this fix nexus problem

svn-id: r5410
This commit is contained in:
Paweł Kołodziejski 2002-11-05 07:15:31 +00:00
parent de431c04a4
commit eba9b073a4

View file

@ -422,13 +422,13 @@ void Scumm::initBGBuffers(int height)
assert(gdi._numZBuffer >= 1 && gdi._numZBuffer <= 5);
if (_features & GF_AFTER_V7)
itemsize = (virtscr[0].height + 4) * gdi._numStrips;
itemsize = _scrHeight * gdi._numStrips + gdi._numStrips * 10;
else
itemsize = (_scrHeight + 4) * gdi._numStrips;
size = itemsize * gdi._numZBuffer;
createResource(rtBuffer, 9, size);
memset(createResource(rtBuffer, 9, size), 0, size);
for (i = 0; i < 4; i++)
gdi._imgBufOffs[i] = i * itemsize;
@ -1227,11 +1227,6 @@ void Gdi::decompressMaskImg()
int height = _numLinesToProcess;
byte b, c;
if ((_vm->_gameId == GID_DIG) && (_vm->_currentRoom == 23))
height--;
// FIXME: This seems to fix The Dig nexus wrapping corrupting memory..
// and doesn't break any other games.. but is it correct? If so,
// do we need to mirror this change anywhere else?
while (1) {
b = *src++;