Thanks, I'll take a look. I assume you have noticed "Mark Yu" getting quite involved in the project. I first noticed him when he forked the repo a few weeks back, and since then he has submitted a few pull requests and been involved in discussions with me with regards to some of the outstanding issues. You can see them under the Issues page in github. He discovered an interesting character encoding issue in KQ2, with the sign behind the tree that promotes other games. Turns out the AGILibrary wasn't treating characters as CP437 when coverting the bytes to a string, so none of the extended characters were rendered properly. The promo in question was using the 0xFF (non-breaking space), which AGILE was rendering as "?". I'm about to merge a fix for that one. After that, all extended characters will render properly in AGI text mode (and even the graphics mode actually, but I know that the original AGI interpreter didn't render extended chars properly in graphics mode; only text mode).
I'm then going to review one of his pull requests, the one that fixes the SQ promo easter egg seen through the hole in KQ2. I discovered that bug during my KQ2 playthrough, raised the Issue, and Mark discovered the cause and a fix a few hours later. Turns out it is related to an issue I "fixed" when I played MH2 back in 2019, but my "fix" seems to have introduced a different bug. Looking back at my fix, it looks more like a workaround, so I might revisit that fix to see exactly what the issue in MH2 was, as I can't remember now, and I didn't create a Bitbucket issue at the time, or put enough detail into the commit comment. I guess that rediscovering it will involve temporarily reverting some code back to how it was back then, playing MH2 for a bit, and then hopefully rediscovering what the issue was.