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Here all the offset I`m playing with right now:
640x480 in 2x double word (0x80020000e0010000)
0x201D5C Gameplay Resolution #4
0x208400 Unknown
0x209718 Unknown

640x480 in 2x word (0x8002e001)
0x239bf4 Unknown
0x1ef75c Main Menu (dont scale)
0x1ef76a Unknown
0x1ef778 Level end stats (dont scale)
0x1ef786 Unknown
0x1ef794 Unknown
0x1ef7cc Pre-Logos text (dont scale)
0x1ef7e8 HighScore (dont scale)
0x1ef7f6 Bios (dont scale)
0x1f70aa Intro 3D logos (Will crash after if main menu not set to same resolution)

640x300 in 2x word (0x80022c01)
0x1ef7a2 opening crawl (crash if change)
0x1ef7be credits (crash if change)
0x1ef7da Unknown

640x340 in 2x word (0x80025401)
0x1ef740 Hangar (crashing if change)
0x1ef74e Mission Select (crash if change)

For 640x300 screens I've tried to set 1280x600 (0x00055802)
For 640x340 screens I've tried to set 1280x680 (ox0005a802)

Both respect the aspect ratio, but the game crash as soon you click to enter them.

@CrazySteve88 When you say you changed the main menu you are referring to the menu with roster and setting or the mission select menu? If the later what have you set for resolution and a which offset?
Post edited February 10, 2015 by darthcloud64
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darthcloud64: Here all the offset I`m playing with right now:
Thanks for listing all of these, +1. Barring some memory allocation issues, we should be able to make something of this ;)
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darthcloud64: @CrazySteve88 When you say you changed the main menu you are referring to the menu with roster and setting or the mission select menu? If the later what have you set for resolution and a which offset?
Thanks for the offsets. I was referring to the main menu with the settings and roster and the offset you listed wasn't the one I had. I don't have the offset written down because I was messing around with all of the different resolutions at the time. I figured the one I found was just a glitch because it was only displaying in the top left corner, later on I found out that's just how the game is.. yeah.

So I've been using hex workshop to find the address again but originally I used HxD and then switched to wxHexEditor because I wanted an editor that displayed search results in a list. I guess I'll have to go back to wxHexEditor and try finding it again. There's only 83(or 84) results for 640 so it's just a matter of time until I find it. For all I know I could have had several addresses changed at once though :/
Post edited February 03, 2015 by CrazySteve88
I updated the patch to include all menus. They still don't stretch to fill the whole screen but I think the solution might be located in the bytes found within the menu addresses like for ex....

80 02 54 01 46 00 46 00 14 0E 06 00 22 56
This is the address for the hanger menu.

Now originally when we changed that address the game crashed but changing the first 4 bytes after the resolution to 0's fixes this issue. I also applied the same trick to the other menus and again this fixed the issue. So I'm not sure what those bytes represent but they could be something like view size or... something I dunno.

Also there is a glitch when going from main menu to mission select and hanger, the screen doesn't clear correctly. What happens is the main menu is partially displayed near the bottom for those two screens. This might be related to one of the addresses I changed and is most likely fixable, either way it's doing that because the resolution for those two menus are smaller than the main menu.

I tried to hurry this along as much as possible. UniWS was causing me issues as well which just made things go slower,

As always post any bugs you guys find and enjoy!

*EDIT * I am also really exhausted so don't hate if I screwed up somewhere
Post edited February 09, 2015 by CrazySteve88
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CrazySteve88: 80 02 54 01 46 00 46 00 14 0E 06 00 22 56
This is the address for the hanger menu.
Amazing!

I see now the two bytes are probably the 2 black border size I bet.
480-340 = 140, 140/2 = 70 = 0x46!

I guess you used the standard resolution with no black border, right?
I'm gonna retry tonight after work with my resolution that respect the ratio and correct the border size.
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CrazySteve88: 80 02 54 01 46 00 46 00 14 0E 06 00 22 56
This is the address for the hanger menu.
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darthcloud64: Amazing!

I see now the two bytes are probably the 2 black border size I bet.
480-340 = 140, 140/2 = 70 = 0x46!

I guess you used the standard resolution with no black border, right?
I'm gonna retry tonight after work with my resolution that respect the ratio and correct the border size.
It's possible. All menus share the same format as above although some like the main menu don't have those bytes so you might be on to something. I think at least 4 menus share the same exact bytes as well(high score,bios, medals, and credits I think). The last 3 bytes 14 0E 06 must represent the music or something. If you tinker with it the music stops so there's no telling.
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darthcloud64: Amazing!

I see now the two bytes are probably the 2 black border size I bet.
480-340 = 140, 140/2 = 70 = 0x46!

I guess you used the standard resolution with no black border, right?
I'm gonna retry tonight after work with my resolution that respect the ratio and correct the border size.
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CrazySteve88: It's possible. All menus share the same format as above although some like the main menu don't have those bytes so you might be on to something. I think at least 4 menus share the same exact bytes as well(high score,bios, medals, and credits I think). The last 3 bytes 14 0E 06 must represent the music or something. If you tinker with it the music stops so there's no telling.
Just tried and the 2 word following the resolution indeed control the black bars size!

Those menu (hangar, crawl...) dont scale either however :S, I though this affected only 2D menu.
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CrazySteve88: It's possible. All menus share the same format as above although some like the main menu don't have those bytes so you might be on to something. I think at least 4 menus share the same exact bytes as well(high score,bios, medals, and credits I think). The last 3 bytes 14 0E 06 must represent the music or something. If you tinker with it the music stops so there's no telling.
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darthcloud64: Just tried and the 2 word following the resolution indeed control the black bars size!

Those menu (hangar, crawl...) dont scale either however :S, I though this affected only 2D menu.
Yeah I noticed that too and my theory is since the mission/ship loads from the main menu directly it's still using the same code that controls the overall screen size.

Notice how the graphics screw up when you go from the main menu to the mission/ship selection? those 2 menus use a lower resolution(640x340 regardless if you change the above code) than the main menu which makes me think there's another set of codes I haven't found. All I've changed so far is the screen resolution.

I still haven't found the address that let's you see where those sliding doors go after the animation ends. That code might lead to the screen size but again this is all a theory. For now I plan on relaxing.
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Spinorial: If the research into substituting textures and models succeeds, i.e. HD textures etc, then it might be possible, provided we actually find the offsets.
Texture replacement works, but I tested it just with some trivial examples. RS uses mostly palettized / grayscale textures for models. Last thing that I remember I tried was double-sizing the TF wing texture and drawing some junk on it as a test. Worked fine. I think that the game uses a fixed-size memory pool so I can't guarantee that adding many high-res textures will work, but that's just a theory. Also, terrain tiles use fixed-size textures (16x16 pixels I think), so for high-res you'd have to do some more exe hacking.
Attachments:
I could be doing something wrong, but I cannot find offset 16E042 when I open the .exe in a hex editor. It goes from 16E040 to 16E050. I tried editing 16E040 and it caused the game to simply crash when it launched. I got the resolution to change with no problems, but it would be nice to play in the correct aspect ratio.
Post edited April 30, 2015 by LordFendleberry
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LordFendleberry: I could be doing something wrong, but I cannot find offset 16E042 when I open the .exe in a hex editor. It goes from 16E040 to 16E050. I tried editing 16E040 and it caused the game to simply crash when it launched. I got the resolution to change with no problems, but it would be nice to play in the correct aspect ratio.
16E042 would be the third byte on the line. Each line goes from 0 to F, so the first two digits would be offset 16E040, next two - 16E041, then 16E042, all the way to 16E04F, after which comes 16E050 which is on the next line.
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LordFendleberry: I could be doing something wrong, but I cannot find offset 16E042 when I open the .exe in a hex editor. It goes from 16E040 to 16E050. I tried editing 16E040 and it caused the game to simply crash when it launched. I got the resolution to change with no problems, but it would be nice to play in the correct aspect ratio.
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Spinorial: 16E042 would be the third byte on the line. Each line goes from 0 to F, so the first two digits would be offset 16E040, next two - 16E041, then 16E042, all the way to 16E04F, after which comes 16E050 which is on the next line.
Thanks, that totally worked. Although, now that I see what I was missing, I'm going back, lol. Watching that terrain pop in and out is just too ugly.
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Spinorial: If the research into substituting textures and models succeeds, i.e. HD textures etc, then it might be possible, provided we actually find the offsets.
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fimkold: Texture replacement works, but I tested it just with some trivial examples. RS uses mostly palettized / grayscale textures for models. Last thing that I remember I tried was double-sizing the TF wing texture and drawing some junk on it as a test. Worked fine. I think that the game uses a fixed-size memory pool so I can't guarantee that adding many high-res textures will work, but that's just a theory. Also, terrain tiles use fixed-size textures (16x16 pixels I think), so for high-res you'd have to do some more exe hacking.
Hey, it is great to see you here, too. I just bought it and played - lots of good old memories. One thing is that you can use ready HOB/HMT models from sequels and replace them easily, can't you?
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fimkold: Texture replacement works, but I tested it just with some trivial examples. RS uses mostly palettized / grayscale textures for models. Last thing that I remember I tried was double-sizing the TF wing texture and drawing some junk on it as a test. Worked fine. I think that the game uses a fixed-size memory pool so I can't guarantee that adding many high-res textures will work, but that's just a theory. Also, terrain tiles use fixed-size textures (16x16 pixels I think), so for high-res you'd have to do some more exe hacking.
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LukA_YJK: Hey, it is great to see you here, too. I just bought it and played - lots of good old memories. One thing is that you can use ready HOB/HMT models from sequels and replace them easily, can't you?
No, they changed the formats in the next games.