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author | Eugene Sandulenko | 2005-03-24 21:34:35 +0000 |
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committer | Eugene Sandulenko | 2005-03-24 21:34:35 +0000 |
commit | 33952c09cb7cf662c622b73d589fb731cc684c51 (patch) | |
tree | 113c994efb86aeb38be5bcdbac3c60d657bf3147 /scumm/gfx.cpp | |
parent | 2226aa6bc9db5e45ee72acaaf5098246d4b67193 (diff) | |
download | scummvm-rg350-33952c09cb7cf662c622b73d589fb731cc684c51.tar.gz scummvm-rg350-33952c09cb7cf662c622b73d589fb731cc684c51.tar.bz2 scummvm-rg350-33952c09cb7cf662c622b73d589fb731cc684c51.zip |
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.cpp | 4 |
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); |