For multimedia buttons, see MC-310116.
The following ten keys present on keyboards from Japan and Korea have no ID assigned and therefore display as raw translation strings in-game:
85: Halfwidth/fullwidth key (SDL_SCANCODE_LANG5) - becomes key.keyboard.257
89: Ro (kana) key / Brazilian question mark (SDL_SCANCODE_INTERNATIONAL1) - becomes key.keyboard.135
90: Katakana key (SDL_SCANCODE_LANG3) - becomes key.keyboard.146
91: Hiragana key (SDL_SCANCODE_LANG4) - becomes key.keyboard.147
92: Henkan key (SDL_SCANCODE_INTERNATIONAL4) - becomes key.keyboard.138
93: Katakana/hiragana key (SDL_SCANCODE_INTERNATIONAL2) - becomes key.keyboard.136
94: Muhenkan key (SDL_SCANCODE_INTERNATIONAL5) - becomes key.keyboard.139
122: Hangul key (SDL_SCANCODE_LANG1) - becomes key.keyboard.144
123: Hanja key (SDL_SCANCODE_LANG2) - becomes key.keyboard.145
124: Yen symbol key (SCL_SCANCODE_INTERNATIONAL3) - becomes key.keyboard.137
This is easily reproduced if you have a JIS/KS X layout keyboard, but since those are uncommon in Sweden I've also attached a Python script that can be used for Java Edition on Linux.
To reproduce (Linux):
download the Python script attached in the comment section
open a command window in the same folder it’s present
go into Minecraft’s key binds menu, then click on a key to rebind
paste this into the command window and run it: ./simulate-keys 'sleep 2' 'press 89' 'sleep 0.1' 'release 89'
note what key is registered
repeat, but replace both instances of 89 with one of the other numbers above
observe
Expected results: Japanese and Korean players shouldn’t be presented with raw untranslated text when trying to set up their preferred key bindings. Also, these keys should be translatable and have proper IDs like all the others do.
Actual results: this gets displayed instead, which is not ideal.
To fix: simply assign proper IDs to these keys and proper translation strings alongside them so they’re displayed the way they should be, and have proper names assigned to them.
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