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    The primary goals of this format is to allow a simple XML format 
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    associated with the data types.
    
    Example:
    
    ... ado.net/XML headers & schema ...
    <resheader name="resmimetype">text/microsoft-resx</resheader>
    <resheader name="version">2.0</resheader>
    <resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
    <resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
    <data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
    <data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
    <data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
        <value>[base64 mime encoded serialized .NET Framework object]</value>
    </data>
    <data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
        <value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
        <comment>This is a comment</comment>
    </data>
                
    There are any number of "resheader" rows that contain simple 
    name/value pairs.
    
    Each data row contains a name, and value. The row also contains a 
    type or mimetype. Type corresponds to a .NET class that support 
    text/value conversion through the TypeConverter architecture. 
    Classes that don't support this are serialized and stored with the 
    mimetype set.
    
    The mimetype is used for serialized objects, and tells the 
    ResXResourceReader how to depersist the object. This is currently not 
    extensible. For a given mimetype the value must be set accordingly:
    
    Note - application/x-microsoft.net.object.binary.base64 is the format 
    that the ResXResourceWriter will generate, however the reader can 
    read any of the formats listed below.
    
    mimetype: application/x-microsoft.net.object.binary.base64
    value   : The object must be serialized with 
            : System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
            : and then encoded with base64 encoding.
    
    mimetype: application/x-microsoft.net.object.soap.base64
    value   : The object must be serialized with 
            : System.Runtime.Serialization.Formatters.Soap.SoapFormatter
            : and then encoded with base64 encoding.

    mimetype: application/x-microsoft.net.object.bytearray.base64
    value   : The object must be serialized into a byte array 
            : using a System.ComponentModel.TypeConverter
            : and then encoded with base64 encoding.
    -->
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          </xsd:element>
          <xsd:element name="assembly">
            <xsd:complexType>
              <xsd:attribute name="alias" type="xsd:string" />
              <xsd:attribute name="name" type="xsd:string" />
            </xsd:complexType>
          </xsd:element>
          <xsd:element name="data">
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  <resheader name="resmimetype">
    <value>text/microsoft-resx</value>
  </resheader>
  <resheader name="version">
    <value>2.0</value>
  </resheader>
  <resheader name="reader">
    <value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
  </resheader>
  <resheader name="writer">
    <value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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  <data name="AppDescription" xml:space="preserve">
    <value>SDL-based reimplementation of classic Chinese RPG "Xian Jian Qi Xia Zhuan".</value>
  </data>
  <data name="AspectRatio.Header" xml:space="preserve">
    <value>Keep aspect ratio</value>
  </data>
  <data name="AspectRatio.OffContent" xml:space="preserve">
    <value>No</value>
  </data>
  <data name="AspectRatio.OnContent" xml:space="preserve">
    <value>Yes</value>
  </data>
  <data name="AudioBuffer.Header" xml:space="preserve">
    <value>Audio buffer size</value>
  </data>
  <data name="AudioBuffer.PlaceholderText" xml:space="preserve">
    <value>Choose audio buffer size</value>
  </data>
  <data name="BGM.Header" xml:space="preserve">
    <value>Format of BGM</value>
  </data>
  <data name="BGM.PlaceholderText" xml:space="preserve">
    <value>Choose format of BGM</value>
  </data>
  <data name="ButtonBrowse.Content" xml:space="preserve">
    <value>Browse</value>
  </data>
  <data name="ButtonDefault.Content" xml:space="preserve">
    <value>Default setting</value>
  </data>
  <data name="ButtonFinish.Content" xml:space="preserve">
    <value>Finish setting</value>
  </data>
  <data name="ButtonReset.Content" xml:space="preserve">
    <value>Reset setting</value>
  </data>
  <data name="CD.Header" xml:space="preserve">
    <value>Format of CD track</value>
  </data>
  <data name="CD.PlaceholderText" xml:space="preserve">
    <value>Choose format of CD track</value>
  </data>
  <data name="Debug.Content" xml:space="preserve">
    <value>Debug</value>
  </data>
  <data name="EnableAVI.Header" xml:space="preserve">
    <value>Enable AVI animation</value>
  </data>
  <data name="EnableAVI.OffContent" xml:space="preserve">
    <value>No</value>
  </data>
  <data name="EnableAVI.OnContent" xml:space="preserve">
    <value>Yes</value>
  </data>
  <data name="Error.Content" xml:space="preserve">
    <value>Error</value>
  </data>
  <data name="Fatal.Content" xml:space="preserve">
    <value>Fatal</value>
  </data>
  <data name="FontFile.PlaceholderText" xml:space="preserve">
    <value>No customized font file</value>
  </data>
  <data name="GamePath.Header" xml:space="preserve">
    <value>Folder of game resource</value>
  </data>
  <data name="GamePath.PlaceholderText" xml:space="preserve">
    <value>No folder selected</value>
  </data>
  <data name="Information.Content" xml:space="preserve">
    <value>Informational</value>
  </data>
  <data name="LogFile.PlaceholderText" xml:space="preserve">
    <value>No logging file</value>
  </data>
  <data name="LogFileType" xml:space="preserve">
    <value>Log files</value>
  </data>
  <data name="LogLevel.Header" xml:space="preserve">
    <value>Logging level</value>
  </data>
  <data name="LogLevel.PlaceholderText" xml:space="preserve">
    <value>Choose logging level</value>
  </data>
  <data name="MBCrashContent" xml:space="preserve">
    <value>The program is abnormally terminated last time. The setting page has been launched for you. Please check if there are any incorrect settings.</value>
  </data>
  <data name="MBEmptyContent" xml:space="preserve">
    <value>The game resource folder must be specified!</value>
  </data>
  <data name="MBExitContent" xml:space="preserve">
    <value>Settings have been saved and the game will be started on next launch.
You can use the main menu option inside the game to return to this page.</value>
  </data>
  <data name="MBExitTitle" xml:space="preserve">
    <value>Setting finished</value>
  </data>
  <data name="MessageFile.PlaceholderText" xml:space="preserve">
    <value>No customized message file</value>
  </data>
  <data name="MusicVolume.Header" xml:space="preserve">
    <value>Music volume</value>
  </data>
  <data name="OPL.Header" xml:space="preserve">
    <value>Type of OPL emulator</value>
  </data>
  <data name="OPL.PlaceholderText" xml:space="preserve">
    <value>Choose type of OPL emulator</value>
  </data>
  <data name="OPLSR.Header" xml:space="preserve">
    <value>Sample rate of OPL emulator</value>
  </data>
  <data name="OPLSR.PlaceholderText" xml:space="preserve">
    <value>Choose sample rate of OPL emulator</value>
  </data>
  <data name="Publisher" xml:space="preserve">
    <value>SDLPAL development team</value>
  </data>
  <data name="Quality.Header" xml:space="preserve">
    <value>Audio quality</value>
  </data>
  <data name="Samplerate.Header" xml:space="preserve">
    <value>Sample rate of audio output</value>
  </data>
  <data name="Samplerate.PlaceholderText" xml:space="preserve">
    <value>Choose sample rate of audio output</value>
  </data>
  <data name="SoundVolume.Header" xml:space="preserve">
    <value>Sound volume</value>
  </data>
  <data name="Stereo.Header" xml:space="preserve">
    <value>Stereo</value>
  </data>
  <data name="Stereo.OffContent" xml:space="preserve">
    <value>No</value>
  </data>
  <data name="Stereo.OnContent" xml:space="preserve">
    <value>Yes</value>
  </data>
  <data name="SurroundOPL.Header" xml:space="preserve">
    <value>Use surround OPL</value>
  </data>
  <data name="SurroundOPL.OffContent" xml:space="preserve">
    <value>No</value>
  </data>
  <data name="SurroundOPL.OnContent" xml:space="preserve">
    <value>Yes</value>
  </data>
  <data name="Title.Text" xml:space="preserve">
    <value>Setting mode</value>
  </data>
  <data name="TouchOverlay.Header" xml:space="preserve">
    <value>Use touch overlay</value>
  </data>
  <data name="TouchOverlay.OffContent" xml:space="preserve">
    <value>No</value>
  </data>
  <data name="TouchOverlay.OnContent" xml:space="preserve">
    <value>Yes</value>
  </data>
  <data name="UseFontFile.Content" xml:space="preserve">
    <value>Use customized font file</value>
  </data>
  <data name="UseLogFile.Content" xml:space="preserve">
    <value>Log to file</value>
  </data>
  <data name="UseMessageFile.Content" xml:space="preserve">
    <value>Customized message file</value>
  </data>
  <data name="Verbose.Content" xml:space="preserve">
    <value>Verbose</value>
  </data>
  <data name="Warning.Content" xml:space="preserve">
    <value>Warning</value>
  </data>
</root>