diff --git a/engines/scumm/string.cpp b/engines/scumm/string.cpp index 9dbb6cbb827d..755396c27133 100644 --- a/engines/scumm/string.cpp +++ b/engines/scumm/string.cpp @@ -451,7 +451,12 @@ bool ScummEngine::newLine() { if (_charset->_center) { _nextLeft -= _charset->getStringWidth(0, _charsetBuffer + _charsetBufPos) / 2; if (_nextLeft < 0) - _nextLeft = _game.version >= 6 ? _string[0].xpos : 0; + // The commented out part of the next line was meant as a fix for Kanji text glitches in DIG. + // But these glitches couldn't be reproduced in recent tests. So the underlying issue might + // have been taken care of in a different manner. And the fix actually caused other text glitches + // (FT/German, if you look at the sign on the container at game start). After counterchecking + // the original code it seems that setting _nextLeft to 0 is the right thing to do here. + _nextLeft = /*_game.version >= 6 ? _string[0].xpos :*/ 0; } else if (_game.version >= 4 && _game.version < 7 && _game.heversion == 0 && _language == Common::HE_ISR) { if (_game.id == GID_MONKEY && _charset->getCurID() == 4) { _nextLeft = _screenWidth - _charset->getStringWidth(0, _charsetBuffer + _charsetBufPos) - _nextLeft;