Map: zoomed-view symbols centred, 10x reveal and enemy range; progress screen on the menu background
- Megamap / TAB map zoomed view: heroes' markers and the other symbols (integer 200h centre immediates) follow the view's centre. - Map reveal: the hero's reveal stamp scaled 10x (mods/mapreveal.cpp, docs/map-reveal.md); creatures on the zoomed map shown within 10x the sight range. - Load / save progress screen drawn on the rock background across the full width, the picture blended over it (mods/loadingscreen.cpp); the classic 1024x768 frame is gone. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -88,3 +88,21 @@ window's own pictures removed.
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offset 0 while the menu showed. Now only while the menu frame is drawn
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centred (it shifts the windows itself); otherwise dialogs are centred and
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their full-layout dimming stretched, as in a game.
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## Load / save progress screen (2026-10-25)
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Request: the progress screen shown while loading / saving should use the
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menu screens' background. The game's screen (`DxDriver7::LoadingScreen`
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`0x6469d0`, thiscall (progress, text)) draws with GDI into the back buffer's
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DC (surface +0xbc, GetDC vf 0x44 / ReleaseDC vf 0x68): the 1024x768 picture
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(HBITMAP +0x200) at 0, 0, the bar (+0x204 / +0x208) and the text at y 700,
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then Flip; it redraws only when the bar moves. Until now it was presented as
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a 1024x768 "classic" frame scaled to the monitor.
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`mods/loadingscreen.cpp`: before the game's drawing, `DrawBackground` across
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the whole render width in a scene of its own (`DxDriver7` BeginScene
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`0x646f50` / EndScene `0x646fd0`); the game's GDI drawing is moved to the
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centred 1024 frame with `SetViewportOrgEx` on the back buffer's DC, caught in
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`CreateCompatibleDC(hdc)` which the game calls right after getting it. Every
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frame is now presented at the full render width (borderless.cpp has one
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layout).
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