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Still, I believe there's some more both fun and useful stuff is in there.
Display of characters from the old, 16-bit so called BMP of Unicode worked without a problem, on the other hand. Thus, with DejaVuSans – and also with FreeSerif (GNU FreeFont) – I got Dingbats and Miscellaneous Symbols like these displayed: ❶❷❸❹ ⚔ ☠ ⚕ ✌ ☄ ⚓ ⚒ ⚠ ⚑ ⚐ ➳ ☛ ✔ ✘ ⚅ ♒ ☼ ☀ ☁ ⚡ ❄ ☃ ♨ ☤ ⚚ (which aren’t in the FreeSans that comes with the game). This too is of purely academic interest, of course. ☺
The reason for my earlier failure was entirely to be found within the SDL ttf library. Which was what I suspected.
To find the final answer, I actually downloaded the source code for that library (I can be a bit obsessive like that sometimes), and, although it nicely handles things the modern UTF-8 way internally (everything not UTF-8 is converted to UTF-8 before further processing), it despite this had some places where good Unicode was sadly cut down to 16 bits. After I had found and fixed those, and compiled the fixed library – tada! – the game could suddenly show those elusive characters (with the right font).
I have now contacted the SDL guys to see if those fixes can somehow be added to the official SDL ttf library.
It still is all of purely academic interest, of course. 😎