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Fixing the Screens(Work flow)

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1 year 3 months ago - 1 year 3 months ago #1437 by Slippery Jim
Replied by Slippery Jim on topic Fixing the Screens(Work flow)
Good news.

With the help of my son Noisyboy all the other screens have been centered. He wrote a script in Python that automatically calculated the adjustments needed in the Menu.dat for the x,y coordinates of all the screen elements. This script can be re-used for any resolution we choose. Very handy to have someone taking computer science in university on the payroll (humble brag, lol).

I just have a few more screens I need to spruce up in photoshop and then I need to do a complete test of 1920x1080 (the first one I am fixing).

Copy-cat, that doesn't mean your work is wasted. It still would be nice to be able to control if a screen gets centered or not.

The big problem with centering the metro map screen manually by modifying the coordinates is that all custom maps show dots off the map. (See the screenshot I attached - look for dots in top left of screen).

We would have to add entries for every single custom map to fix this.

UPDATE: Perhaps the best solution is to not move the map section at all. I will have to see how it looks with the map still in upper left corner and the rest of the screen elements in their new spots.
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1 year 3 months ago #1452 by Slippery Jim
Replied by Slippery Jim on topic Fixing the Screens(Work flow)

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1 year 3 months ago #1453 by Copy-Cat
Replied by Copy-Cat on topic Fixing the Screens(Work flow)
Do you have the con file for this screen?

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1 year 3 months ago #1454 by Slippery Jim
Replied by Slippery Jim on topic Fixing the Screens(Work flow)
No .con file. As mentioned in the blog it is Menu.dat file

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1 year 3 months ago - 1 year 3 months ago #1455 by Slippery Jim
Replied by Slippery Jim on topic Fixing the Screens(Work flow)
Discovered one quirk that I can resolve with some graphics if I need to but it won't be pretty.

The SAVE CAREER screen is hard coded into the game executable. The only reference to the screen "save_background.bmp" appears to be in the game executable. It is hard coded to remain at the top left.

Wish we could figure out how to center this screen.

Worst case scenario is I just leave it top left and add other graphic elements to balance out the rest of the screen visually.

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1 year 3 months ago #1457 by Copy-Cat
Replied by Copy-Cat on topic Fixing the Screens(Work flow)
i will run thru the op code and see if anything jumps out.

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1 year 3 months ago #1458 by Slippery Jim
Replied by Slippery Jim on topic Fixing the Screens(Work flow)
Thanks.

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1 year 3 months ago #1460 by Copy-Cat
Replied by Copy-Cat on topic Fixing the Screens(Work flow)
there are three ways we can do this,

1. Take bmp image of the dots and make it 800 X 600 and then place the dot where it needs to be in relation to the new screen resolution. Magenta is the non select color so dont forget to replace white with magenta. With this method we still need to figure out the pixels for the selected(light blue), failed(red), and the non selected(blue) positions to get it to work right, these values are within the exe and need to be hacked in.

2. Since the mission.info files are read into memory at startup, we will need to catch the reading of this data and make a call to empty space in the exe to add to the values passed in from the files, these values x and y are the offset.

3. When the values are read from memory make a call to unused space in the exe and add the offset.

option #1 can be done and has been tested to see if the dot moves to the new position but the text arrow will also have to be tweaked, possibly in the same way.

options #2 and #3 are tricky because the shooting house has its own bmp images, and the x and y values are read from the same pointer location the other missions are read from.

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