The 1024x768 Project
Moderator: thunderchero
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Re: The 1024x768 Project
Ok I tested removing the movie.wdf from stbf.res, the trek.exe went nonresponcive, So I guess it looks for file but does not use it lol
as for *_load.tga I think it is also set by trek.exe since it only flashes right after the race avi. I found at 0043D6F9 (I am sure you found this already) but not found size to edit
also when you have some time I thought it would be nice to have a list of locations/descriptions that get edited in the trek.exe for the 1024x768 project in Solutions; Bug fixes and recoding of game section?
thunderchero
as for *_load.tga I think it is also set by trek.exe since it only flashes right after the race avi. I found at 0043D6F9 (I am sure you found this already) but not found size to edit
also when you have some time I thought it would be nice to have a list of locations/descriptions that get edited in the trek.exe for the 1024x768 project in Solutions; Bug fixes and recoding of game section?
thunderchero
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Re: The 1024x768 Project
Hi,
I started an expanded version of 1024 vanilla and ran into a problem in redeploy screen. It will only display 3 per row I would like it to display 5 per row, so more could be displayed. I have found at 0x1807d4 is for the size of tga used and at 0x180714 is for the bracket around image when you hoover over image. But have no idea how to increase how many per row.
thanks for any help
thunderchero
I started an expanded version of 1024 vanilla and ran into a problem in redeploy screen. It will only display 3 per row I would like it to display 5 per row, so more could be displayed. I have found at 0x1807d4 is for the size of tga used and at 0x180714 is for the bracket around image when you hoover over image. But have no idea how to increase how many per row.
thanks for any help
thunderchero
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Re: The 1024x768 Project
Looking gooood
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Re: The 1024x768 Project
Yeah, that's looking great. I quickly found the locations for the number of ships per row in the deployment screen. I'll put it into the patch in a future release. Here are the two ASM locations that need to be patched:
Change the 3's to 5's and it will work for you (3 is the number per row).
P.S. Here's how I found it: using IDA, I searched for "shpdpy.wdf". That lead me to the UI_Armament_* subroutines. Then I looked at all cross-references to the Widget_SetPosition subroutine since we're interested in widget positions. I examined the 6 calls to Widget_SetPosition from UI_Armament. I noticed one call which was preceded by those number 3's. I changed them 5's using OllyDebug, and voila.
Code: Select all
4FEA9F 03 00 00 00
4FEABD 03 00 00 00
P.S. Here's how I found it: using IDA, I searched for "shpdpy.wdf". That lead me to the UI_Armament_* subroutines. Then I looked at all cross-references to the Widget_SetPosition subroutine since we're interested in widget positions. I examined the 6 calls to Widget_SetPosition from UI_Armament. I noticed one call which was preceded by those number 3's. I changed them 5's using OllyDebug, and voila.
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Re: The 1024x768 Project
thanks QD,
I think I change both of those just never at same time lol It worked perfect even on saved game.
thunderchero
I think I change both of those just never at same time lol It worked perfect even on saved game.
thunderchero
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Re: The 1024x768 Project
That 9 ship fleet is looking a little empty, I see room for 6 more ships at least
^ that was a joke btw but hey feel free
^ that was a joke btw but hey feel free
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Re: The 1024x768 Project
Thought the same.Tethys wrote:That 9 ship fleet is looking a little empty, I see room for 6 more ships at least
^ that was a joke btw but hey feel free
Looks really great!
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Re: The 1024x768 Project
Great minds think alike, so much room
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Re: The 1024x768 Project
16 more if you reduce size of box and move experiance bar closer.Tethys wrote:That 9 ship fleet is looking a little empty, I see room for 6 more ships at least
^ that was a joke btw but hey feel free
If you are going to dream dream big lol
thunderchero
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Re: The 1024x768 Project
@TC -- you've posted these kinda photoshops before --- remember how long the energy screen project took lol --- but let us keep inspiring the search to turn botf into the game it should have been
@QD great work finding the row display limit number -- (nice explanation of the how as well)
@QD great work finding the row display limit number -- (nice explanation of the how as well)
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Re: The 1024x768 Project
Ah hell TC I took your pic and added 2 more ships for a total of 28 just for kicks and giggles...
Also, if we can do away with some of that useless bottom gui....
Also, if we can do away with some of that useless bottom gui....
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Re: The 1024x768 Project
yep, all above images looks really exciting, and it was nice to know how qd fouind out the solution for this situation, though i don´t fully understand it, lol. But i hope someday i can.
Btw, these great project it´s going to be showed on the november newsletter, paraphrasing some QD words as how it´s going to be like the software.
Btw, these great project it´s going to be showed on the november newsletter, paraphrasing some QD words as how it´s going to be like the software.
Live long and propser
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Re: The 1024x768 Project
Well I have a new request I tried to find it but all I got was a lot of crashes lol,
this one it would be nice to increase from 6 to 9 maybe 10 depending on space. the *bshpinf.wdf is the wdf used.
thanks in advance
thunderchero
this one it would be nice to increase from 6 to 9 maybe 10 depending on space. the *bshpinf.wdf is the wdf used.
thanks in advance
thunderchero
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Re: The 1024x768 Project
Wow, combat looks great in 768
For those who may have missed it, the above comment is a rhyme
For those who may have missed it, the above comment is a rhyme
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Re: The 1024x768 Project
Try this:thunderchero wrote:this one it would be nice to increase from 6 to 9 maybe 10 depending on space. the *bshpinf.wdf is the wdf used.
if more ships than
004AABB5 sub esi, 6
then -> sub_5445B0 edx0_show_scrollbar
and
004AAD13 mov ebx, 6
-> sub_544780 show_max_items_ebx
sub_4AA430 shipInfoListSize
004AA441 add edi, 30h // 48 = 8 * 6 items
004AA474 mov edx, 6
sub_4AA350 shipInfoItem
004AA366 lea eax, [ebp+6]
004AA371 lea ebp, [edx-6]
004AA382 cmp ebx, 6
004AA38B mov eax, 6
-> +8* new objects each ?
004AB03C mov eax, 38h
004AB0BB add esi, 30h
004AB1F9 add esi, 30h
004AB377 mov ebx, 6
004AA4BC mov eax, 30h +8* new objects
004AA4E7 mov ebx, 6
004AA552 cmp esi, 6
004AA570 cmp esi, 6
@ QD - Thank god he hasn't noticed yet all the other stuff to adjust (like the F1 task forces column), so I strongly recommend either not logging in anymore or buying shotguns...
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.