This is only one of two steps. It slightly changes the detection so that the game always "remembers" whether it is Simplified or Traditional Chinese, even when the language is set to English, German or French.
(When skipping over a scene by left-clicking, sometimes parts of the ongoing animation would remain visible on screen, e. g. some of Herman's body parts in the cave at the beginning)
(in the first cave, when trying to cross the broken bridge and falling into the river, a "cut off" Herman's head could appear on screen beside the death dialog)
The animator code is a bit different here between versions. Our code was apparently based only on DOS CD (Talkie).
(The names will be displayed incorrectly in the GMM/launcher even if the GUI language is set to Korean. We don't have the required encoding (apparently ks_c_5601-1987 or similar).
Apparently in some builds the gScummVMVersion still contains the revision number (contrary to the comment in base/version.h, actually). I normally don't notice that, since it doesn't happen in my own builds. The long strings will break text fields that can't have strings of that length.
I'll now just generate my own version from gScummVMVersion, so I do get the desired (short) layout.
Apparently, as I have been told, there are (still) OS'es with non-compositing window managers which may cause glitches when drawing windows over the ScummVM window, unless the engine keeps updating the screen. So, now we do that, even if there isn't any actual on-screen activity. The whole thing is a bit more tricky than it would appear at first glance, since one misplaced/untimely screen update may cause palette glitches. I have implemented a timer which is reset whenever actual on-screen activity happens. That should work around any such glitches.
Maybe the rates for the timer have to be tweaked some more. I have also added an ifdef so this could be disabled or restricted to certain platforms if required.
We use the same method for finding both the unpacked Legend of Kyrandia
executable and the Legend of Kyrandia installer, so there's no need for
duplicate code.