Widescreen experiment: native render size via dxwrapper, classic menus
- mods/widescreen: redirect the world view's reads of the 1024.0/768.0
constants and the 3D ortho extents to our variables; render size =
monitor; relocate the world view's tile draw list (1750 entries, no
bounds check) into an enlarged object (16384 entries).
- mods/dxwrapper: route DirectDraw through dxwrapper (Dd7to9, D3D9) since
Windows' D3D7 cannot render to targets larger than 2048; fix the game's
device info GUID pointer that dxwrapper's enumeration leaves invalid.
Pinned release fetched by CMake (hash-checked), installed next to the DLL.
- Main menu (UI thread) and loading screen render in a 1024x768 viewport
and are presented scaled ("classic" layout); in-game uses the full size.
- re/patch: verified code patches (operand redirect, push immediates,
displacements) and startup hooks; build.ps1/CMake download fixes.
In-game view untested yet; HUD still at the top-left.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -10,6 +10,7 @@
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#include "re/config.h"
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#include "re/hook.h"
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#include "re/log.h"
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#include "re/patch.h"
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namespace {
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@@ -58,6 +59,7 @@ void Startup(HMODULE module) {
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re::Log(IsDebuggerPresent() ? "debugger attached" : "no debugger, continuing");
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}
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re::InstallHooks();
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re::RunStartupFunctions();
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}
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} // namespace
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