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authorEugene Sandulenko2005-03-24 21:34:35 +0000
committerEugene Sandulenko2005-03-24 21:34:35 +0000
commit33952c09cb7cf662c622b73d589fb731cc684c51 (patch)
tree113c994efb86aeb38be5bcdbac3c60d657bf3147 /scumm/gfx.cpp
parent2226aa6bc9db5e45ee72acaaf5098246d4b67193 (diff)
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Correct positioning of inventory and verbs in MM NES.
Started to tackle inventory. svn-id: r17219
Diffstat (limited to 'scumm/gfx.cpp')
-rw-r--r--scumm/gfx.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/scumm/gfx.cpp b/scumm/gfx.cpp
index 1bb9eba7b9..b9927a7e14 100644
--- a/scumm/gfx.cpp
+++ b/scumm/gfx.cpp
@@ -555,8 +555,8 @@ void Gdi::drawStripToScreen(VirtScreen *vs, int x, int width, int top, int botto
// NES can address negative number sprites and that poses problem for
// our code. So instead adding zillions of fixes and potentially break
// other games we shift it right on rendering stage
- if (_vm->_features & GF_NES && _vm->_NESStartStrip > 0) {
- x += _vm->_NESStartStrip * 8;
+ if (_vm->_features & GF_NES && ((_vm->_NESStartStrip > 0) || (vs->number != kMainVirtScreen))) {
+ x += 16;
}
_vm->_system->copyRectToScreen(_compositeBuf + x1 + y * _vm->_screenWidth, _vm->_screenWidth, x, y, width, height);