[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
----------------------+-----------------------------
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>
ScummVM :: Bugs <https://bugs.scummvm.org>
ScummVM


More information about the Scummvm-tracker mailing list