#define STAGEBONUS_TITLE_PREFIX "rs`fd@" // The fullwidth stage number is directly inserted into the single static copy // of this string. #define stagebonus_title STAGEBONUS_TITLE_PREFIX "@@@bnlokdsd" struct stagebonus_title_t { ShiftJISKanji prefix[(sizeof(STAGEBONUS_TITLE_PREFIX) - 1) / 2]; ShiftJISKanji stage[2]; ShiftJISKanji suffix[]; }; // ZUN bloat: Same here for all rendered fullwidth numbers. This constant seems // to do us a favor by pre-filling the constant ones digit and the trailing // space, but the game overwrites it anyway, making it entirely pointless. #define stagebonus_digit_buf "@@@@O@" #define STAGEBONUS_SUBTITLE "@@anmtr" #define STAGEBONUS_TIME " @s@" #define STAGEBONUS_CARDCOMBO_MAX "b" #define STAGEBONUS_RESOURCES "ao" #define STAGEBONUS_STAGE_NUMBER "@@rs`fd" #define STAGEBONUS_TOTAL "anmtr@o" #define STAGEBONUS_HIT_KEY "g@y@j" static const pixel_t STAGEBONUS_TITLE_W = shiftjis_w(stagebonus_title); // TRANSLATORS: Replace with your longest string. static const pixel_t STAGEBONUS_LABEL_W = shiftjis_w(STAGEBONUS_TOTAL); static const pixel_t STAGEBONUS_METRIC_ROW_W = ( STAGEBONUS_LABEL_W + GLYPH_FULL_W + shiftjis_w(stagebonus_digit_buf) ); static const pixel_t STAGEBONUS_W = ( (STAGEBONUS_TITLE_W > STAGEBONUS_METRIC_ROW_W) ? STAGEBONUS_TITLE_W : STAGEBONUS_METRIC_ROW_W );