Simplified Chinese for the in-game menu? #2157

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opened 2026-11-11 05:15:08 +00:00 by EverChangAn · 1 comment
EverChangAn commented 2026-11-11 05:15:08 +00:00 (Migrated from github.com)

The idea

I've translated the Insert/F1 menu into Simplified Chinese on my own build
(items, tooltips, Debug page, control bindings — 413 strings). Screenshot attached.

Before doing it properly I'd like to ask:

  • Would you accept a source-level change for this, or is English-only intended?
  • If yes, which shape do you prefer: a string table keyed by row id, or a
    separate header per language?
  • For the glyphs: ImGui 1.92 loads glyphs on demand, so a subset CJK font in
    third_party/fonts (SIL OFL, like Libertinus) should be enough. Any objection?

Happy to do the work and keep it English-by-default.

The menu is drawn with Dear ImGui 1.92, which rasterizes glyphs on demand (ImFontBaked_BuildLoadGlyph), so no GlyphRanges work is needed — a source font with CJK coverage is enough. All menu text lives as literals in gpu/vk/vk_menu.cpp: the Row rows[] table (71 entries, name + help) and the MENU_HINTS tables. I've gone through them row by row and have 413 strings ready — all four tabs, the Debug page with its 12 tools, the item list, the teleport list and the control bindings.

248a42eb29f4f56afda5ee7035780d06 4c32d3cf8f93b552b4f562e934b63b57

Anything else

No response

### The idea I've translated the Insert/F1 menu into Simplified Chinese on my own build (items, tooltips, Debug page, control bindings — 413 strings). Screenshot attached. Before doing it properly I'd like to ask: - Would you accept a source-level change for this, or is English-only intended? - If yes, which shape do you prefer: a string table keyed by row id, or a separate header per language? - For the glyphs: ImGui 1.92 loads glyphs on demand, so a subset CJK font in third_party/fonts (SIL OFL, like Libertinus) should be enough. Any objection? Happy to do the work and keep it English-by-default. The menu is drawn with Dear ImGui 1.92, which rasterizes glyphs on demand (ImFontBaked_BuildLoadGlyph), so no GlyphRanges work is needed — a source font with CJK coverage is enough. All menu text lives as literals in gpu/vk/vk_menu.cpp: the Row rows[] table (71 entries, name + help) and the MENU_HINTS tables. I've gone through them row by row and have 413 strings ready — all four tabs, the Debug page with its 12 tools, the item list, the teleport list and the control bindings. <img width="1924" height="1127" alt="248a42eb29f4f56afda5ee7035780d06" src="https://github.com/user-attachments/assets/d978f7cf-cf64-4e84-913d-ca5dc920e8ce" /> <img width="1924" height="1127" alt="4c32d3cf8f93b552b4f562e934b63b57" src="https://github.com/user-attachments/assets/d9777541-53aa-489d-a69a-71b3a2586154" /> ### Anything else _No response_
NotRexed commented 2026-11-11 21:25:39 +00:00 (Migrated from github.com)

Thanks for the report. Reports of the same problem are now collected in #1007, which lists this one with your details and links back here, so one fix closes them together and the open list stays readable. Follow #1007 for the fix, and add new details there (or here). If this turns out to be a separate problem it will be reopened.

Thanks for the report. Reports of the same problem are now collected in #1007, which lists this one with your details and links back here, so one fix closes them together and the open list stays readable. Follow #1007 for the fix, and add new details there (or here). If this turns out to be a separate problem it will be reopened.
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MagicBeanDev/Hookshot#2157
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