Thanks for getting back to me swiftly on UI collaboration; I think between my variants and yours we might have a full effective slate of buttons for all five "Climax" games, allotted draw distances permitting.
Did you have trouble with long names?
The longest one I encountered was "Director" and that fit without a problem, I think I can even squeeze in two chars more.
My most prominent non-voiced interlocutor is best identified as "Interrogator", which goes about 1.5 characters past the allotted tagtext margin space. A preliminary tag pass on later scenes (I'm about 75% done with Scene 2) turns up minor characters presently dubbed "Syndicate Man A/B", which go another three characters long.
"win/ full of main# variations" -> I don't know what you mean.
win/ is the directory containing the drawn dialogue box plus the 6 lit/unlit variations of the scene navigation buttons at bottom. The box itself comes in 8 variants named main0 through main100 corresponding to the user-selected opacity. In short, I have to make not one, but eight text boxes with extended tag text display zones.
Do you know how to translate the "close" window which opens when you hit the "X"-button from the window itself?
Couldn't find it at all and it really bothers me, it's the only window left in japanese...
Hit this last wall with 00.txt myself, sadly. Not my highest priority since the in-engine UI is all edited or accounted for, but might be worth a dig into system.lua to see if it's decided as a default there. Don't forget to synchronize its localization with the one edited into 00.txt.