You can change the initial window resolution, but again it's hardcoded.
How? Hexediting the save and changing the E001/8002 values?
In the GameModule, byte address 0009E8C5 and 0009E8CC should contain 32-bit integers for the initial width and height respectively.
The values in the save only concern the fullscreen mode.
It looks strange tho, a bit stretched maybe? Maybe it's a fov thing
I can't attach it, but it looks stretched, not like from a 4:3 to widescreen, but like from a widescreen to 4:3
Asterix has an elongated face
I'll try the non-widescreen gamemodule, maybe this isn't compatible with the windowed edit
A bit too near the camera but at least it doesn't look stretched
Maybe it's the fact that this screen is 16:10, I don't really know
Is there a way to increase the fov without messing with the "proportions"? The proportions are perfect now, but the camera is really too near the character
Yeah, that might be because when you change the ratio, the game changes the vertical FOV and keeps the horizontal FOV fixed, even though we expect the horizontal FOV to be changed instead.
It makes sense. Is there a fix by any chance?
Maybe you could try using the XXL Inspector, because I tried to implement a correct variable horizontal FOV, but not sure if I have tested if it works with Wine/Proton.
I don't understand. Starting it with XXL Inspector without changing anything it displays in the correct FOV, but removing it returns near the camera. How can it be applied to the game without having the Inspector screen in front of it?
You can press F1 to hide the Inspector interface.
And yeah, maybe I should separate the FOV improvement code from the Inspector and make it its own patch, like how I put it in the XXL1 QoL Patch, but I havent done a QoL patch for XXL2 yet.
Ah, wow, that's great!
Yeah a separate patch would be awesome, especially to skip the Inspector prompt and the F1 thing, but it's great nonetheless, thank you for your work.
Some sounds are corrupted on Steam Deck, from time to time there's a static sound playing in the background and some SFXs corrupt if left playing for a while. I tried the dsound XXL patch (IndirectSound iirc) but it makes so the SFXs don't play at all
I updated the dsound with the latest IndirectSound (0.20), it's better but you can still hear static from time to time
That happens on Windows as well.