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author | Eugene Sandulenko | 2005-04-01 01:41:20 +0000 |
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committer | Eugene Sandulenko | 2005-04-01 01:41:20 +0000 |
commit | 9c68b29a05c37752bae51c0c03e3099c3e49a495 (patch) | |
tree | 05908e0378e9d067a05222247c65c7ac26550b82 /scumm/gfx.cpp | |
parent | 3ea3c422427b889480504588e593e40adb22ec05 (diff) | |
download | scummvm-rg350-9c68b29a05c37752bae51c0c03e3099c3e49a495.tar.gz scummvm-rg350-9c68b29a05c37752bae51c0c03e3099c3e49a495.tar.bz2 scummvm-rg350-9c68b29a05c37752bae51c0c03e3099c3e49a495.zip |
Normalize verb/invenotry areas in MM NES. Patch from Quietust
svn-id: r17316
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 1e4e648847..68cae6b929 100644 --- a/scumm/gfx.cpp +++ b/scumm/gfx.cpp @@ -552,10 +552,10 @@ void ScummEngine::drawStripToScreen(VirtScreen *vs, int x, int width, int top, i int x1 = x; // HACK: This is dirty hack which renders narrow NES rooms centered - // NES can address negative number sprites and that poses problem for + // NES can address negative number strips 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 (_features & GF_NES && ((_NESStartStrip > 0) || (vs->number != kMainVirtScreen))) { + if ((_features & GF_NES) && ((_NESStartStrip > 0) && (vs->number == kMainVirtScreen)) || (vs->number == kTextVirtScreen)) { x += 16; } |