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magic numbers for IWD


Avenger

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There is no resolution selection code as we expected, but the xdelta/ydelta stuff is roughly in the same place, and now that i know what to look for it took me about 10 minutes to find :)

 

xdelta (576): 0x3532f, 0x3536e, 0x353Ac, 0x353Eb, 0x3542a, 0x35468, 0x354A7

ydelta: 0x35336 (390), 0x35375 (198), 0x353B3 (326), 0x353f2 (341), 0x35431 (370), 0x3546f (234), 0x354Ae (390)

 

 

Another difference is that there are 7 places to alter, not 6.

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I looked at PST too, i found the function in which those magic numbers used to be, but it lacks exactly this part.

 

Thinking of it, PST has only a bottom bar and no left/right panes, and the whole screen is static. So the numbers we look for might be constants frozen somewhere deep in the data area.

 

Looking for subsequent 640 and 480...

 

[edit]

Can't promise anything: 0x4F463E (640), 0x4F4640 (480)

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The PST offsets didn't work (neither of them), and appear to be too close. In BG2 and HoW they're approximately 0x300 bytes apart, whereas in IWD2 they're around 0x100 bytes apart.

 

As for IWD1, do you have it installed? If so, you need to edit widescreen/lib/game_config.tpa to test around. Besides, the resolution selecting code is required to test them, not vice versa.

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The PST offsets didn't work (neither of them), and appear to be too close. In BG2 and HoW they're approximately 0x300 bytes apart, whereas in IWD2 they're around 0x100 bytes apart.

 

As for IWD1, do you have it installed? If so, you need to edit widescreen/lib/game_config.tpa to test around. Besides, the resolution selecting code is required to test them, not vice versa.

Yes, they are too close, because they are 2 shorts stored in the data area, as i predicted :)

 

They are close to each other in iwd2 because iwd2 is compiled with code optimisations.

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