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author | Willem Jan Palenstijn | 2011-02-27 18:17:22 +0100 |
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committer | Willem Jan Palenstijn | 2011-02-27 18:17:22 +0100 |
commit | d17a88940078f573b843de5a9415feb5292dffc3 (patch) | |
tree | 194cb2678cc5f87de5df20de5cb447faa373a63d | |
parent | 332abb91f32bcf721d6aee126631e753afb50c69 (diff) | |
download | scummvm-rg350-d17a88940078f573b843de5a9415feb5292dffc3.tar.gz scummvm-rg350-d17a88940078f573b843de5a9415feb5292dffc3.tar.bz2 scummvm-rg350-d17a88940078f573b843de5a9415feb5292dffc3.zip |
SCI: Fix negative window origin alignment.
SSCI does a shr 1; shl 1 here in SetOrigin.
This fixes a crash in the ending scene of SQ3 (#3194199).
-rw-r--r-- | engines/sci/graphics/ports.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/sci/graphics/ports.cpp b/engines/sci/graphics/ports.cpp index 57c76126c0..b19a8627f9 100644 --- a/engines/sci/graphics/ports.cpp +++ b/engines/sci/graphics/ports.cpp @@ -311,7 +311,7 @@ Window *GfxPorts::addWindow(const Common::Rect &dims, const Common::Rect *restor // bit of the left dimension in their interpreter. It seems Sierra did it // for EGA byte alignment (EGA uses 1 byte for 2 pixels) and left it in // their interpreter even in the newer VGA games. - r.left = r.left & 0x7FFE; + r.left = r.left & 0xFFFE; if (r.width() > _screen->getWidth()) { // We get invalid dimensions at least at the end of sq3 (script bug!). |