle
@s 136>If "Select clue at start" is enabled, this controls if the horizontal (checked) or vertical (unchecked) is selected
@s 137>Causes the Fireworks win display to always be used
@s 138>Causes the Quilt win display to always be used
@s 139>Causes the Weave win display to always be used
@s 140>Causes the Bounce win display to always be used
@s 141>Causes a random choice from the Fireworks, Quilt, Weave, and Bounce win displays to be used for each puzzle
@s 142>Disables the win display (if "Win delay" is non-zero, you'll still see the rainbow toolbar flashing)
@s 143>Controls how long the toolbar flashes rainbow colors before the win display starts
@s 144>Controls how fast the win displays run (animate)
@s 145>Specifies the "field separation" character for the entries written to the .csv log file
@s 146>Limits the maximum size of the KNOWN images; the CURRENT image size is shown in ()'s
@s 147>Causes any changes made in the dialog to be copied into all of the other MOODS for this player
@s 148>Causes any mouse movement on ANY of the message bar to trigger the display of the Quick Help
@s 149>Causes only mouse movement on the right-most end of the message bar to trigger the display of the Quick Help
@s 150>Causes only mouse movement on the left-most end of the message bar to trigger the display of the Quick Help
@s 151>Disables any mouse movement from triggering the display of the Quick Help (only a key will do it)
@s 152>Specifies the extent (percentage) of fading of the puzzle when a clue is selected
@s 153>Specifies the extent (percentage) of fading of the clue bins when a clue is selected
@s 154>Causes the game to use rows of images in the specified order 
@s 155>Specifies the vertical order of the image rows to be used when "Rows order" is selected
@s 156>Specifies how many 1/10ths of a second the clue overlays disappear when "hide clue overlays" key is pressed
@s 157>Controls the ON time (in 1/10ths of a second) when "Blink clue overlays" is enabled
@s 158>Controls the OFF time (in 1/10ths of a second) when "Blink clue overlays" is enabled
@s 159>Specifies the added amount of space on the left & right sides of the puzzle cells
@s 160>Specifies the added amount of space on the top & bottom sides of the puzzle cells
@s 161>Specifies the added amount of space between the columns of puzzle cells
@s 162>Specifies the added amount of space between the puzzle area and the clue bins
@s 163>Specifies the added amount of space between clue bins
@s 164>Specifies the added amount of space around clue slots within the clue bins
@s 165>Specifies the added amount of space above and to the left of the puzzle board
@s 166>Causes irrelevant puzzle cells and other clues to be FADED when a clue is selected
@s 167>During FIND operations, clear any current clue BOOKMARKs and auto-set BOOKMARKs on clues that are found
@s 168>Spacing of display elements - For real-time visual adjustments, in the game press

@b>

@b 4> ===== DLG =====
@/--- ABOUT information
@s 1	>Build date: %d-%d-%d
@s 2	>Revision %d.%d
@s 3	>Build #: %d
@s 4	>Contact:
@s 5	>Screen: %dx%d (%dx%d)
@s 6	>Window: %dx%d
@s 7	>UI: %d-%d
@s 8	>KINT: %d.%d.%d
@s 9	>Copy to clipboard
@s 10	>
@s 11	>
@s 12	>
@s 13	>

@/-- Interface
@s 14	>Auto size: %d
@/NOTE: 15 ('A') is for the 'Auto-size' button in the INTERFACE dialog
@s 15	>A
@s 16	>UI size:
@s 17	>Interface graphics:
@s 18	>graphics by

@/-- Change player
@s 19	>Select a player:
@s 20	>Select player

@/-- Add player
@s 21	>New player name:
@s 22	>Use default mood settings
@s 23	>Copy current mood from current player
@s 24	>Copy all moods from current player
@s 25	>Mood name:
@s 26	>Add player
@s 27	>Your secret identity goes here
@s 28	>Oops. Did you forget your name?
@s 29	>Sorry, that's already a player name.

@/-- Rename player
@s 30	>New player name:
@s 31	>Rename player

@/-- Delete player
@s 32	>Confirm: delete current player?

@/-- Change mood
@s 33	>Select a mood:
@s 34	>Select mood
@s 35	>Load this mood at the start of every puzzle

@/-- Add mood
@s 36	>New mood name:
@s 37	>Copy current mood settings
@s 38	>Add mood
@s 39	>YourMoodName
@s 40	>Oops. All moods must be named.
@s 41	>Sorry, you can't duplicate your mood names.

@/-- Rename mood
@s 42	>New mood name:
@s 43	>Rename mood
@/-- Delete mood
@s 44	>Confirm: delete current mood?

@/-- Music
@s 45	>Available MIDI files:
@s 46	>Play BACKGROUND music
@s 47	>Play WIN music
@s 48	>Add one >>>
@s 49	>Add ALL >>>
@s 50	><<< Remove one
@s 51	><<< Remove ALL
@s 52	>Test play
@s 53	>Stop play
@s 54	>Add one >>>
@s 55	>Add ALL >>>
@s 56	><<< Remove one
@s 57	><<< Remove ALL
@s 58	>Play music in random order

@/-- Game Graphics
@/NOTE: Game Graphics uses the "graphics by" string from INTERFACE GRAPHICS
@s 59	>Game graphics:
@s 60	>unused

@/-- Language
@s 61	>Non-Help text language:
@s 62	>Help text language:
@s 63	>unused

@/-- Help
@s 64	>Hide
@s 65	>Export
@s 66	>Contents
@s 67	>Back
@s 68	>Prev page
@s 69	>Next page
@s 70	>table of contents
@s 71	>NOTE: See the in-game help for the actual path on your computer.
@s 72	>unused
@s 73	>unused
@s 74	>unused
@s 75	>unused
@s 76	>unused
@s 77	>unused
@s 78	>unused
@s 79	>unused

@/-- Color Picker
@s 80	>Hue
@s 81	>Saturation
@s 82	>Lightness
@s 83	>DEC
@s 84	>HEX
@s 85	>Sample
@s 86	>unused
@s 87	>unused
@s 88	>unused
@s 89	>unused

@/-- Help EXPORT dialog
@s 90	>Export HTML
@s 91	> Colors 
@s 92	>Background
@s 93	>Text
@s 94	>Header game title
@s 95	>Section title
@s 96	>Section sub-title
@s 97	>Contents background
@s 98	>Contents text
@s 99	>Contents link
@s 100	>Header/footer background
@s 101	>Header/footer text
@s 102	>Header/footer frame
@s 103	>unused
@s 104	>unused
@s 105	>unused
@s 106	>unused
@s 107	>unused
@s 108	>unused
@s 109	>All things must come to an end
@s 110	> Fonts 
@s 111	>sans-serif
@s 112	>serif
@s 113	>default
@/-- NOTE NOTE NOTE: the following font names must NOT be translated or changed. They're used for HTML output AS-IS!
@s 114	>Arial
@s 115	>Verdana
@s 116	>Helvetica
@s 117	>Tahoma
@s 118	>Times New Roman
@s 119	>Georgia
@s 120	>Garamond
@s 121	>Normal text font
@s 122	>Help title font
@s 123	>Section title font
@s 124	>Section sub-title font
@s 125	>Spacing above rule line in 1/10th 'em's
@s 126	>Spacing below rule line in 1/10th 'em's
@s 127	>Rule line before section headings
@s 128	>Rule line after section headings
@s 129	>Link to Contents at end of each section
@s 130	>Width of help output in 'em's (0=fullwidth)
@s 131	>Width of help left margin in 'em's (0=none extra)
@s 132	>Width of contents bar in 'em's (0=no bar)
@s 133	>Spacing of contents bar items in 1/10th 'em's
@s 134	>Help exported to file:\n%s%s
@s 135	>Help
@s 136	>Save changes
@s 137	>"Export HTML," "Save changes," and "Help" all save your changes first and then
@s 138	>close the Export dialog. "Cancel" closes the dialog without saving changes.
@s 139	>unused

@/-- SCORE dialog
@s 140	>Place
@s 141	>Puzzle
@s 142	>Time
@s 143	>Clicks
@s 144	>Hints
@s 145	>Notify
@s 146	>Score
@s 147	>Handi
@s 148	>Autos
@s 149	>Sort
@s 150	>Clear
@s 151	>Import
@s 152	>
@s 153	>
@s 154	>Size %s

@/-- misc dialog
@s 155	>Unsolve
@s 156	>CONFIRM: Unsolve ALL puzzles for size %s
@s 157	>
@s 158	>
@s 159	>
@s 160	>Adjust spacing
@s 161	>+
@s 162	>–
@s 163	>
@s 164	>
@/-- AddPlayer, RenamePlayer, SelectPlayer (player-wide options)
@s 165	>Hide puzzle area KNOW & REMOVE POSSIBILITY button-mapping messages
@s 166	>Hide clue area CLUE EXPLANATION messages
@s 167	>
@s 168	>
@s 169	>

@/-- CLUE SLOTS DIALOG
@s 170	>Clue bins configuration for this size
@s 171	>r*c:  %d (%d) 32
@s 172	>r*c:  %d (%d) 48
@s 173	>VC rows: %d
@s 174	>VC cols: %d
@s 175	>HC rows: %d
@s 176	>HC cols: %d
@/-- 'window' is for 184-199 to refer to the program's display window (left, center, right). Don't make it too long, abbreviate if necessary
@s 177	>window
@s 178	>Clue image size: %d
@s 179	>Layout (%d)
@s 180	>
@/-- NOTE: string 181 *MUST* be 3 unique characters that represent the PUZZLE, HORIZONTAL, and VERTICAL CLUES (in THAT order) for 'diagramming' in the CLUE BINS CONFIGURATION dialog
@s 181	>PHV
@s 182	>Reset
@/-- The following message is when there are clues located beyond the minimum number of clue slots, so they must be moved up into 'safe' territory before starting the CLUE BINS CONFIGURATION dialog
@s 183	>Clues must be compressed. Continue?
@/-- NOTE: In strings 184-199, the first %s is filled with P, H, or V from string 180.
@/-- The second %s is filled with "window" from string 177 for 184-186 and 192-194, otherwise P, H, or V.
@s 184	>%s to %s left (%d)
@s 185	>%s to %s center (%d)
@s 186	>%s to %s right (%d)
@s 187	>%s right to %s left (%d)
@s 188	>%s left to %s left (%d)
@s 189	>%s center to %s center (%d)
@s 190	>%s right to %s right (%d)
@s 191	>%s left to %s right (%d)

@s 192	>%s to %s top (%d)
@s 193	>%s to %s middle (%d)
@s 194	>%s to %s bottom (%d)
@s 195	>%s bottom to %s top (%d)
@s 196	>%s top to %s top (%d)
@s 197	>%s middle to %s middle (%d)
@s 198	>%s bottom to %s bottom (%d)
@s 199	>%s top to %s bottom (%d)

@s 200	>Copy
@s 201	>Paste

@b>

@b 5> ===== Mouse button mapping =====
@s 1	> Button 
@s 2	> PUZZLE cell action 
@s 3	> CLUES action 
@s 4	>Left
@s 5	>Middle
@s 6	>Right
@s 7	>Back
@s 8	>Fwd
@s 9	>Shift-Left
@s 10	>Shift-Middle
@s 11	>Shift-Right
@s 12	>Shift-Back
@s 13	>Shift-Fwd
@s 14	>\c-Left
@s 15	>\c-Middle
@s 16	>\c-Right
@s 17	>\c-Back
@s 18	>\c-Fwd
@s 19	>Shift-\c-Left
@s 20	>Shift-\c-Middle
@s 21	>Shift-\c-Right
@s 22	>Shift-\c-Back
@s 23	>Shift-\c-Fwd
@s 24	>
@s 25	>No action
@s 26	>Make known or find image
@s 27	>Remove closest possibility
@s 28	>Remove or restore exact possibility
@s 29	>Find all clue images
@s 30	>
@s 31	>
@s 32	>
@s 33	>
@s 34	>
@s 35	>
@s 36	>Find known images
@s 37	>De-select clue
@s 38	>Swap Other Clues
@s 39	>
@s 40	>Sort clues
@s 41	>Check if puzzle is correct
@s 42	>Hint
@s 43	>Small hint
@s 44	>Undo
@s 45	>Redo
@s 46	>NEXT mood
@s 47	>PREVIOUS mood
@s 48	>Compress clues
@s 49	>
@s 50	>Select or move empty slot
@s 51	>Select or move clue, find image
@s 52	>Remove clue
@s 53	>Auto-complete clue, find image
@s 54	>Bookmark toggle (pointed at)
@s 55	>Find image
@s 56	>Swap images on some clue types
@s 57	>Bookmarks clear
@s 58	>Bookmark next
@s 59	>Bookmark previous
@s 60	>Bookmark toggle (selected clue)
@s 61	>Adjust SPACING dialog
@s 62	>Select MOOD dialog
@s 63	>Select PLAYER dialog
@s 64	>Key mapping dialog
@s 65	>Mouse mapping dialog
@s 66	>New puzzle dialog
@s 67	>Options dialog
@s 68	>Scores dialog
@s 69	>NEXT player
@s 70	>PREVIOUS player
@s 71	>Exit game
@s 72	>Help
@s 73	>Graphics dialog
@s 74	>Language dialog
@s 75	>Interface dialog
@s 76	>Music dialog
@s 77	>Help (User button configuration)
@s 78	>WHAT-IF toggle
@s 79	>WHAT-IF keep
@s 80	>WHAT-IF fail
@s 81	>WHAT-IF next
@s 82	>Clue bins configuration dialog
@s 83	>LAYOUT toggle
@s 84	>
@s 85	>PUZZLE cell action
@s 86	>PUZZLE non-cell action
@s 87	>CLUES action
@s 88	>CLUES non-clue action
@s 89	>ELSEWHERE actions 
@s 90	>CONFIRM: Reset button mappings to DEFAULT values?
@s 91	>Reverse wheel movement
@s 92	>Mouse wheel selects clues
@s 93	>Wheel requires SHIFT
@s 94	>Mirror these changes in ALL moods for this player
@s 95	>Export
@s 96	>Your mouse mappings were exported to:
@s 97	> PUZZLE non-cell actions 
@s 98	> CLUES non-clue action 
@/ -- The following are used for EXPORT of mouse button mappings.
@/ -- NO STRING MAY BE LONGER THAN 12 CHARACTERS!!! Be creative with abbreviations. :-)
@/ -- 'S' stands for SHIFT, 'C' stands for CTL/CMD. Pick letters that are unique and make sense.
@/ -- 94 is the 'header' for the first column of Custom Toolbar Buttons.
@/ -- Then, the key/button combos, the first 5 of which serve duty for both normal mouse button mapping AND Custom Toolbar Button mapping.
@s 99	>UserButton
@s 100	>    LEFT
@s 101	>    MIDDLE
@s 102	>    RIGHT
@s 103	>    BACK
@s 104	>    FWD
@s 105	>S---LEFT
@s 106	>S---MIDDLE
@s 107	>S---RIGHT
@s 108	>S---BACK
@s 109	>S---FWD
@s 110	>  C-LEFT
@s 111	>  C-MIDDLE
@s 112	>  C-RIGHT
@s 113	>  C-BACK
@s 114	>  C-FWD
@s 115	>S-C-LEFT
@s 116	>S-C-MIDDLE
@s 117	>S-C-RIGHT
@s 118	>S-C-BACK
@s 119	>S-C-FWD

@/ -- Second, the functions (remember, you can explain these in the HELP.
@/ -- Each string MUST be no more than 12 characters long.
@/ -- NA stands for No Action, and those entries should be trailing-filled with underscores.
@s 120	>NA__________
@s 121	>KnowFind
@s 122	>RemClosest
@s 123	>RemRestore
@s 124	>FindAllClues
@s 125	>
@s 126	>
@s 127	>
@s 128	>
@s 129	>
@s 130	>
@s 131	>FindKnowns
@s 132	>DeSelectClue
@s 133	>OtherClues
@s 134	>
@s 135	>SortClues
@s 136	>CheckRight
@s 137	>Hint
@s 138	>SmallHint
@s 139	>Undo
@s 140	>Redo
@s 141	>NextMood
@s 142	>PrevMood
@s 143	>CompressClue
@s 144	>
@s 145	>DeSel/Move
@s 146	>SelMoveFind
@s 147	>RemReorder
@s 148	>CompleteFind
@s 149	>BookmarkClue
@s 150	>FindImage
@s 151	>SwapImages
@s 152	>BookmarkCler
@s 153	>BookmarkNext
@s 154	>BookmarkPrev
@s 155	>BookmarkSel
@s 156	>DlgSpacing
@s 157	>DlgMood
@s 158	>DlgPlayer
@s 159	>DlgKeymap
@s 160	>DlgMouseMap
@s 161	>DlgNewPuzzle
@s 162	>DlgOptions
@s 163	>DlgScores
@s 164	>NextPlayer
@s 165	>PrevPlayer
@s 166	>Exit
@s 167	>Help
@s 168	>DlgGraphics
@s 169	>DlgLanguage
@s 170	>DlgInterface
@s 171	>DlgMusic
@s 172	>UserHelp
@s 173	>WItoggle
@s 174	>WIkeep
@s 175	>WIfail
@s 176	>WInext
@s 177	>
@s 178	>
@s 179	>

@/ -- headings for EXPORT columns, width MUST be no more than 12 chars each.
@/ -- remember, abbreviation is your friend, you can always explain them in the HELP!
@s 180	>KeysButton
@s 181	>PuzzleCell
@s 182	>PuzzNonCell
@s 183	>Clues
@s 184	>CluesNonClue
@s 185	>Elsewhere

@/ -- The next four lines are used together on the MOUSE MAPPING dialog. You may rewrap as needed to fit.
@s 186	>Hold DOWN the RIGHT mouse button on any
@s 187	>ACTION. You'll see GREEN radio-buttons for
@s 188	>the mouse BUTTONs to which that function is
@s 189	>mapped, if any, in that area.
@s 190	>
@s 191	>

@/ -- These four are the labels for the customizable toolbar buttons in the Mouse Mapping dialog AND the EXPORT file
@/ -- Because these are used in the columnar EXPORT file, these strings MUST NOT be longer than 12 chars.
@s 192	>User 1
@s 193	>User 2
@s 194	>User 3
@s 195	>User 4
@s 196	>User 5
@/ -- These are VERY short abbreviations for LEFT, MIDDLE, RIGHT, BACK, FORWARD
@/ -- for use in the CUSTOM TOOLBAR BUTTONs function mapping
@s 197	>Left
@s 198	>Middle
@s 199	>Right
@s 200	>Back
@s 201	>Fwd

@s 202	>Copy
@s 203	>Paste
@s 204	>Clear

@s 205	>Background
@s 206	>Label
@s 207	>Text size
@s 208	>None
@s 209	>Normal
@s 210	>Bold
@s 211	>Italic
@s 212	>Bold+italic

@s 213	>Make chosen possibility a What-If KNOWN image
@s 214	>

@/ -- The next five are the default toolbar User Button strings (leave them alone except for the strings after the \@ characters
@/ -- To test these, while the game is NOT running:
@/ --	either, 1) delete (maybe make a backup copy if you care) your SH.INI file from your DATA folder, then run the game
@/ --	    or, 2) run the game, bring up the MENU dialog, go to the ADD PLAYER dialog, and add a new player with "Use default mood settings" selected
@/ --	    or, 3) run the game, bring up the MENU dialog, go to the ADD MOOD dialog, and add the new mood with "Use default mood settings" selected
@/ --		or, 4) in the Mouse Mapping dialog, click the RESET button (which will wipe out ALL of your mouse mapping settings!)
@/ -- then when you start up the game and setup your player, these 5 strings should initialize the User buttons to these values.
@/ -- OR... if you PLAYER ADD, but do NOT "copy the current player settings", use DEFAULT instead.
@/ -- The format is LL#MM#RR#BB#FF#bbllcs\@text_label\@message_bar_tool_tip
@/ -- where:
@/ --	LL, MM, RR, BB, FF are 2 hex digits each, which are the FUNCTION numbers for the Left, Middle, Right, Back, Fwd mouse buttons. These values are the literal value associated with the list of ELSEWHERE function numbers (MM_whatever in GAME.H)
@/ --	bb is 2 hex digits for the background button image
@/ --	ll is 2 hex digits for the label/overlay selection
@/ --	c is 1 hex digit for the Text Color selection (0-4)
@/ --	s is 1 hex digit for the text label SIZE selection (0-8)
@/ --	text_label is the text label on the button if ll is between 1 and 4
@/ --	message_bar_tool_tip is the text string displayed in the message bar when the mouse cursor is on the User button
@/ --	the # characters are just convenient spacers for ease of grabbing/converting the hex numbers
@s 215	>
@s 216	>34#00#00#00#00#121504\@EditMe!\@LEFT: Edit this button to put your favorite function here!
@s 217	>
@s 218	>2A#24#28#00#00#000704\@Settings\@LEFT: Options  MIDDLE: Spacing  RIGHT: Mouse
@s 219	>2E#00#00#00#00#090204\@Exit\@Quit the game, already!!!

@s 220	> Label color 
@s 221	>Default
@s 222	>Black
@s 223	>Dark gray
@s 224	>Light gray
@s 225	>White

@s 226	>Colorize background with custom color

@b>

@c>
NOTE TO TRANSLATORS!!!!!!!!!!!!!!!!
String 8 below has the KEYCODE names and code-values for the keys on the keyboard that
the game supports for mapping functions onto keys. It's a simple series of pairs:
the key NAME followed by it's 2 hex digit keycode. Each pair is followed by another pair
until the full list is included. The key NAMES may not contain a space, CR or LF, but
otherwise (I think) most chars are "fair game." The NAMES are what show in the "Keys"
list box in the Player-KeyMappings... dialog.

If your localized keyboard doesn't have some of the keys on a US keyboard, you can delete
that key's NAME/CODE pair from this list.

If your localized keyboard has some keys that are not on a US keyboard, you can add them
to this list as a NAME/CODE pair.

Just remember that the SPACE character is the delimeter between names and codes.

Also, as an aid in making sure you have the keycode correct, if you run the game, bring
up the KeyMappings dialog, hold down the CTL key and RIGHT-click on the HELP
button, a small dialog will appear with an OK button and an edit field. You're not
intended to EDIT that field, but rather, at this point, you can press keys on your
keyboard, and as long as they're recognized by the game (and not the operating system,
or maybe both), the CODE (as a 2-digit hex value) will be displayed in the edit field.
NOTE: it's possible that some keys on some keyboards will generate a SERIES of codes
for a single key press. That is NOT supported by the game, ONLY keys that generate a
single code are supported. If two keycodes are seen more closely together than 1/4 second,
the field will display "--" instead of the keycode(s). If you see this, try again, being
very careful to press only ONE key and only ONCE. If you still get "--", you can't use
that key for mapping in the game. (You can fake this, to see what I mean, by pressing
two keys at the same time, thus causing two keycodes to show up within a 1/4 second.)

The ENTER key cannot be used to exit this diagnostic dialog, you must click on the OK
button with the mouse to terminate it.

Once you have your list of key codes that are different/unique from a U.S. keyboard, then
you can edit string 8 below, adding those with whatever name you choose to use for them,
and they will then show up in the Keys list the next time you run the game. Once you edit
this line in your translation, then that will be the list of keys that show up for anyone
using/selecting your language file, which may or may not match their physical keyboard. Oh, well.

Strings 20-up are the function names that show up in the FUNCTIONS list box in the key mappings dialog.
String 2 gets replaced with CTL (Windows) or CMD (Mac OS), so there's no need to translate it.

@c>
@b 6> ===== Key mapping =====
@s 1	>Shift
@s 2	>\c
@s 3	>Key mappings
@s 4	>Keys
@s 5	>Functions
@s 6	>Add
@s 7	>Delete

@/ -- string 8 contains all the key names and codes, which MAY change in future as computers change, or on other operating systems
@s 8	>Backspace 08 Tab 09 Enter 0D Esc 1B Space 20 PageUp 21 PageDown 22 End 23 Home 24 LeftCursor 25 UpCursor 26 RightCursor 27 DownCursor 28 Ins 2D Del 2E 0 30 1 31 2 32 3 33 4 34 5 35 6 36 7 37 8 38 9 39 A 41 B 42 C 43 D 44 E 45 F 46 G 47 H 48 I 49 J 4A K 4B L 4C M 4D N 4E O 4F P 50 Q 51 R 52 S 53 T 54 U 55 V 56 W 57 X 58 Y 59 Z 5A NumPad0 60 NumPad1 61 NumPad2 62 NumPad3 63 NumPad4 64 NumPad5 65 NumPad6 66 NumPad7 67 NumPad8 68 NumPad9 69 NumPad* 6A NumPad+ 6B NumPad- 6D NumPad/ 6F F1 70 F2 71 F3 72 F4 73 F5 74 F6 75 F7 76 F8 77 F9 78 F10 79 F11 7A F12 7B ; BA =+ BB , BC - BD . BE / BF ~ C0 \\ DC [ DB ] DD

@s 9	>Help
@s 10	>Reset
@s 11	>CONFIRM: reset ALL key assignments to defaults?
@s 12	>A mapping for that key already exists.\nCONFIRM: overwrite previous mapping?
@s 13	>Export
@s 14	>Duplicate all key functions on new key
@s 15	>This would overwrite mappings on the target key\nCONFIRM: proceed?
@s 16	>Move all key functions to new key
@s 17	>Your key mappings were exported to:
@s 18	>Move
@s 19	>Duplicate

@/ -- START OF KEY MAPPING FUNCTIONS - NOTE: These MUST be in the same order as the KF_ defines in player.h!

@s 20	>Open dialog KEY MAPPING
@s 21	>Open dialog OPTIONS
@s 22	>Open dialog CHANGE MOOD
@s 23	>Puzzle number NEXT
@s 24	>Puzzle number PREVIOUS
@s 25	>Mood NEXT
@s 26	>Mood PREVIOUS
@s 27	>Pause toggle
@s 28	>Open/close MENU
@s 29	>Puzzle number NEXT unsolved
@s 30	>Puzzle number FIRST unsolved
@s 31	>Undo
@s 32	>Redo
@s 33	>Restart
@s 34	>Save game
@s 35	>Open dialog CHANGE PLAYER
@s 36	>Player NEXT
@s 37	>Player PREVIOUS
@s 38	>Hint
@s 39	>Exit game
@s 40	>Toggle Other Clues
@s 41	>Check puzzle correctness
@s 42	>Hint (SMALL)
@s 43	>Clue SORT
@s 44	>Quick Help show/hide
@s 45	>Clue PREVIOUS
@s 46	>Clue NEXT
@s 47	>Clue DE-SELECT
@s 48	>Open dialog SCORES
@s 49	>Open dialog NEW PUZZLE
@s 50	>Open dialog ADJUST SPACING
@s 51	>Clue one-time OVERLAY BLINK
@s 52	>Bookmark PREVIOUS
@s 53	>Bookmark NEXT
@s 54	>Bookmark CLEAR
@s 55	>Clue SELECT FIRST
@s 56	>Bookmark TOGGLE
@s 57	>Clue COMPRESS
@s 58	>WHAT-IF enter/exit
@s 59	>WHAT-IF keep
@s 60	>WHAT-IF fail
@s 61	>WHAT-IF next
@s 62	>Open dialog CLUE BINS
@s 63	>Layout toggle
@b>

@b 7> ===== Button Bar =====
@s 1	>Toggle menu/settings dialog

@s 2	>Puzzle width 3
@s 3	>Puzzle width 4
@s 4	>Puzzle width 5
@s 5	>Puzzle width 6
@s 6	>Puzzle width 7
@s 7	>Puzzle width 8

@s 8	>Puzzle height 3
@s 9	>Puzzle height 4
@s 10	>Puzzle height 5
@s 11	>Puzzle height 6
@s 12	>Puzzle height 7
@s 13	>Puzzle height 8

@s 14	>Puzzle type A (NO What-If deductions required)
@s 15	>Puzzle type B (SOMETIMES What-If deductions required)
@s 16	>LEFT: Enter & exit What-If mode  RIGHT: Fail What-If  SHIFT-LEFT: Keep What-If  SHIFT-RIGHT: Next What-IF
@s 17	>
@s 18	>
@s 19	>

@s 20	>Go to the PREVIOUS puzzle
@s 21	>Go to the NEXT puzzle
@s 22	>Click to edit, then ENTER to go to that puzzle#
@s 23	>Restart the current puzzle
@s 24	>Save the state of the current puzzle
@s 25	>Undo the last operation
@s 26	>Redo the previously Undone operation
@s 27	>Pause the game timer
@s 28	>C: %d
@s 29	>Ask for a hint
@s 30	>H: %d
@s 31	>N: %d
@s 32	>Swap visible clues with clues in the "Other Clues" bin
@s 33	>WI: %d(%d)
@b>

@b 8> ===== HINTS =====
@s 1	>Oops! I wouldn't do that if I were you (and thankfully I'm NOT you!)
@s 2	>So sorry, that clue is still useful
@s 3	>Unable to completely auto-complete this clue at this time
@s 4	>
@s 5	>%1 and %2 are in columns next to each other (%1 and %2 may be reversed)
@s 6	>%1 and %2 are NOT in columns next to each other
@s 7	>%1 is in a column somewhere to the left of the column containing %3
@s 8	>%1 and %2 are in the SAME column
@s 9	>%1 and %2 and %3 are all in the SAME column
@s 10	>%1 and %2 are NOT in the same column
@s 11	>%2 and %3 are in the SAME column, but %1 is in a different column
@s 12	>%1 and %3 are in the SAME column, but %2 is in a different column
@s 13	>%1 and %2 are in the SAME column, but %3 is in a different column
@s 14	>%1 is in the same column as EITHER %2 OR %3, but NOT both (shift-LEFT moves overlay)
@s 15	>%1 and %2 and %3 are in three adjacent columns with %2 in the middle (%1 and %3 may be reversed)
@s 16	>%1 and %3 have one column between them, and %2 is NOT in that middle column
@s 17	>
@s 18	>
@s 19	>
@s 20	>
@s 21	>
@s 22	>This WHAT-IF has reached a dead-end. Sigh.
@s 23	>You MAY need to use WHAT-IF to find another deduction
@s 24	>Your WHAT-IF is in an invalid state!
@s 25	>Serious problem: no deduction found!  Check 'Other Clues'

@s 26	>This clue might be useful
@s 27	>These cells are worth a visit
@s 28	>%1 is left of %2, so %1 is not here
@s 29	>%1 is left of %2, so %2 is not here
@s 30	>%2 is between %1 and %3, so %2 is not here
@s 31	>%1 and %2 are known, so %3 is here
@s 32	>%2 is 2 columns away from %1, so %2 is here
@s 33	>%2 is 2 columns away from %1, so %2 is not here
@s 34	>%1 is 2 columns away from %3 and %2 is not between them, so %1 is not here
@s 35	>%2 is between %1 and %3, so %3 is not here
@s 36	>%1 is next to %2, so %1 is here
@s 37	>%1 is next to %2, so %1 is not here
@s 38	>%1 is in the same column as %2, so %1 is here
@s 39	>%1 is in the same column as %2, so %1 is not here
@s 40	>%1 is the last possibility at this location
@s 41	>This is the last possible location for %1
@s 42	>%1 is not in the same column as %2, so %1 is not here
@s 43	>%1 is in the same column as %2 or %3, so %2 is here
@s 44	>%1 is in the same column as %2 or %3, so %3 is here
@s 45	>%1 is in the same column as %2 or %3, so %1 is not here
@s 46	>%1 is not next to %2, so %1 is not here
@s 47	>The last two %1 images are two apart, so %2 is not between them
@s 48	>%1 is two columns from %3 and %2 is not between them, so %1 is here
@s 49	>%2 is not between %1 and %3, so %2 is not here
@s 50	>This image is wrong
@s 51	>The correct possibility is missing from here
@s 52	>%1 and %2 are the only possibilities in 2 other columns, so they can't be here
@s 53	>There are clues in the Other Clues bin that are still useful (LEFT-click to restore them, RIGHT-click to abort)
@s 54	>WHAT-IF logic shows that %1 can NOT be here
@s 55	>The puzzle is in an invalid state according to this clue
@s 56	>The puzzle is in an invalid state because all possibilities are missing here
@s 57	>Between the puzzle and the clues, something is invalid in your WHAT-IF

@b>
