16-03-18, 23:00 | #51 | |
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17-03-18, 14:23 | #52 |
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Original is 4x3, there's no widescreen mod in it. However, I haven't updated these to 1.3 yet! They were based on 1.2
Maybe this evening.... |
17-03-18, 15:54 | #53 | |
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Maybe the OP could include your widescreen fix in his mod compilation permanently? To be honest it's been a while since I played these games -apart from TR1- and all of a sudden I want them to work on my rig with all the bells and whistles, widescreen, HD, etc. This is all so exciting to me that now I realize I've been flooding the whole forum with my messages. |
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17-03-18, 20:26 | #54 |
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Done, updated links in post #37.
Unfortunately, there's no "universal" widescreen mod. Why? In 4:3, the FOV remains the same in all resolutions. If the asptect ratio is changed to 16:9, the FOV changes abnormally with every different resolution. Here's how to fix it though: First, you need a reference. Run the game with 4:3 exe. Position yourself to have a distinct horizontal line very close to the top edge of the screen, this will be your measure. Save here, but check how it looks after loading that save, it might change. Make some copies of your chosen exe, for the desired resolutions. HEX strings to edit in them: A1 F8 3C 75 ------- Original FOV 4:3. Surroundings: D1 E0 8B C8 A1 F8 3C 75 00 99 0F BF ↓ B8 A0 05 00 ------- FOV for 1920x1080. ↓ B8 40 0B 00 ------- FOV for 3840x2160. AB AA AA ------- Original aspect 4:3. Surroundings: 4D 62 50 3F AB AA AA 3F 0A D7 A3 ↓ 39 8E E3 -------- Aspect 16:9. Same for all widescreen resolutions. If you want to fiddle with other resolutions or just make your own fix, you must use your reference save. First change the aspect ratio's HEX values to 16:9. Now set your game to the desired resolution. Launch the game and load your refernce save. You will see the FOV is wrong. Now you can try changing the FOV values. Keep in mind that these hex values are in that twisted backwards byte order though. So changing the first pair of HEX values of the four pairs is the way to make small changes. Your goal is of course to align your reference measuring horizontal line at the top edge to be at the same spot as it was in the 4:3 exe. Last edited by innuendo1231; 17-03-18 at 20:32. |
18-03-18, 09:11 | #55 | |
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23-04-18, 16:10 | #56 | |
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23-04-18, 18:56 | #57 | |
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Regarding the invisible wall bug with the Senet piece, apparently caused by the grenade fix – if you switch to the v1.3a No Grenade Fix exe, preferably before starting Semerkhet, then you shouldn't encounter the bug. After Semerkhet, you can switch back to using the exe which includes the grenade fix (v1.3b). |
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23-04-18, 21:11 | #58 | |
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Basically, just the widescreen fix, the holster fix, and the jackal/mummy vs. explosive ammo fix, is what I want rolled into one .exe -- I'd do it myself, but I've tried my hand at hex editing before, and I know it's way beyond me, so... Last edited by tomblover; 23-04-18 at 21:13. |
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02-05-18, 18:36 | #59 |
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^ I agree with you .
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02-05-18, 19:06 | #60 |
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I had a look around, actually, and the relevant code to enable the holster fix isn't even out there in raw format, so I couldn't apply it to any vanilla .exe -- and PhantomPain's .exe is built on top of mizuno_suisei's fixes, which means it has the camera and transparency changes.
Would anyone happen to have the code? I did try hex editing the game to run at a widescreen aspect ratio, manually, and that actually worked, so I'd be willing to give it a try myself... |
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