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author | Filippos Karapetis | 2012-01-13 02:38:20 +0200 |
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committer | Filippos Karapetis | 2012-01-13 02:38:20 +0200 |
commit | 22e00a710fe98b291d7b0972fb32f2b18a37efc8 (patch) | |
tree | 1e7f14e75b83e238ab79af904779a475bb5a83ac /engines | |
parent | 21a7e3d8e61c0bac072b8bd4f491a1cf2ef115ee (diff) | |
download | scummvm-rg350-22e00a710fe98b291d7b0972fb32f2b18a37efc8.tar.gz scummvm-rg350-22e00a710fe98b291d7b0972fb32f2b18a37efc8.tar.bz2 scummvm-rg350-22e00a710fe98b291d7b0972fb32f2b18a37efc8.zip |
SCI: Fixed some graphics corruption (black boxes) in the dialogs of GK1
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sci/graphics/frameout.cpp | 3 | ||||
-rw-r--r-- | engines/sci/graphics/text32.cpp | 3 |
2 files changed, 4 insertions, 2 deletions
diff --git a/engines/sci/graphics/frameout.cpp b/engines/sci/graphics/frameout.cpp index 7bb4162020..9f150ae507 100644 --- a/engines/sci/graphics/frameout.cpp +++ b/engines/sci/graphics/frameout.cpp @@ -498,7 +498,8 @@ void GfxFrameout::kernelFrameout() { // There is a race condition lurking in SQ6, which causes the game to hang in the intro, when teleporting to Polysorbate LX. // Since I first wrote the patch, the race has stopped occurring for me though. // I'll leave this for investigation later, when someone can reproduce. - if (it->pictureId == 0xffff) + //if (it->pictureId == 0xffff) // FIXME: This is what SSCI does, and fixes the intro of LSL7, but breaks the dialogs in GK1 (adds black boxes) + if (it->planeBack) _paint32->fillRect(it->planeRect, it->planeBack); GuiResourceId planeMainPictureId = it->pictureId; diff --git a/engines/sci/graphics/text32.cpp b/engines/sci/graphics/text32.cpp index 000bb691dc..e7595fbdaf 100644 --- a/engines/sci/graphics/text32.cpp +++ b/engines/sci/graphics/text32.cpp @@ -175,6 +175,7 @@ void GfxText32::disposeTextBitmap(reg_t hunkId) { void GfxText32::drawTextBitmap(uint16 x, uint16 y, Common::Rect planeRect, reg_t textObject) { reg_t hunkId = readSelector(_segMan, textObject, SELECTOR(bitmap)); + uint16 backColor = readSelectorValue(_segMan, textObject, SELECTOR(back)); // Sanity check: Check if the hunk is set. If not, either the game scripts // didn't set it, or an old saved game has been loaded, where it wasn't set. if (hunkId.isNull()) @@ -204,7 +205,7 @@ void GfxText32::drawTextBitmap(uint16 x, uint16 y, Common::Rect planeRect, reg_t for (int curY = 0; curY < height; curY++) { for (int curX = 0; curX < width; curX++) { byte pixel = surface[curByte++]; - if (pixel != skipColor) + if (pixel != skipColor && pixel != backColor) _screen->putFontPixel(textY, curX + textX, curY, pixel); } } |