[Scummvm-tracker] [ScummVM :: Bugs] #16329: SCI: PQ2 Japanese PC-98 F1 help text not displaying (2.9.0 regression)
ScummVM :: Bugs
trac at scummvm.org
Thu Nov 6 22:53:44 UTC 2025
#16329: SCI: PQ2 Japanese PC-98 F1 help text not displaying (2.9.0 regression)
----------------------+-----------------------------
Reporter: sluicebox | Owner: (none)
Type: defect | Status: new
Priority: high | Component: Engine: SCI
Version: | Resolution:
Keywords: | Game: Police Quest 2
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Comment (by sluicebox):
Wow, thanks for looking into this. Yes, please keep me far away from SJIS
code =)
Your explanation makes sense, but it sounds different than what our
comments are saying:
{{{
// We need to check for Shift-JIS every line
// Police Quest 2 PC-9801 often draws English + Japanese text during the
same call
if (g_sci->getLanguage() == Common::JA_JPN)
doubleByteMode = SwitchToFont900OnSjis(curTextPos,
languageSplitter);
}}}
{{{
// Sierra did this in their PC98 interpreter only, they identify a text as
being
// sjis and then switch to font 900
bool GfxText16::SwitchToFont900OnSjis(const char *text, uint16
languageSplitter) {
}}}
Is the space character a special case that they handled? Otherwise, what
detail are we doing wrong? Also, do you have an example of a PQ2 line
where they drew English and Japanese in one call like that comment says?
That sounds weird to me, I don't think I've ever heard of SCI doing that
with any dual-language game, it seems like that would defeat the point of
the %J language separator.
Big Reveal: I mentioned that there is one SCI0 interpreter that included
debugging symbols... it's PQ2-JP!
--
Ticket URL: <https://bugs.scummvm.org/ticket/16329#comment:2>
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