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-rw-r--r--engines/scumm/gfx.cpp5
-rw-r--r--engines/scumm/gfx.h2
2 files changed, 6 insertions, 1 deletions
diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp
index 1d1b6b4f13..5dc96eceb9 100644
--- a/engines/scumm/gfx.cpp
+++ b/engines/scumm/gfx.cpp
@@ -3795,6 +3795,11 @@ void ScummEngine::fadeOut(int effect) {
_textSurface.fillRect(Common::Rect(0, vs->topline * _textSurfaceMultiplier, _textSurface.pitch, (vs->topline + vs->h) * _textSurfaceMultiplier), 0);
#endif
+ // V0 wipes the text area before fading out
+ if (_game.version == 0) {
+ updateDirtyScreen( kTextVirtScreen );
+ }
+
// TheDig can disable fadeIn(), and may call fadeOut() several times
// successively. Disabling the _screenEffectFlag check forces the screen
// to get cleared. This fixes glitches, at least, in the first cutscenes
diff --git a/engines/scumm/gfx.h b/engines/scumm/gfx.h
index 42844daf30..86913f9e2e 100644
--- a/engines/scumm/gfx.h
+++ b/engines/scumm/gfx.h
@@ -58,7 +58,7 @@ struct CameraData {
/** Virtual screen identifiers */
enum VirtScreenNumber {
kMainVirtScreen = 0, // The 'stage'
- kTextVirtScreen = 1, // In V1-V3 games: the area where text is printed
+ kTextVirtScreen = 1, // In V0-V3 games: the area where text is printed
kVerbVirtScreen = 2, // The verb area
kUnkVirtScreen = 3 // ?? Not sure what this one is good for...
};