Now about translating the guessing words and images...
Game is written in Turbo BASIC, so anybody familiar with Atari BASIC, even beginner, can check the code. First important code excerpt starts from PROC MAIN (starting at line 81) with two vital lines:
The code at line 88 just selects random number between 1 and 80 to determine selected word for guessing. From there, program flows to the next line 89, where selected word and image are retrieved and put to the user for guessing.
The code with word library and images starts at line 5000 with some rules in mind. Here are some examples:
5010 DATA 1,2,4,8,255,254,255,40,16,0,0,0,0,0,0,224,144,136,132,255,239,255,20,8
5015 DATA 0,0,0,0,0,0,car,AVTO,TOVORNJAK,VLAK,KOLO,ROLKA
5020 DATA 108,145,66,53,137,66,60,24,24,24,24,24,24,44,82,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
5025 DATA tree,DREVO,GORA,U;,BIVOL,ZVON
5030 DATA 24,56,120,216,24,24,24,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,one,ENA,DVA,STO,GROZA,ODEJA
The syntax is very simple. First 30 bytes in DATA line represent an image for guessing word. Next element, string, is English representation of guessing word, Next one is Slovenian translation of the word and next four strings are Slovenian words, which do NOT reflect the current guessing word (these are the list of wrong answers).
30 bytes, which represent an image of guessing word, are put together as two pictures side by side. So, if your picture is small, you can put zeros in second part (byte elements beginning at offset 16) or the other way.
Just be careful when defining DATA statements, which must comfort mentioned number of DATA elements and new DATA line must begin at step incremented by 10 as seen from examples.
My language uses some characters uncommon for other countries, so here are the mappings for them in DATA strings.
That's it, this is short description of how you can change quiz for your country with even more guessing words.