Maps that are "wider" and "higher" than the resolution you use are displayed without problems. Thanks! Hello! I play in 2560x1440 resolution and not all maps in the game have a full size in width greater than 2560 pixels. Irshansk: Could you please tell me the values for 3840x2160? Anyway, I did figure out 960圆00, and for the benefit of anyone else who wants to dig into this, here's a summary of known values to date: Horizontal resolutions don't make any more sense to me, either. In fact, through trial and error, I found 00 88 44 to be a 1200-pixel height. Based on that, we can re-derive some other heights e.g., for 900 pixels: 900 - 600 = 300 300 / 4 = 75 0x16 + 75 = 0x16 + 0x4b = 0圆1, which matches the known-good pattern 00 61 44. Dividing the difference in heights by that number shows that each change by 1 is worth 4 pixels: (720 - 600) / 30 = 120 / 30 = 4. E.g., the difference between a vertical resolution of 720 and 600 pixels is 0x34 - 0x16 = 0x1E = 30. For some vertical resolutions, the value of the middle byte appears to encode the difference between resolutions in 4-pixel steps. However, I still can't figure out a consistent pattern. The first half/three bytes clearly control width, and the second half the height. My goal was to enable 960圆00, so that I could use 2x integer scaling on a 1920x1200 monitor. I tried to take another look at the values.
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