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SCUMM: Multi-font for Korean fan translated games #2606

merged 3 commits into from Nov 6, 2020


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@wonst719 wonst719 commented Nov 6, 2020

This PR is part of scummvm-kor merge project.

It adds the ability to load and use multiple external Korean fonts to match the original look.

On a separate note, I intend to refactor CJK text rendering to use Graphics::Font*.

Tested with:

  • Loom (DOS/CD/Korean patched)
  • Monkey Island 2 (DOS/Korean patched)
  • Indy 4 (DOS/CD/Korean patched)
  • DOTT (DOS/CD/Korean patched)

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@sev- sev- commented on engines/scumm/string.cpp in 73bca81 Nov 3, 2020

Are you sure this doesn't break Japanese?

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@wonst719 wonst719 replied Nov 3, 2020

Yep, it's essentially the same code if _language is set to JA_JPN.


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@sev- sev- commented on 956e701 Nov 3, 2020

Looks fine

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@deepcode-ci-bot deepcode-ci-bot bot commented Nov 6, 2020

DeepCode's analysis on #956e70 found:

  • ⚠️ 1 warning 👇

Top issues

Description Example fixes
Using sprintf can lead to severe buffer overflow vulnerabilities. Use the safe alternative snprintf instead. Occurrences: 🔧 Example fixes

👉 View analysis in DeepCode’s Dashboard | Configure the bot

- use snprintf() instead of sprintf()
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@athrxx athrxx commented Nov 6, 2020

The new code seems to be well separated from the existing code. I don't see any issues.

Rendering through the CharsetRendererTownsV3 is a bit ugly. And half of the methods get redirected to CharsetRendererV3 anyway. And the actual MI2 FM-Towns version doesn't even use CharsetRendererTownsV3 (since it isn't Scumm3; it uses CharsetRendererClassic). But that's just nitpicking. We can still check after the merge whether it makes sense to come up with a new CharsetRenderer subclass...

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@sev- sev- commented Nov 6, 2020

Thanks, all is nice and clean. I'll do the occasional formatting fixes in-tree.

@sev- sev- merged commit 0818564 into scummvm:master Nov 6, 2020
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@wonst719 wonst719 deleted the wonst719:scummvm-kor-feature-scumm-multifont branch Nov 7, 2020
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