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Pages: (4) [1] 2 3 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [REL] Vice City Widescreen Fix

 Adjust game to display correct on 16:10
 
Squiddy  
Posted: Thursday, Mar 20 2008, 12:36
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Hey all,

a friend noted on gtareactor that Vice City has problems with 16:10 resolutions (like widescreen monitors have). This showed in a difference between the crosshair and the actual hit point. See the screenshots below if you don't know what I'm talking about. smile.gif
From that on I worked on improving the display and fixed some minor stuff.

Fixes
- HUD not stretched anymore
- Crosshair match hit point
- perspective adjusted

Download
http://squiddy.marway.org/gta/files/vcwidescreen.zip
(http://squiddy.marway.org/gta)

Install
Extract into vice city directory. Enable the widescreen option in the display menu. Be sure to keep the file in the directory only if you're playing in widescreen. Otherwise it will affect 4:3 displays.

Before/After comparison
screenshot

This post has been edited by Squiddy on Saturday, Apr 5 2008, 10:15
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ESMazter  
Posted: Thursday, Mar 20 2008, 14:01
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Great thing for laptop users like me! icon14.gif
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[CTD]LaBan  
Posted: Saturday, Mar 22 2008, 11:15
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Great! Now i can play correctly on my laptop, too smile.gif

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Rbn 3d  
Posted: Saturday, Mar 22 2008, 15:56
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Nice!! But.... any release for SA??
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Alexander Blade  
Posted: Saturday, Mar 22 2008, 18:53
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N1ce fix !
may be if Squiddy will tell me how he did it for VC i'll do this 4 SA
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Squiddy  
Posted: Saturday, Mar 22 2008, 20:54
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Thank you all.

Does SA really have the same problems? I am surprised, I expected them to handle this better. Of course I do my best to help you Alexander, you might want to check the source, it really is not much I did, research lasted longer than everything else:
http://squiddy.marway.org/gta/source/vcwidescreen.txt

But if you don't work with VC it probably doesn't help you much, maybe I can explain it better.

First priority was to fix the crosshair position, which is drawn in CHud::Draw. The calculation used some floats for scaling. As I changed them, the bullet hit position was changed too, so I had to change the code and manually adjusted them to fit.
CODE

float shoot_scale_x = 0.5362989902f;
float shoot_scale_y = 0.3810000122f;

DWORD p = vcversion::AdjustOffset(0x5575FA);
VirtualProtect((void*)p, 4, PAGE_EXECUTE_READWRITE, &dwProt);
*(DWORD*)p = (DWORD)&shoot_scale_x;
VirtualProtect((void*)p, 4, dwProt, &dwProt);

p = vcversion::AdjustOffset(0x55760A);
VirtualProtect((void*)p, 4, PAGE_EXECUTE_READWRITE, &dwProt);
*(DWORD*)p = (DWORD)&shoot_scale_y;
VirtualProtect((void*)p, 4, dwProt, &dwProt);


Second was the vertical scale of the whole display. Strechnutter had that option in VC Camhack, called 'Height stretch'. Maybe it's present in SA too. This value is changed when activating cutscenes for example.
CODE
p = vcversion::AdjustOffset(0x54A29E);
VirtualProtect((void*)p, 4, PAGE_EXECUTE_READWRITE, &dwProt);
*(float*)p = 1.56f;
VirtualProtect((void*)p, 4, dwProt, &dwProt);


The horizontal scaling of the HUD was corrected. Everything was affected, excepts the radar map sprites. They had to be adjusted seperatly.
CODE
*(float*)vcversion::AdjustOffset(0x697A70) = hud_scale_x;
*(float*)vcversion::AdjustOffset(0x68FD14) = radar_scale_x;


When I corrected the huds horizontal scale, the sniper mode had a bug. The black rectangles left and right to the sniper texture had to be made wider, otherwise a small coloumn was not black. This is how it looked in the end:
See here: http://gtareactor.planet-multiplayer.de/gt...achmentid=32712


Well, I hope this helps you somehow. smile.gif
If there is any question, feel free to ask.
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-/TNT\-  
Posted: Saturday, Mar 22 2008, 21:08
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San Andreas on my PC always looks all stretched upwards. I've resorted to the CamHack, it fixes the problem. I haven't noticed any aiming difficulties though, but I'll be glad if you can fix this. It just eliminates another app I keep open when gaming. smile.gif
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Alexander Blade  
Posted: Sunday, Mar 23 2008, 08:51
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2Squiddy : thx a lot )
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simkas  
Posted: Monday, Mar 24 2008, 15:33
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I f*cking love you.
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simkas  
Posted: Friday, Apr 4 2008, 14:36
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I'm having a problem with this. When I put the .asi in my game foler, the screen looks more stretched in widescreen mode.
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Squiddy  
Posted: Friday, Apr 4 2008, 14:48
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Did you enable the widescreen option in the display settings? It is needed, as the mod is correcting the settings done by VC. If this doesn't help, could you post a screenshot?
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simkas  
Posted: Saturday, Apr 5 2008, 11:38
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Here's how it looks without this fix:
user posted image
And here's what it is with the fix:
user posted image

With the fix, the hud doesn't look so stretched, but the view is stretched down verticaly.
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Squiddy  
Posted: Saturday, Apr 5 2008, 12:12
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Well... that's going to be difficult. Thing is, I asked a friend what vertical scale he prefers, that's the one I chose for the fix. It's really a matter of personal taste I assume, but imo on the second screenshot Tommy does look more natural than on the other one.
If you prefer a different setting, I need to make it configurable.
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simkas  
Posted: Saturday, Apr 5 2008, 12:24
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QUOTE (Squiddy @ Apr 5 2008, 12:12)
Well... that's going to be difficult. Thing is, I asked a friend what vertical scale he prefers, that's the one I chose for the fix. It's really a matter of personal taste I assume, but imo on the second screenshot Tommy does look more natural than on the other one.
If you prefer a different setting, I need to make it configurable.

He looks too short in the second picture.
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Squiddy  
Posted: Saturday, Apr 5 2008, 12:28
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Well, yeah. I guess I can find 10 people claiming he is too tall in the first picture. tounge.gif

Okay, I make it configurable then, maybe today, maybe tomorrow.
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spaceeinstein  
Posted: Sunday, Apr 6 2008, 17:18
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I don't know if other people have this issue but someone posted this problem with the widescreen fix.
http://img228.imageshack.us/img228/3417/bugcr3.jpg
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Squiddy  
Posted: Sunday, Apr 6 2008, 19:28
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Oh, never checked that. biggrin.gif

Makes sense, because that map is rendered in the same function as the HUD I think. When I corrected the scale factor for the hud, the icons position stayed the same. Two possibilities.. stretching the map in that display or correcting the icons position. I think the first is easier. I'll check that out.

Edit
Okay, figured out where the problem is, just need to find a good way to fix it. Maybe I do it the lazy way, at least the bug will be fixed then. tounge.gif

This post has been edited by Squiddy on Sunday, Apr 6 2008, 20:18
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The Kirbster  
Posted: Thursday, Apr 10 2008, 20:41
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Thanks man, I really needed this. icon14.gif Good job. Correct me if I'm wrong, but I think you just made the aiming circle at the location of where the Widescreen mode fires, instead of changing the line of fire location to where the aiming circle is. Yes?
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Squiddy  
Posted: Thursday, Apr 10 2008, 21:00
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Yes, I found this to be the easiest solution and I think it doesn't really makes a difference in playing, does it?
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The Kirbster  
Posted: Thursday, Apr 10 2008, 21:12
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No, I find it easier to use sometimes tounge.gif . Great job on the mod, and good luck with fixing the map glitch. smile.gif
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