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STAR WARS: Rogue Squadron 3D Custom Resolutions and Aspect Ratio Fix

Newest version [1.01]:
[url=]https://www.mediafire.com/?bztamo4mt1stjro[/url]

Original:
[url=]http://www.mediafire.com/download/v1f5064072po1k8/Star_Wars_RS_Widescreen_and_Ratio_Fix.zip[/url]

UPDATE:
I finally added all menus to the patch. The menu's don't stretch so it's still not 100% perfect but it's still better than nothing. I spent a while working on this so I figured I'd upload it.

I updated the readmes/tutorials and stuff too. I also separated the patches into two different folders to make things easier.

CREDITS: Wogg for developing UniWS and darthcloud64 for posting his findings as well as anyone else for posting any bugs they may have found.

ABOUT:
This is a simple patch to change the resolution to whatever you want in the game. I also included the offsets for other resolutions in case anyone needed them, the offset for the aspect ratio, and a few tutorials to help people out. Also I included a small document listing some of the findings I discovered while wasting away my life trying to find all the menu addresses.

ISSUES:
+Aspect Ratio still isn't perfect, it's an older game though so it might not be fixable
+All other issues listed in the readme (there's like 2 :P)

EXTRA:
In case anyone has sound issues be sure to disable any compatibility settings. Also you can force the game to run at different freqs. Add these to the games shortcut.
-f [1/2/4] changes the games sound frequency. 1 switches the freq. to 11khz, 2 is the games default, and finally 4 sets the freq to 44khz and provides the best sound quality.

-s [4-0] changes the speaker setup but by default it's at the best. I think you can go from 0-4, with 4 being the best, and lower numbers disabling 4 channel, interpolation, and finally disabling sound all together.
Post edited February 09, 2015 by CrazySteve88
Thanks to your guide, I successfully changed the aspect ratio to 1.77777777778. As your said, the game does not render anything outside the 4:3 image, so there is no benefit of having a true 16:9 image. Even in cockpit mode you see the missing landscape :(
Post edited January 26, 2015 by Silver83
Strange. I tried a 16:9 ratio and the game did render objects through all of it. There was some terrain left un-rendered in the periphery, but it was easy enough to ignore. Tried on both D3D and Glide.

Thanks for the offsets, OP. I might add an experimental Widescreen section to my guide. Any chance you found a variable that governs the draw distance ;)
Post edited January 26, 2015 by Spinorial
Well, NO terrain rendered was a little exaggerated :) Still, there is too much missing to actually enjoy this imo.
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Silver83: Well, NO terrain rendered was a little exaggerated :) Still, there is too much missing to actually enjoy this imo.
Hey, works for Taloraan XD
Yeah I tried finding a way to increase the draw distance but I couldn't find anything. While I was messing around with the main menus resolution I did find an address that expanded the view size of the screen so you could actually see where the sliding doors go but that was as far as I could get and it didn't affect the main game.

I don't think there's a way to increase the draw distance (or maybe there is? looking in to it..) but I do think there's a way to remove the fog.
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CrazySteve88: Yeah I tried finding a way to increase the draw distance but I couldn't find anything. While I was messing around with the main menus resolution I did find an address that expanded the view size of the screen so you could actually see where the sliding doors go but that was as far as I could get and it didn't affect the main game.

I don't think there's a way to increase the draw distance (or maybe there is? looking in to it..) but I do think there's a way to remove the fog.
The two are related. The fog exists to hide the draw distance, so there's little point in getting rid of it (I think?). And no, there probably isn't an easy way, since this relates to greater memory allocation, and I doubt the game was made that flexible. 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.

I'd be curious about revealing the sliding doors. It would be great if we could expand every screen to 16:9, just so they aren't stretched when playing in widescreen (applies mostly for nGlide)
Post edited January 26, 2015 by Spinorial
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CrazySteve88: Yeah I tried finding a way to increase the draw distance but I couldn't find anything. While I was messing around with the main menus resolution I did find an address that expanded the view size of the screen so you could actually see where the sliding doors go but that was as far as I could get and it didn't affect the main game.

I don't think there's a way to increase the draw distance (or maybe there is? looking in to it..) but I do think there's a way to remove the fog.
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Spinorial: The two are related. The fog exists to hide the draw distance, so there's little point in getting rid of it (I think?). And no, there probably isn't an easy way, since this relates to greater memory allocation, and I doubt the game was made that flexible. 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.

I'd be curious about revealing the sliding doors. It would be great if we could expand every screen to 16:9, just so they aren't stretched when playing in widescreen (applies mostly for nGlide)
It's actually not that difficult to edit the game with a hex editor as the .exe is mainly unencrypted. The only issue is that the terrain isn't drawing outside of the view but objects like enemies, buildings, etc. do. So it's like 90% widescreen.

Anyways if you do a simple search for fog or distance(or was that lod?) you'll find several things in plain text that you could easily edit including the fog color but I couldn't actually get them to stick.

I forgot which address changes the menu view but do a simple search for 80 02(there's around 80 entries) make sure you start your search from the bottom. Every time you find an address look to the right for E0 01 sometimes you gotta look a little further to the right but not by much. One of those addresses changes the resolution while another changes the view. You could try changing several at once, the games relatively stable.
Post edited January 28, 2015 by CrazySteve88
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CrazySteve88: A while back I found a way to change the screen resolution and aspect ratio for D3D. Changing the aspect ratio should work with nglide as well.
Your fix made its way into PCGamer: http://www.pcgamer.com/how-to-play-star-wars-rogue-squadron-3d-on-windows-78/

Congrats! I say you ask they cite you properly XD

Also, I didn't realise this immediately, but the aspect ratio fix changes every 3D environment in the game! If you know their offsets, you might want to add the resolution changes for the hangar, briefing room, intro, and theatre to your ini. I found two more instances of this aspect ratio in the code, but I'm not sure what they change.

ps I added some widescreen instructions to my guide, and did cite you ;)
Post edited January 30, 2015 by Spinorial
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CrazySteve88: A while back I found a way to change the screen resolution and aspect ratio for D3D. Changing the aspect ratio should work with nglide as well.
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Spinorial: Your fix made its way into PCGamer: http://www.pcgamer.com/how-to-play-star-wars-rogue-squadron-3d-on-windows-78/

Congrats! I say you ask they cite you properly XD

Also, I didn't realise this immediately, but the aspect ratio fix changes every 3D environment in the game! If you know their offsets, you might want to add the resolution changes for the hangar, briefing room, intro, and theatre to your ini. I found two more instances of this aspect ratio in the code, but I'm not sure what they change.

ps I added some widescreen instructions to my guide, and did cite you ;)
I followed step by step the fix in pc gamer but the resolution doesn't show in the game option menu
Anyone else getting this issue?
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mgodoy84: I followed step by step the fix in pc gamer but the resolution doesn't show in the game option menu
Anyone else getting this issue?
Means the file wasn't edited. Try running UniWS with admin rights, maybe it doesn't have write access otherwise.
Post edited January 30, 2015 by Spinorial
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CrazySteve88: A while back I found a way to change the screen resolution and aspect ratio for D3D. Changing the aspect ratio should work with nglide as well.
avatar
Spinorial: Your fix made its way into PCGamer: http://www.pcgamer.com/how-to-play-star-wars-rogue-squadron-3d-on-windows-78/

Congrats! I say you ask they cite you properly XD

Also, I didn't realise this immediately, but the aspect ratio fix changes every 3D environment in the game! If you know their offsets, you might want to add the resolution changes for the hangar, briefing room, intro, and theatre to your ini. I found two more instances of this aspect ratio in the code, but I'm not sure what they change.

ps I added some widescreen instructions to my guide, and did cite you ;)
I seen that this morning on pcgamers facebook and I thought it was pretty cool to be featured in an article. I'm alright with them crediting the "nice posters on the GOG forums" because it's technically true :P

Yes that's correct the aspect ratio fix applies to all 3d objects but it can't fix 2D elements like the third person hud. This is also why I didn't include the fix for the main menu originally because it's all 2D and it won't stretch. So instead of the menu being displayed in the middle or something similar, it's instead displayed in the top left corner and its quite unappealing to be honest >.<

As far as I know those extra addresses don't change anything. Thankfully the games quite stable when you're messing around with its code so you could change several lines before having the game crash on you. This made looking for the resolution and aspect ratio super easy.

I'll try to add everything later to the ini. As far as I know the game only uses 3 resolution addresses. There's one for the main menu, another for ship, and another for in game. Oh and Thank You :)

*EDIT* Turns out the game uses a different address for each mode. So there's one for the main menu, another for high score, credits, ship selection, etc. The problem is just changing each and every address and checking every menu to see if anything changes.
Post edited January 31, 2015 by CrazySteve88
I can get the intro and menu (with everything in top left corner) at higher resolution

but the menus using a different aspect radio always crash the game if I change them :(

Those are:

640x340: missionSelect, hangar
640x300: opening crawl and credits

I've tried resolution who respect the ratio without success

Hopefully someone will figure this!
I've found the resolution address for the high score menu at offset 1EF7E8. Also at offset 1EF7CC you can change the resolution for the intro image(the one that displays the game name/info).

Even if we find every address I don't think there's a way to force the screen to stretch itself.

If anyone finds the addresses for the menus please post the offsets/address here and I'll add them to the tool with the proper credits. I'll try looking a bit more but it's a slow process and I crash more often then I should >.>

@darthcloud64 Thanks for posting those resolutions. I kept assuming everything was 640x480. In fact I was able to find the main menu resolution and change it but it didn't affect the ship selection, maybe the address I changed and the address you found are different?
Post edited February 02, 2015 by CrazySteve88
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CrazySteve88: Even if we find every address I don't think there's a way to force the screen to stretch itself.
I was thinking we use Dávid Pethes's tools to unpack the DAT file, extract the image in question, edit or substitute it accordingly, convert the image back, then repack. All the steps are possible, except the converting the image back part. I was initially looking into squeezing radar.pgm for a widescreen HUD, but that stopped me. Also, there was little point without knowing the address for its on-screen displacement.

I tried to find and stretch the resolution for the starscape behind the opening crawls, but with no effect. These, too, are affected by a change in the aspect ratio, though the starscape and planet behave differently, the latter being stretched :/