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https://github.com/kichikuou/system3-sdl2.git
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Fix out-of-bounds memory access in text rendering
This fixes SEGV in Hashiri Onna II when custom font is used. (#32)
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+8
-3
@@ -520,10 +520,15 @@ void AGS::flush_screen(bool update)
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void AGS::draw_screen(int sx, int sy, int width, int height)
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{
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for(int y = sy; y < (sy + height) && y < 480; y++) {
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SDL_Rect rect = {sx, sy, width, height};
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SDL_Rect screen = {0, 0, screen_width, screen_height};
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SDL_Rect clip;
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SDL_IntersectRect(&rect, &screen, &clip);
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for (int y = clip.y; y < clip.y + clip.h; y++) {
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uint32* src = vram[0][y];
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uint32* dest = surface_line(hBmpDest, y);
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for(int x = sx; x < (sx + width) && x < 640; x++) {
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for(int x = clip.x; x < clip.x + clip.w; x++) {
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uint32 a=src[x];
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if (game_id.sys_ver == 3 && src[x] & 0x80000000) {
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// あゆみちゃん物語 フルカラー実写版
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@@ -533,7 +538,7 @@ void AGS::draw_screen(int sx, int sy, int width, int height)
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}
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}
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}
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invalidate_screen(sx, sy, width, height);
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invalidate_screen(clip.x, clip.y, clip.w, clip.h);
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}
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void AGS::invalidate_screen(int sx, int sy, int width, int height)
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