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author | Paul Gilbert | 2014-11-01 14:13:29 -0400 |
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committer | Paul Gilbert | 2014-12-12 22:19:13 -0500 |
commit | 21c1d0f920a530b310a68376e9aa8836ed43471b (patch) | |
tree | c0ccf13f26cc19f8adf60ebb9e16f85bc0f64196 /engines | |
parent | 386aae3ffa60c9ef44181cb730ab947544b2e761 (diff) | |
download | scummvm-rg350-21c1d0f920a530b310a68376e9aa8836ed43471b.tar.gz scummvm-rg350-21c1d0f920a530b310a68376e9aa8836ed43471b.tar.bz2 scummvm-rg350-21c1d0f920a530b310a68376e9aa8836ed43471b.zip |
ACCESS: Workaround for background rendering bug in original
Diffstat (limited to 'engines')
-rw-r--r-- | engines/access/room.cpp | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/engines/access/room.cpp b/engines/access/room.cpp index 181dcd6c5b..9b830770af 100644 --- a/engines/access/room.cpp +++ b/engines/access/room.cpp @@ -289,14 +289,16 @@ void Room::setWallCodes() { void Room::buildScreen() { int scrollCol = _vm->_screen->_scrollCol; - int cnt = _vm->_screen->_vWindowWidth + 1; int offset = 0; // Clear current background buffer _vm->_buffer1.clearBuffer(); + // WORKAROUND: Original's use of '+ 1' would frequently cause memory overruns + int w = MIN(_vm->_screen->_vWindowWidth + 1, _playFieldWidth); + // Loop through drawing each column of tiles forming the background - for (int idx = 0; idx < cnt; offset += TILE_WIDTH, ++idx) { + for (int idx = 0; idx < w; offset += TILE_WIDTH, ++idx) { buildColumn(_vm->_screen->_scrollCol, offset); ++_vm->_screen->_scrollCol; } |