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authorEugene Sandulenko2005-04-29 06:36:03 +0000
committerEugene Sandulenko2005-04-29 06:36:03 +0000
commitf8283f3aa5871f382e6ef1583655cfb83626877c (patch)
tree509545c3f4fdd0cb95fed037e654958404cb27dd /scumm/gfx.cpp
parentcbd2e319eae77eb585172fd754c0efd4a06202ec (diff)
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Add comment to NES-specifix gfx hack with virtual screens
svn-id: r17861
Diffstat (limited to 'scumm/gfx.cpp')
-rw-r--r--scumm/gfx.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/scumm/gfx.cpp b/scumm/gfx.cpp
index 5efb0361eb..13431ab839 100644
--- a/scumm/gfx.cpp
+++ b/scumm/gfx.cpp
@@ -273,10 +273,9 @@ void ScummEngine::initScreens(int b, int h) {
}
if ((_platform == Common::kPlatformNES) && (h != _screenHeight)) {
- // FIXME: Why is the kUnkVirtScreen used for the MM NES port? This seems very
- // strange, and at the very least, a comment should be added here that
- // explains why this is done. Maybe it is some kind of hack to shift the
- // other virtual screens downwards?
+ // It is a hack to shift whole screen downwards to match original.
+ // Otherwise we will need to do lots of coordinate adjustments all over
+ // the code
adj = 16;
initVirtScreen(kUnkVirtScreen, 0, _screenWidth, adj, false, false);
}