diff options
| -rw-r--r-- | engines/scumm/gfx.cpp | 5 | ||||
| -rw-r--r-- | engines/scumm/gfx.h | 2 | 
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...  };  | 
