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EDIT: Widescreen v2.60 and higher ( http://www.gibberlings3.net/widescreen/ ) now support the GOG version of BG1, as does the GUI mod v 0.98 and higher (http://athkatla.cob-bg.pl/viewtopic.php?t=3257). I've left the rest of the post for historical purposes.






Reading my e-mail archive, it seems you can currently install Widescreen on the gog.com version of BG1, but you need to mess with cracks and/or disk images.
Steps:
1) Install BG from here.
2) install the 'TOSC international patch' from Bioware (*not* the DX8 version).
3) Install Widescreen.
4) Install a crack.
5) If the game goes back to 640x480, repeat steps 3 and 4 using a different crack.
Porting Widescreen to a different build of the .exe doesn't require writing assembler or debugging, you "just" need to be able to hex edit and/or read assembler. If anybody is up to the challenge, I'll post detailed instructions.
Post edited September 29, 2010 by vbigiani
I've done some hex editing & I have plenty of time. So I am up to the challenge.
You guys are awesome. Can't wait to see the final work. :)
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vbigiani: Reading my e-mail archive, it seems you can currently install Widescreen on the gog.com version of BG1, but you need to mess with cracks and/or disk images.
Steps:
1) Install BG from here.
2) install the 'TOSC international patch' from Bioware (*not* the DX8 version).
3) Install Widescreen.
4) Install a crack.
5) If the game goes back to 640x480, repeat steps 3 and 4 using a different crack.
Porting Widescreen to a different build of the .exe doesn't require writing assembler or debugging, you "just" need to be able to hex edit and/or read assembler. If anybody is up to the challenge, I'll post detailed instructions.
I have no problems of sort in reading assembly, however i can't assure i'm up to the task; i thought it could be useful to make a diff between the two executables, as this could make it easier to locate the new offsets should the new exe show strong enough resemblance with the original.
However, i'd be glad to read more detailed directives from you :)
The target file is bgmain2.exe, and widescreen/lib/game_config.tpa contains the offsets themselves (BG1 has about 60 offsets to look up). Let me know if you need help with the synthax of that file.

The 5512 and gog.com versions of bgmain2.exe should be strongly similar, so you can disassemble those two executables, look up at the code surrounding every target offset in the 5512 build and then search for similar code in the gog.com version.

You're welcome to attempt other methods to figure out the offsets, but the one I outlined worked for me when I translated between the 4CD and 2CD versions of Torment (and I do not know assembler myself, so it shouldn't be too hard for somebody who can actually read ASM or is used to hex editing - it's just pretty time consuming).
The locations of the resolution values are certainly different from where they used to be. Like it has been mentioned, this won't be hard, just time consuming.
Post edited September 23, 2010 by pb1866
So if you guys get this working (and I really hope you do) how would you get the mod out to the rest of us. I guess you would post it on one of the community websites?
just as an update I went through and found the location changes (I don't guarantee they are 100% accurate) in theory all one would need to do is replace them in the original game_config.tpa. However I have yet to be able to get this to work. For anyone else willing to give it a whirl here is the modified section of the file:

*DELETED* see below

That's what I have for now. I'll continue looking into it.


I appologize... I am an idiot. The above post was incorrect since I missed one offset. The one below should work fine:
END ELSE ACTION_IF ENGINE_IS ~TotSC~ BEGIN
OUTER_PATCH ~~ BEGIN
TEXT_SPRINT ~gameexe~ ~bgmain2.exe~
TEXT_SPRINT ~gameini~ ~baldur.ini~
TEXT_SPRINT ~lib~ ~libsmall~
TEXT_SPRINT ~chu~ ~guiw~
xOld = 640
yOld = 480
DEFINE_ASSOCIATIVE_ARRAY xdelta BEGIN 0x0039DA74 => 640 0x003A0C4D => 640 0x00083124 => 576 0x00104BB5 => 576 0x001B2457 => 576
0x0026F8FA => 576 0x00270811 => 576 0x0027094F => 576 0x00270A75 => 576 0x0027218D => 576 0x002722E6 => 576
0x00272429 => 576 0x002764DD => 576 0x00276697 => 576 0x00276CD0 => 576 0x00276D42 => 576 0x00277602 => 576
0x0027772E => 576 0x00277856 => 576 0x00277AFE => 576 0x0027A5CB => 576 0x0034A140 => 576 0x00372C2A => 576
0x00372EEA => 576 0x0037317F => 576 0x003733CE => 576 END
DEFINE_ASSOCIATIVE_ARRAY ydelta BEGIN 0x0039DA6F => 480 0x003A0C54 => 480 0x0008312E => 390 0x00104BBC => 198 0x001B245E => 390
0x0026F901 => 198 0x00270818 => 390 0x00270959 => 326 0x00270A7F => 198 0x00272194 => 390 0x002722ED => 326
0x00272430 => 198 0x002764E4 => 326 0x0027669E => 326 0x00276CD7 => 370 0x00276D49 => 234 0x00277609 => 390
0x00277735 => 326 0x0027785D => 198 0x00277B05 => 341 0x0027A5D2 => 326 0x0034A147 => 390 0x00372C31 => 326
0x00372EF1 => 198 0x00373186 => 326 0x003733D5 => 390 END
DEFINE_ASSOCIATIVE_ARRAY Fullxdelta BEGIN 0x00088840 => 639 END
DEFINE_ASSOCIATIVE_ARRAY Fullydelta BEGIN 0x00088C96 => 479 END
DEFINE_ASSOCIATIVE_ARRAY Windxdelta BEGIN 0x39DBC3 => 640 0x39DF6A => 640 0x39F0BB => 640 END
DEFINE_ASSOCIATIVE_ARRAY Windydelta BEGIN 0x39DBBE => 480 0x39DF71 => 480 0x39F0C2 => 480 END
END
... or so I thought.
This one still has the issue for me of putting the game in a 640x480 window in the top left part of the new screen resolution. Ah well Someone else should be able to figure something out. I'm heading to bed.
Post edited September 23, 2010 by pb1866
Thanks for effort, those are trying to get this working. I was a little disappointed to see that G3's patch didn't work...
Thank you very much for your efforts; I'll update the version on G3.
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pb1866: This one still has the issue for me of putting the game in a 640x480 window in the top left part of the new screen resolution. Ah well Someone else should be able to figure something out. I'm heading to bed.
That's how Widescreen works on BG1 and Torment, unfortunately. If you start a new game, the main game area will properly fill the game area.
Here is a GUI mod that will properly fill all game screens. It only works for 1024x600, 1024x768, 1280x768 and 1280x800.


Turns out that the GUI mod needs some offsets of its own. Any takers?

0x0004f444 640
0x0004f3ec 480
0x0045da62 640
0x0045da64 480
Post edited September 24, 2010 by vbigiani
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vbigiani: Thank you very much for your efforts; I'll update the version on G3.
A definite tip of the hat. The small game screen was always the hanging point for me with this game.

I'm in no rush to start this 200 hour game, so I'll wait until G3 updates.

Again, thanks!
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vbigiani: Thank you very much for your efforts; I'll update the version on G3.
avatar
pb1866: This one still has the issue for me of putting the game in a 640x480 window in the top left part of the new screen resolution. Ah well Someone else should be able to figure something out. I'm heading to bed.
avatar
vbigiani: That's how Widescreen works on BG1 and Torment, unfortunately. If you start a new game, the main game area will properly fill the game area.
Here is a GUI mod that will properly fill all game screens. It only works for 1024x600, 1024x768, 1280x768 and 1280x800.
Turns out that the GUI mod needs some offsets of its own. Any takers?
0x0004f444 640
0x0004f3ec 480
0x0045da62 640
0x0045da64 480
ah, that's good to know. I was worried I had another hour or two going through the hex editor trying to figure that one out. I'll take a look at the gui mod later today when I get back from work if no one else has done it by then.
Post edited September 24, 2010 by pb1866
Many thanks for your work vbigiani and pb1866.
I hope all of you realize you can get working reliable widescreen to any resolution you want if you have a copy of Baldur's Gate 2.

Install BGTutu+BG2 widescreen patch=done.
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phanboy4: I hope all of you realize you can get working reliable widescreen to any resolution you want if you have a copy of Baldur's Gate 2.
Install BGTutu+BG2 widescreen patch=done.
Links? Also what is bgtutu?