Check it out. Buttons with images in them. And the image in the button at the bottom of the main menu is dynamic, changes according to localization settings. Font and text are dynamic too, based on localization. All without duplicating any menus.
The “Select Language” window gets populated from this section of a localization file:
ButtonBarLabels_Localized[0]="<img src=\"UnitedStates64\" width=\"32\" height=\"17\" /><font size=\"24\" face=\"$RegularRUS\"> English US</font>"
ButtonBarLabels_Localized[1]="<img src=\"Japan64\" width=\"32\" height=\"22\" /><font size=\"24\" face=\"$RegularJPN\"> 日本語</font>"
ButtonBarLabels_Localized[2]="<img src=\"China64\" width=\"32\" height=\"22\" /><font size=\"24\" face=\"$RegularCHN\"> 中文</font>"
ButtonBarLabels_Localized[3]="<img src=\"Spain64\" width=\"32\" height=\"22\" /><font size=\"24\" face=\"$RegularRUS\"> Español</font>"
ButtonBarLabels_Localized[4]="<img src=\"Brazil64\" width=\"32\" height=\"22\" /><font size=\"24\" face=\"$RegularRUS\"> Português</font>"
Pretty much every menu in the game that can be created with a label and a button bar uses the same MovieInfo. The only difference is the localization files that determine the text, and what the buttons do, determined by the UScript file.


