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a view MOD to TAW


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just to contribute to this community a bit.

there is a method to change FOV and screen aspect of TAW.

open F22.DAT with a HEX editor, go to 0x001326ad, see "00 01", and go to 0x001326b2, see "00 01".

the first one affects the width of screen (3D graphics), second one affects the height.

1) if your TAW looks like too wide(happens with 1024x768 patch on a 4:3 monitor), changing the second "00 01" to something like "20 01" will make TAW has "normal" aspect.

2) if you want smaller FOV(zoom in, objects appear larger), changing "00 01" to something like "80 01" will do.

if you want both of these, change the two "00 01" to something like "80 01" & "a0 01". try some figures to suit your need.

hope this helps. :icon_salute3:

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mlracing,

That's a great find. the settings you recommended for 1024x768 make the wide view the default view, leaving the "default" view to be a nice zoom (which IMHO is much more useful than wide angle).

Unfortunately, I couldn't get these settings to work in the 800x600 D3D version, and the hex addresses for the glide version didn't match up. I was wondering if there was something we could do with these other versions to get them to the customizability you discovered in the 1024 version. Creating dedicated widescreen/fullscreen versions would be great for the next release.

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here is a solution for 800x600 D3D version: in F22.DAT (800x600 version),

go to 0x00132683, find "a1 7c a3 6c 00 3b 05 80 a3 6c 00 7f 05" , change to "89 05 7c a3 6c 00 89 15 80 a3 6c 00 90"

go to 0x0013269B, find "a3 7c a3 6c 00 89 15 80 a3 6c 00" , change to "05 80 00 00 00 81 c2 80 00 00 00"

note the two "80" in the last line: "05 80 00 00 00 81 c2 80 00 00 00", you can change these "80" into other number to suit your need. such as, changing the second "80" into "f0" will fit a wide monitor better.

lowering these two "80" will zoom out, increasing them will zoom in.

i can't run glide version so i can't test it. but try finding those lines in F22.DAT(glide version), and do the same change, maybe that will work too.

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here is a solution for 800x600 D3D version: in F22.DAT (800x600 version),

go to 0x00132683, find "a1 7c a3 6c 00 3b 05 80 a3 6c 00 7f 05" , change to "89 05 7c a3 6c 00 89 15 80 a3 6c 00 90"

go to 0x0013269B, find "a3 7c a3 6c 00 89 15 80 a3 6c 00" , change to "05 80 00 00 00 81 c2 80 00 00 00"

note the two "80" in the last line: "05 80 00 00 00 81 c2 80 00 00 00", you can change these "80" into other number to suit your need. such as, changing the second "80" into "f0" will fit a wide monitor better.

lowering these two "80" will zoom out, increasing them will zoom in.

i can't run glide version so i can't test it. but try finding those lines in F22.DAT(glide version), and do the same change, maybe that will work too.

Thanks, mlracing. I'll give this a try later today. this sequence should help.

BTW, why can't you run glide? Using dgvoodoo as your glide wrapper allows you to run the glide version in DX7 or DX9, and dgvoodoo is included with TAW 2.0 and TAW 2008 with permission from the author.

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Ok, I was able to tweak with both the D3D 1024 and 800 versions. These values not only change the aspect ratio, but a consistent increase with both numbers will result in a zoomed view (great for looking at distant targets), with the wideview setting toggling to the default FOV. Here is what I came up with (numbers are the first and second numbers you refer to respectively):

800x600: Fullscreen (4:3) with zoom (Wideview = default): FF/C0

Fullscreen with Wideview (Wideview = Wideview): 60/20

Widescreen with Zoom: FF/FF

Widescreen with Wideview = Default

1024x768: Fullscreen with zoom: 80/80

Fullscreen with wideview = default

Widescreen with zoom = 40/80

Widescreen with wideview = 00/35

Widescreen 1024 values require further analysis on a widescreen monitor to determine aspect, but this is a good starting point. Lastly, I could not find those HEX sequences in the Glide f22.dat. Finding these would be great, as I could then apply the D3D 800x600 values to Glide to do the same thing. Please let me know what you need in order to test the Glide version of TAW.

Edited by Home Fries
Slight corrections with 800x600 FS-Zoom and 1024x768 values
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One more thing:

I noticed that these hex edits only work on the TrackIR D3D versions; the original D3D versions don't have comparable hex sequences.

This is not a major issue, as I have always maintained that the TrackIR versions should take priority (especially since you don't need TrackIR to use them), but applying these FOV fixes for the original EXEs would be a great addition to the next release. That said, I would rather get a TrackIR Glide version hex-edited first.

Since I'm only minimally proficient at hex-editing (I'm more of a data structure guy), I can't figure out what to edit beyond the instructions you provide. If you could possibly help me by telling me what to look for in the f22.dat, I might be able to do some of this work on my own.

Just let me know what you need, and I'll try to help as best as possible.

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i only have old version of TAW (1.xx as i remember) since i didn't play TAW for the past several months. i don't have DGvoodoo here. so i can't test the glide version at the moment.

in order to modify an EXE, you need "reverse engineer" tools such as OllyDBG etc to see what the EXE is doing. then you can alter some commands inside.

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i only have old version of TAW (1.xx as i remember) since i didn't play TAW for the past several months. i don't have DGvoodoo here. so i can't test the glide version at the moment.

in order to modify an EXE, you need "reverse engineer" tools such as OllyDBG etc to see what the EXE is doing. then you can alter some commands inside.

mlracing,

The TAW 2008 1.5x versions have dgVoodoo included in the installer if you choose the glide version on install. I have also PM'd you with some additional info.

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Home Fries, i got your PM, thanks for the links.

the Glide F22.DAT is modified this way:

go to 0x00145377, find "a1 7c f6 6c 00 3b 05 80 f6 6c 00 7f 05", change to "89 05 7c f6 6c 00 89 15 80 f6 6c 00 90"

go to 0x0014538F, find "a3 7c f6 6c 00 89 15 80 f6 6c 00", change to "05 80 00 00 00 81 c2 80 00 00 00"

the two "80" in the last line have the same meaning as in the D3D version of F22.DAT - bigger number means zooming in.

and one more thing, the "00" behind "80" can be changed to "01" if increasing "80" to "FF" is still not enough (you must be kidding to use that zoom factor)

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and one more thing, the "00" behind "80" can be changed to "01" if increasing "80" to "FF" is still not enough (you must be kidding to use that zoom factor)

Thanks, mlracing. Good to know.

The way I'm setting some of them up, the wideview is actually the default perspective, with the "default" view being the zoom.

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Some more findings:

I was able to create the "zoom" view, which essentially creates the default view as zoomed into the hud, and selecting the wideview (k) kicks you back to the default view. The following values for the following 800x600 (Glide and D3D) versions provided me with the best aspect ratios and FOVs:

Widescreen w/ Wideview: Default (no changes)

Widescreen w/ Zoom: D4/FF

Fullscreen w/ Wideview: 60/20

Fullscreen w/ Zoom: FF/C0

These are the best values I found for 1024x768:

Widescreen w/ Wideview: 00/35

Widescreen w/ Zoom: 40/80

Fullscreen w/ Wideview: Default (no changes)

Fullscreen w/ Zoom: 80/80

Note that the normal 800x600 ratio from 1997 is actually best suited for the 16:10 widescreen aspect ratio! If you don't believe me, just check the ASE or range circles on the MFD to see that the proportions are fine on a 16:10 monitor, but are stretched tall on a 4:3 monitor! There's a reason for this, and it dates back to the MS-DOS days of the 320x200 resolution. The 1024x768 fullscreen aspect ratio is how TAW should look on a 4:3 monitor. These are the proportions I used to match the values above with the desired aspect ratios.

Some other discoveries:

  • The changed aspect ratios don't have any effect on the aspect ratios of the zoomed in MFDs.
  • In Glide mode, the zoomed MFD displays in front of the software rendered cockpit showing a background. Since the zoomed MFDs are unaffected but the background is, the backgrounds for the zoomed MFDs dont match up with the MFD itself in fullscreen and/or zoomed versions. This is not an issue with D3D, as there is only a black background with the zoomed MFDs.
  • When using zoomed versions of the 1024x768 D3D, I was getting graphic artifacts as if the zoomed MFD was trying to superimpose itself over software mode. This is not an issue with wideview 1024x768 (fullscreen or widescreen).

Hope this helps.

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