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Good job :)


Garza

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A warning to Bigg: you better check all offsets first, and change the values only when ALL of them are ok. Otherwise you might get a partially patched game.

And do a BACKUP, else people will scream over their ruined .exe soon or later.

That's why I use WeiDU :)

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Sorry for wasting your time Avenger, but these offsets:

 

				ToB		HoW
xdelta

207756 = 0x32b8c (960)	0x35B1f (736)
207842 = 0x32be2 (960)	0x35B5d (736)
207929 = 0x32c39 (960)	0x35B9c	(736)
208016 = 0x32c90 (960)	0x35BDb (736)
208102 = 0x32ce6 (960)	0x35C19 (736)
208189 = 0x32d3d (960)	0x35C58 (736)


ydelta

207766 = 0x32b96 (678)	0x35B26 (510)
207939 = 0x32c43 (486)	0x35B64 (318)
208026 = 0x32c9a (614)	0x35BA3 (446)
208199 = 0x32d47 (629)	0x35Be2 (461)
208112 = 0x32cf0 (658)	0x35C20 (490)
207852 = 0x32bec (522)	0x35C5f (354)

 

are (or appear to be) the ones which decide the bounding box of the game area in 800 (at least looking at the numbers), and do not work (I.E. the game area doesn't fill the entire post-GUI screen). I'm looking for them manually (having six 0x3c0 in short sequence helps in finding :) )

 

EDIT: found them. HoF + ToB version up soon now.

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Hmm, it could be.

 

Btw, i found the code in IWD2 too, but it is slightly different.

 

		 ToB		HoW		IWD2


1280x1024									  

206857 = 0x32809	0x35A93		0x22171 (1600)


1024x768

206897 = 0x32831	0x35Abb		 0x2218e
207717 = 0x32b65	0x35DE9


800x600

206885 = 0x32825	0x35AAf		0x22182
206967 = 0x32877	0x35b01

 

As you see i didn't yet find all the offsets (even though i peer at the decompiled source).

I think this is because the layout in IWD2 is different (no side panels), and it doesn't need any X coordinates to change.

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Ok, the X offsets should be the 800's or 1024's.

 

The 800s are: 0x224E1, 0x224f4, 0x22507, 0x2251a, 0x2252d, 0x22540

 

I think the 1024s are nowhere, because the code optimisation eliminated them :)

 

The Y offsets are damn elusive, i see >600 value in the 800x600 group.

 

But, i don't think you actually need them for widescreen, do you?

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Unfortunately, the Y offsets are needed :)

 

EDIT: However, I was able to set the 1680x1050 mode (I.E. the generic one).

 

GUI wise, BG2 and Tutu look good (the Mos'es look like natural), in IWD1 they look artificial but fill the screen (since they have sharper contrast), and in IWD2 I can't figure out an algorithm to stretch the CHUs, meaning that we'll have a black stretch on the right.

 

EDIT II: IWD2 Y offsets found. 0.3 with IWD2 support up soon now.

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I believe the answer is up to Avenger (since he's the one that looks for the offsets in the .exe). However, my patching strongly depends on the game having more resolutions available (since I compare the 1024x768 CHU with the 800x600 when deciding what to enlarge and what to keep), so BG1 and PST would at least require a large re-thinking of portions of the mod.

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Yeah, I don't think anybody who really cares about the games still has bare IWD1 and/or SoA. Also, I cannot even test them (since I do not have the non-expanded games installed).

Besides, thanks to the 960...960...960 pattern, it is relatively easy to do with some blind hacking, if somebody asks for this :)

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It's working, it's working; and I don't even have weird sidebars on my IWD2, though it is a tiny bit stretched still. Sorry, but I will be running it with another mod :)

 

Thanks a bundle, it was a pain to play windowed!

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