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Hello!

I have tried playing Alien Nations on debian linux with lutris / wine.
I have encountered the following issues:
1. Intro doesn't work. - don't really care.
2. Background music doesn't work.
Sound fix doesn't work.

UPDATE:
Sound fix WORKS.
(Need to set dll overrides in wine config!)
(Still can't change music volume in game, just in the ini file)

3. Can't set higher resolution. Only 800x600 or 1024x768.
(This isn't really a problem. - Just a nice to have.)

UPDATE:
See HACK and my comments there.

4. When switching between game and game menu, resolution changes and it takes a long time...
(The menu is 800x600, and I have set the game to 1024x768.)
5. Resolution stays at 800x600 after exiting the game. I have to set it back to FullHD from OS monitor settings.
6. Loading a saved game in which I have wiped out an enemy nation crashes the game.

After this I have written to GOG support, who didn't really care as I was not using Windows...

My tests on Windows 7:
Intro plays.
Menu and game background music plays, but:
1. can't adjust volume, which is too loud.
2. only one track plays, then music stops.
BUT for these:
Sound fix WORKS.
(Still can't change music volume in game, just in the ini file)

Weird display bug when setting game resolution to 1024x768.
(lines across screen, screen shifted, see pics)
First I fixed this with restarting the computer, but from the second time on, I got the lines every time.
Changing scroll optimization to off doesn't help.
Turning on hardware acceleration doesn't help.
So for me 1024x768 resolution DOES NOT WORK.
800x600 seems to work.

See HACK and my comments there.

----------

System related BUGS:
Black Screen after Intro / Win10 64 UNSOLVED?
Try this

Multiplayer not working
LINK2

Entering game menu crashes game Win 10 SOLVED

GAME BUGS:
mission s3 - game freezes if enemies kill each other / if wood creek town hall is destroyed
mission s8 - game save not working (see 6. above), amazon camp gets wiped -> no cake to trade for
(I had to guard the amazon camp, just to be able to load my save games...)

I have game save files for these, but can't attach them...

Unable to load savegames
LINK2

GAME BALANCE:
Each nation has a mission where you have to fulfill their every wish.
Solutions:
1. Limit their wishes by building few houses.
2a. Build everything / set up camp, wait for allies to trade with you.
2b. Build everything, then use cheats to get remaining resources, that you can't produce. LINK

Problems with amazons missions

TIPS:
See above link.

1. Use hunters at the beginning to defend / attack. They are easy / cheap to make.
2. Run around with a hunter to distract enemies from destroying your town.

How to build towns
Maintaining gold income

NOTES:
Mission pack not included

Please confirm the above BUGS, and link (write) others in this topic.
Attachments:
Post edited February 14, 2023 by bszoke88
I have been chipping away at this game with a hex editor.
Here are my findings:

Files inside Data folder:
.dvm - maps
.mdb - mission texts and starting resources
.gdb - ?? game works without them
dv.odb - units and their parameters (like price)
DV.tbd - game texts
dv.wdb - German texts
.dvf - ??
dv.OD - likely unit and building icons memory locations or metadata
dv.gd - likely unit and building icons
.os - terrain files??

----------

Map file decoding:

data/amazon6.dvm -> 2nd amazon mission - the holy tree

map file starts with text SMVD, then int32s
1st int is 64
2nd int is how many assets to load from the file
3rd spacer 02
4th spacer 06
5th ?? valid values: 09, 0B, 0C, 22
6th spacer FF

after this, 7 ints for each item:
a b c [02 00 00 00] [06 00 00 00] d [FF FF FF FF]

a coordinate
b coordinate
c ??
d item type

some values for d in hex:

0A tree 4
0B tree 6
0C tree 4
0D bush 5 food
0E bush 5 food
0F bush 5 food
10 bush 5 food

15 mushroom
16 mushroom
17 mushroom
18 mushroom

1D stone 14
1F stone 14
20 stone 12
21 fasterator food 8
22 nector food 12
23 saurian food 8
24 swampling food 12
25 rabbit
26 debris stone 8

after this, 7 ints for buildings and people:
a b c d [00 00 00 00] e [00 00 00 00]
a coordinate ??
b coordinate ??
c ??
d 0 for people, 1 for building
e type

some values for d, e in hex:
0 08 crashes game - do not use
0 09 transporter
0 0A foundress
0 0B master builder
0 0C criminal
0 0D diplomat
0 0E cocoa grower
0 0F actress
0 10 baker
0 11 hunter
0 12 landlady
0 13 woodcutter
0 14 newsgirl
0 15 policewoman
0 16 priestess
0 17 scholar
0 18 scout
0 19 armorer
0 20 master alchemist
0 21 alchemist
0 22 catapult
0 23 cannon
0 24 crossbows woman
0 25 incomplete dwelling - do not use

1 25 dwelling
1 26 large dwelling
1 27 barrack
1 28 town hall
1 29 storehouse
1 2A embassy
1 2B weapons plant

2 20 stone 12

the rest of the file is unclear to me

----------

DV.dtb has various strings, including menu text
the structure for each entry:
index, number of characters, characters, 0 (end of string)
Attachments:
Post edited February 21, 2023 by bszoke88
I have spent many hours looking at AN.exe to change the game's resolution.
I have used the Reko Decompiler and a hex editor.

Here are my findings.
There are two types of resolutions (= res).
Window / display resolution (= dres) and
program resolution (= pres)

There are 3 resolutions in the game:
intro - dres 640x480 pres 640x360 (this is the video res.)
menu - dres and pres 800x600
game - dres and pres 800x600 OR 1024x768

The main function calls 486CC0, which probably contains the main program loop.
In it there is a call to 486A30, which sets up intro dres.
After that there are a set of lines, which set up intro pres.

----------

If you want to skip the intro, then change
line 0087670
F8 33 DB 33 ED 3B FB C7 44 24 18 80 02 00 00 0F 84 A9 00 00 00 6A 28 E8 A5 B9 00 00 8B F0 83 C4
change to:
F8 33 DB 33 ED 3B FB C7 44 24 18 80 02 00 00 90 E9 A9 00 00 00 6A 28 E8 A5 B9 00 00 8B F0 83 C4

NOTE:
MAKE A BACKUP of the AN.exe first!!!
This may skip the outros as well... (haven't tested it.)

----------

If you want to change the intro res from 640x480 to 1920x1080

AN.exe
in fn00486CC0 before calling fn00486A30
line 00087350
6A 10 68 E0 01 00 00 68 80 02 00 00 E8 CF F6 FF
change to:
6A 10 68 38 04 00 00 68 80 07 00 00 E8 CF F6 FF

after that, line 000876E0
8B C8 E8 99 43 FB FF 8D 56 14 B8 3C 00 00 00 6A 00 C7 46 24 B0 6B 48 00 89 2A 89 42 04 8B 44 24 1C 89 42 08 B8 A4 01 00 00 89 42 0C FF 15 E0 51 4A 00 EB 02 33 F6 8B 4E 10 33 DB 53 6A 01 E8 6D
change to:
8B C8 E8 99 43 FB FF 8D 56 14 6A 00 58 90 6A 00 C7 46 24 B0 6B 48 00 89 2A 89 42 04 B8 80 07 00 00 89 42 08 B8 38 04 00 00 89 42 0C FF 15 E0 51 4A 00 EB 02 33 F6 8B 4E 10 33 DB 53 6A 01 E8 6D

----------

Changing the intro res doesn't seem to do anything for the other res.

After the intro is played, there is a call to 486BB0. which sets the res. to 800x600 in 4 (maybe more) function calls.
I don't know why...
Changing these doesn't do anything on its own, because after these 42EB20 is called, which sets the res to 800x600 if it isn't that already.
If I change 42EB20 to set res to 1920x1080, after I get back to the menu from a game, I get a menu with dres 1920x1080, but pres 800x600.
(You see the menu in the top left corner...)

NOTE that personally I don't care much about the menu res, it could stay 800x600 or even be displayed in the top left corner...

----------

Turns out that the game res is set with the an.cfg config file, which is in the Savegames folder.
The last bytes of that:
20 03 00 00 58 02 00 00 01
2003 is 0x320 = 800
5802 is 0x258 = 600

Changing these to:
80 07 00 00 38 04 00 00 01
8007 is 0x780 = 1920
3804 is 0x438 = 1080

crashes the game.
This changes the pres only.
(You are trying to put a 1920x1080 image into a 800x600 frame.)

If I change all 800x600 parameters, then with this cfg file mod., the game will have dres and pres to 1920x1080.
BUT the in game right-side menu is not decorated like it should be and doesn't refresh properly.
(Changing from building to building or units just overwrites pixels, so after a while you can't read it... see pics)

The strangest thing is that if the config file res is 1024x768, I get a 1024x768 res game, like when using the unmodified AN.exe.
This means, that there is a function I haven't found yet, that sets the resolution based on the config file.

So the best solution would be to find and rewrite this function.

----------

I have changed the decompiler to Ghidra.
This shows a lot more from AN.exe.
I have found an easier change to 1920x1080:

(update 2023-02-27: NOTE, THIS HAS OTHER ISSUES...
have to play around when to set the an.cfg to fullhd
when exiting to menu, returning crashes the game)

If an.cfg is set to 1920x1080, using this mod, you get 1920x1080 dres, pres, but with right side menu issue.

In function f483DA0:

0008413E
89 48 04 6A 01 FF 15 E0 51 4A 00 8A 0D 37 3B 4B 00 A1 A4 F3 4A 00 3A CB 75 1B 3D 00 04 00 00 74 1F 38 1D 38 3B 4B 00 75 0C 38 1D 39 3B 4B 00 0F 84 F5 00 00 00 3D 00 04 00 00 75 1E 3A CB 75 1A 53 6A 10 68 00 03 00 00 68 00 04 00 00 E8 A0 28 00 00 A1 A4 F3 4A 00 83 C4 10
change to:
89 48 04 6A 01 FF 15 E0 51 4A 00 8A 0D 37 3B 4B 00 A1 A4 F3 4A 00 3A CB 75 1B 3D 80 07 00 00 74 1F 38 1D 38 3B 4B 00 75 0C 38 1D 39 3B 4B 00 0F 84 F5 00 00 00 3D 80 07 00 00 75 1E 3A CB 75 1A 53 6A 10 68 38 04 00 00 68 80 07 00 00 E8 A0 28 00 00 A1 A4 F3 4A 00 83 C4 10

As you can see from t04v2.jpg, the right side menu has a background image, that is in this case too small (either 800x600 or 1024x768) and that is why it is all black.
The game likely redraws this image and then adds additional content on every update.
(When you get more money, change from a person to a building etc.)

As this image is inside a file, it would probably be very hard to overwrite it with a bigger one.
So the next best thing would be to move it over, so it is in the right place.
Of course the bottom of it would not be correct, but still...
Attachments:
an01v2.jpg (362 Kb)
an02v2.jpg (352 Kb)
t03v2.jpg (484 Kb)
t04v2.jpg (492 Kb)
Post edited February 27, 2023 by bszoke88
Thanks @bszoke for the detailed write-up, much appreciated! I'm in a similar situation, I'd like to get it to run on Linux Manjaro, and everything works fine except there is no sound.

It seems you found a solution; you wrote "Sound fix WORKS. (Need to set dll overrides in wine config!)" - I added all the mentioned dlls from dxwnd into the Bin folder and into library exceptions via winecfg (dxwplay, libogg, libvorbis, libvorbisfile, winmm). Is that all you did? It seems they don't get picked up by wine properly for me.
Hi! Sorry, what I meant with sound fix is that the background music didn't work. (See linked post.) I had sound on a brand new lutris install. (I just installed the game and it talked to me.)
I guess the problem is with Manjaro or the sound system in it (alsa / pulseaudio) or the wine install...
Have you tried other games? Do they have sound?

--------------------
--------------------

analyzing Data / Pimons / interface.OD

Header:
1C 00 00 00 1C 00 00 00 C9 01 00 00 29 02 00 00 E9 05 00 00 18 00 00 00 18 00 00 00

0x1C - offset from start of the file to the first character
0x1C - ??
0x1C9 - start of 24 offset integers
the first is 0x00, you add 0x1C to get to the start of the first string
the 2nd is 0x14, you add 0x1C to get to the start of the 2nd string (0x30)
and so on
0x229 - start of a table, 24 entries, 10 ints each (table1)
0x5E9 - start of a table, 24 entries, 16 ints each (table2)
0x18 - 24 in decimal, the number of entries
0x18 - ??

After the header, there is the text block, then the offsets, then table1, then table2.
The text block contains some kind of paths for the assets. (e.g. BUBBLE\MI\EISEN\MS0 - Eisen means iron.)

Table1 is the block that changes between races (and only 5 lines out of 24), the rest of the file is the same. (See pics.)
It has 10 ints per entry. The first entry:
14 00 00 00 02 00 00 00 03 00 00 00 21 00 00 00 C0 36 42 00 00 00 00 00 00 00 00 00 0F 00 00 00 0F 00 00 00 00 00 00 00
0x14 and 0x02 is the same for all entries.
int3,4,5 is unknown data
int6, 7 is zero for all entries.
int8 is the same as int 9
int10 is a counter, that increases with 0x40 (dec: 64), probably an offset for table2

Table2 has 16 ints per entry. The first entry:
00 00 00 00 00 00 00 00 0F 00 00 00 0F 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0F 00 00 00 0F 00 00 00 FF FF FF FF 00 00 00 00 01 00 00 00 00 00 00 00

int1 zero
int2 zero
int3 and int4 same as table1/int8 and int9
int5 is one
int6-10 zero
int11 and int12 same as table1/int8 and int9
int13 FF FF FF FF
int14 zero
int15 is one
int16 is a counter from 0 to 0x17 (dec: 23)

As table2 is pretty empty, I am not sure what it's for. Maybe it is loaded into memory as a template, which then gets filled with some data.
Attachments:
Post edited April 11, 2023 by bszoke88
analyzing Data / Pimons / interface.gd

This is very likely the main sprite / image data file.

Header:
18 00 00 00 18 00 00 00 DE 04 00 00 7A 06 00 00 3A 20 00 00 67 00 00 00

0x18 - offset from start of the file to the first character
0x18 - ??
0x4DE - start of 103 offset integers
the first is 0x00, you add 0x18 to get to the start of the first string
the 2nd is 0x0A, you add 0x18 to get to the start of the 2nd string (0x22)
and so on
0x67A - start of a table, 103 entries, 16 ints each (table1)
0x203A - start of the data blocks
0x67 - 103 in decimal, the number of entries

After the header, there is the text block, then the offsets, then table1, then data blocks.

Table1 has a counter (int3), offsets (int15), the rest (unknown data) is almost the same for all rows.

The 6th data block: (iron sprite)

00 00 00 00 01 00 00 00 00 03 00 00 34 00 00 00 00 00 00 00 08 00 00 00 08 00 00 00 00 00 00 00 FF 00 00 00 FF 00 00 00 FF 00 00 00 FF 00 00 00 00 00 00 00 00 00 00 00
CC 02 00 00
D1 00 00 00 00 00 02 00 D1 00 00 00 00 00 02 00 D1 00 00 00 00 00 02 00 40 00 00 00 00 00 05 05 04 07 04 04 04 0E 01 01 01 0D 03 03 03 0D 31 00 06 06 05 0E 31 00 01 01 00 02 02 00 E0 00 00 00 00 00 68 66 55 7C C5 C1 A1 FB 95 92 7B EB 71 6E 5C E9 6C 6A 59 EC 6D 6B 5A EC 6B 68 58 EE 78 75 62 F0 74 72 60 EE 60 5D 4E C4 3C 3A 31 87 26 25 20 58 0B 0A 09 1D 00 00 00 01 02 00 E0 00 00 00 00 00 2C 2B 24 33 8A 86 70 9B D2 CD AC F2 DC D7 B4 FF C7 C3 A4 FF A7 A5 8A FF 82 7E 6A FF 72 70 5E FF 6C 6B 59 FF 71 6F 5D FF 69 67 56 FF 5D 5B 4D FB 38 36 2E A5 01 01 01 03 02 00 E0 00 00 00 00 00 00 00 00 00 00 00 00 00 7F 7D 69 BB B7 B3 95 FF B6 B2 96 FF DC D6 B4 FF 9D 9A 81 FF 56 54 47 FF 5A 58 4A FF 5B 59 4B FF 46 45 3A D4 0C 0C 0A 24 03 03 02 05 00 00 00 00 02 00 E0 00 00 00 00 00 00 00 00 00 05 04 04 07 9F 9D 84 DD 98 95 7C FF 5A 59 4A FF 6A 67 56 FF 69 67 57 FF 5D 5B 4C FF 5A 58 4A FF 50 4E 41 FF 25 25 1F D9 00 00 00 50 00 00 00 16 00 00 00 01 02 00 E0 00 09 09 07 09 5D 5B 4C 86 67 65 55 BD D4 CF AE FF A3 9F 85 FF 58 56 48 FF 5B 59 4B FF 51 4F 42 FF 3D 3B 32 FF 27 27 20 FF 1C 1C 16 FF 29 28 21 FF 31 2F 27 ED 05 05 04 62 00 00 00 06 02 00 E0 00 0C 0C 0A 0F AE AB 8F D3 DC D8 B4 FF EB E5 C1 FF 9C 98 80 FF 54 52 45 FF 42 41 36 FF 31 30 28 FF 28 28 21 FF 31 31 28 FF 45 44 38 FA 31 30 28 C0 0E 0E 0C 84 00 00 00 3A 00 00 00 01 02 00 E0 00 00 00 00 00 06 06 05 07 52 50 44 5C B4 AF 94 CB D9 D4 B2 FF A9 A6 8B FF 75 73 60 FF 62 60 50 FF 5F 5E 4E FD 3E 3D 32 BF 14 13 10 85 00 00 00 64 00 00 00 64 00 00 00 21 00 00 00 00 02 00 E0 00 00 00 00 00 00 00 00 00 00 00 00 00 05 05 04 07 58 55 48 60 C3 BF 9F D1 A8 A4 89 FB 41 40 36 B7 18 18 14 3F 00 00 00 3A 00 00 00 68 00 00 00 6C 00 00 00 61 00 00 00 13 00 00 00 00 02 00 31 00 00 00 00 00 90 00 0C 0D 0A 0D 23 22 1D 35 00 00 00 00 00 00 00 00 00 00 00 5C 00 00 00 6D 00 00 00 6F 00 00 00 47 00 00 00 03 00 00 00 00 02 00 61 00 00 00 00 00 60 00 00 00 00 1C 00 00 00 6C 00 00 00 6F 00 00 00 6C 00 00 00 2F 00 00 00 00 00 00 00 00 02 00 61 00 00 00 00 00 60 00 00 00 00 08 00 00 00 28 00 00 00 57 00 00 00 66 00 00 00 1B 00 00 00 00 00 00 00 00 02 00 04 00
00 00 00 00 CC 02 00 00

0x2CC is the length of the data.
Changing line 2 from
02 02 00 E0 00 00 00 00 00 68 66 55 7C C5 C1 A1 FB 95 92 7B EB 71 6E 5C E9 6C 6A 59 EC 6D 6B 5A EC 6B 68 58 EE 78 75 62 F0 74 72 60 EE 60 5D 4E C4 3C 3A 31 87 26 25 20 58 0B 0A 09 1D
to
02 02 00 E0 00 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF 00 00 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF F0 FF FF FF FF FF F0 FF FF FF FF FF FF FF FF FF FF FF FF 1D

changes the sprite. See pic.
Note that the left one is the original, the right one the modified.
Also note that the second row of pixels turned black and white (gray) without changing the second row.
So this is some kind of encryption or compression.

--------------------

To make the game run FullHD, you need to change the resolution, but also need to add a 1920x1080 background image instead (or in addition) of the 800x600 or 1024x768.

There are some bigger data blocks in interface.gd: block 46,47,54,55,56,88,92.

One of them is probably the background.

It would be nice to display these data blocks somehow...

These blocks have a different coding, having 3 bytes, then FF most of the time, but there are some parts with more bytes between FFs: (last row)

72 6A 52 FF AD A8 82 FF 7C 75 5A FF AE A8 84 FF AB A6 80 FF 92 8C 6C FF
83 7C 60 FF AD A9 87 FF 8B 87 68 FF 91 8D 6F FF 96 91 70 FF 80 7C 62 FF
7F 7C 61 FF 21 00 97 94 73 FF 50 04 72 6F 56 FF 9E 94 73 FF 80 7B 60 FF

If I knew how to turn an image into this coding, I could add new, upscaled pics to the end of interface.gd or just replace them.
Attachments:
Hi, i have been also trying to edit the image file for the interface however i am unable to figure how does it fully work.
I have found a way to extract .gd file with "quickbms" program there is script for it to use "alien_nations.bms" from "aluigi altervista" site. (sorry i cannot post links here).
In the interface.gd there is file for main sprite data, as much as i understand single color pixel are written in 4 bytes BGRA values, there are also encrypted values that are represented with A byte equal to 0 (unfortunetly that is not always the case).
I have a problem with the transparent pixels. For example in the \BUBBLE\MI\HOLZ\MS0 file 02 00 D1 00 00 00 00 00 represents whole row of pixels with 00 00 00 00 color (transparent).

When i tried to display all pixels with A > 0 in the INTERFACE800 file, best i can get is all pixels displayed in a row. See attached pic.

In the Interface.OD file there is list with the size of each file for the interface however Interface800/1024 file is not present here. I tried to display all values in the file and this is what i got (see pic) not sure if this is correct but with my testing BUBBLE\MI\HOLZ\MS0 is in fact 15x15 sprite in the interface.
Attachments:
avatar
bszoke88: I have been chipping away at this game with a hex editor.
Here are my findings:

Files inside Data folder:
.dvm - maps
.mdb - mission texts and starting resources
.gdb - ?? game works without them
dv.odb - units and their parameters (like price)
DV.tbd - game texts
dv.wdb - German texts
.dvf - ??
dv.OD - likely unit and building icons memory locations or metadata
dv.gd - likely unit and building icons
.os - terrain files??
.dvf - is font files
There is also:
.idb - Research file for each race:
Example research:
int1 = research ID
int2 = ID of the required research to unlock it
int3 and int4 = might be next ID of the required research to unlock it
int5 = research cost
32bytes for a research name - ends with 00 byte
160bytes for research description - ends with 00 byte
Hello! Thanks for the help!

The coding is different for the small 15*15 sprites and the big ones.
I used quickbms to exract the sprites, which I could do manually with a hex editor - just slower - but how do I make a picture out of the data??

I thought about writing a python script.
youtube watch?v=xZF6zWLz-vY
I used C# windows form to display that files from video watch?v=ZW1tMRSuwnY

I have send you private message with details.
Tried something new. I have switched the labels INTERFACE800 INTERFACE1024 in pimmons/if.gd so see what happens.
In 800x600 the larger if picture is loaded and placed correctly.
In 1024x768 there is black background...

----------

There is a temp file, that show up during playing, interface.ic in the main game folder.
Most of it is 00, mostly in the middle, there is some unknown data.
Attachments:
Post edited April 30, 2023 by bszoke88
In AN.exe FUN_00486a30, at 0x00486aeb there is a command:
8d 85 40 FF FF FF FF
modifying this to
8d 85 40 FE FF FF FF
gives the following picture when the resolution is set to 800x600.

The important thing here is that this offset changes the right-side menu position together with its background picture.
Attachments:
changing all references to 1024x768 res. to 1920x1080 in AN.exe

DAT_004af3a4 - dynamic resolution location - usually 800

Found in:
FUN_0040da20 - creates default config file
FUN_0040db20 - reads config file
FUN_0040dce0 - writes config file
FUN_00429800 - sets res. based on bools (DAT_004b3b37, DAT_004b3b38, DAT_004b3b39)
change 0x298d6 81 f9 00 04 00 00 to 81 f9 80 07 00 00

UndefinedFunction_0042af10
UndefinedFunction_0042b0f0 - switch resolutions
change 0x2b10c be 00 04 00 00 to be 80 07 00 00
change 0x2b111 bf 00 03 00 00 to be 38 04 00 00

FUN_00483da0 - likely game res. change when going from menu to game
change:
0x84158 3d 00 04 00 00 to 3d 80 07 00 00
0x84173 3d 00 04 00 00 to 3d 80 07 00 00
0x84181 68 00 03 00 00 to 68 38 04 00 00
0x84186 68 00 04 00 00 to 68 80 07 00 00

With these mods, the game seems to run, and you can change the res between 800x600 and 1920x1080 in the game menu.
The right side menu background is still missing...

----------
Sooo, with koloxlo's help, we have a background image. (See pic.)
Now the only thing left to do is to find out how this sprite is encoded or compressed and make a 192*1080 resolution version.
Attachments:
Post edited May 09, 2023 by bszoke88
We can play in the game with part of the UI not being drawn.
It can be still used and part of the UI not displayed will not be overdrawn over and over.

Game is a slightly ugly but fully playable.

To make it working you have to use @bszoke88 changes for 1080p resolution and change interface.gd file:
0x239 From 31 30 32 34 to 31 39 32 30
0x14D6 From 00 03 00 00 to 38 04 00 00

this must be done 3 times for each nation.
Attachments:
full1080p.jpg (448 Kb)
Post edited May 13, 2023 by koloxlo
To make things a bit more clear:
If you have read the previous posts, the above post's first mod is in the interface.gd text block changing INTERFACE1024 to INTERFACE1920, the second mod is in table2, this line:

0C 00 00 00 00 00 00 00 2D 00 00 00 34 00 00 00 00 00 00 00 00 00 00 00 C0 00 00 00 00 03 00 00 C0 00 00 00 00 03 00 00 00 00 00 00 00 00 00 00 01 00 00 00 04 00 04 00 30 E7 02 00 00 00 00 00

00 03 00 00 is in there twice, you have to change the first one.

Changing the second one doesn't seem to do anything...
Post edited May 13, 2023 by bszoke88