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Avoid trying to decode Korean trainername and rival name.
We don't support the character set, neither in libpokemegb and PokeMe64. The Korean character set is a lot more complex than the other ones. But it would also require the inclusion of a lot of additional character glyphs in PokeMe64 in order to show the characters. Right now I don't feel like doing that for a localization that won't be used by many in combination with PokeMe64. So instead of showing the trainer name and rival name, I will just replace it with "player" and "rival". It's not an amazing solution, but it's the best I'm willing to do for now.
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@ -628,6 +628,12 @@ const char *Gen2GameReader::getTrainerName() const
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{
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static char result[20];
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uint8_t encodedPlayerName[0xB];
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if(localization_ == Gen2LocalizationLanguage::KOREAN)
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{
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return "player";
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}
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saveManager_.seek(0x200B);
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saveManager_.readUntil(encodedPlayerName, 0x50, 0xB);
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@ -641,6 +647,11 @@ const char *Gen2GameReader::getRivalName() const
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uint8_t encodedPlayerName[0xB];
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const uint32_t savOffset = gen2_getSRAMOffsets(gameType_, localization_).rivalName;
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if(localization_ == Gen2LocalizationLanguage::KOREAN)
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{
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return "rival";
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}
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saveManager_.seek(savOffset);
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saveManager_.readUntil(encodedPlayerName, 0x50, 0xB);
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