> When I wrote for help I was actually attempting some work with
> Vietnamese and with Korean.

Korean should be relatively straightforward, especially since there is a
Korean version of Director now. I hope your target platforms are the
native-language OSen. Not sure how Korean will work on single-byte
systems.

Vietnamese may be a bit more of a challenge, since it's single-byte, but
not included in any ISO 8859.x standard. FWIW, in Unicode, Vietnamese is
in the 0x1EAE-0x1EE3 range, I think.

> Localization is going to be a hugely relevant (and hard issue) for me
> since I'm creating accessible multimedia (for blind, dyslexic and
> learning disabled folks) which I hope can be distributed throughout
the
> world - including some places that don't traditionally have access to
> these kinds of materials. I'm in the process of setting up machines
> that will be running "non-Western" Director localizations.

Very interesting--and worthwhile. And challenging ^_^

Keep us updated on what you find. You'll probably know more about
localization than I do by the time you're finished.

> It seems for broad support I would probably want to go with Unicode in
> a Flash text sprite...or no?

Could be, since Flash supports Unicode, and you have fewer embedded-font
issues to deal with in Flash. I recently did some ActionScript coding on
a project that was basically one large Flash sprite that used Director
for i/o (xml-based). That one was English-only, though.

I have run into some interesting bugs in the Flash Asset Xtra when using
high ANSI characters. For example, using setVariable() with a high ANSI
character could, in certain cases, have an interesting result: it would
corrupt the string, both in the Flash sprite *and* in the Director
variable.

That may have been fixed--the Flash Asset Xtra underwent a lot of
changes for MX. I was in crunch mode, and wasn't able to verify the fix,
and as far as I know, Macromedia wasn't able to reproduce the bug (my
bad, because I never sent them my movies that showed the bug). It's
something to look out for, at any rate. We got around it by keeping our
data in field cast members and refreshing it every time we passed a
string to Flash.

Cordially,

Kerry Thompson

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