- #Robin hood legend of sherwood full screen full size
- #Robin hood legend of sherwood full screen trial
The 3840x2160 worked perfectly fine, in fact even better than 2560x1440 or 2304x2160. I myself just started to replay, as I progress, I will add the width of each level. The second level (Nottingham) will definitely look good with these settings. But as soon as you exceed this size, graphic artifacts will appear that make the game unplayable, because the engine does not provide for displaying the "edge of the map", as in strategies like the Age of Empires. Maps that are "wider" and "higher" than the resolution you use are displayed without problems.
#Robin hood legend of sherwood full screen full size
Lir1066: Hello! I play in 2560x1440 resolution and not all maps in the game have a full size in width greater than 2560 pixels. You can also try to run the game in 2304x2160 (do not forget to select "Run in Window" in DXWnd, "Hide desktop background" and enter 2304x2160 size) Therefore, if itβs convenient for you to play with zoom, here are the values for 4k (please answer if I calculated correctly, because I have nothing to check for this resolution). If you use the game zoom, then the map will "fit" within your screen and everything will become normal (you cannot zoom out again until you reload the level).
You can play in the resolution of 1920x1080, because it is a multiple of the resolution of your monitor (one graphic pixel fits exactly into the square of the four pixels of your monitor, everything is clear and without blurring), or you will have to play around a bit with the resolutions, as you can read below. So I have to switch to a resolution of 1920x1440 for "narrow" maps, and then everything works fine. Thanks! Hello! I play in 2560x1440 resolution and not all maps in the game have a full size in width greater than 2560 pixels. Irshansk: Could you please tell me the values for 3840x2160? Anyway, I did figure out 960ε00, and for the benefit of anyone else who wants to dig into this, here's a summary of known values to date: Horizontal resolutions don't make any more sense to me, either.
#Robin hood legend of sherwood full screen trial
In fact, through trial and error, I found 00 88 44 to be a 1200-pixel height. Based on that, we can re-derive some other heights e.g., for 900 pixels: 900 - 600 = 300 300 / 4 = 75 0x16 + 75 = 0x16 + 0x4b = 0ε1, which matches the known-good pattern 00 61 44.
Dividing the difference in heights by that number shows that each change by 1 is worth 4 pixels: (720 - 600) / 30 = 120 / 30 = 4. E.g., the difference between a vertical resolution of 720 and 600 pixels is 0x34 - 0x16 = 0x1E = 30. For some vertical resolutions, the value of the middle byte appears to encode the difference between resolutions in 4-pixel steps. However, I still can't figure out a consistent pattern. The first half/three bytes clearly control width, and the second half the height. My goal was to enable 960ε00, so that I could use 2x integer scaling on a 1920x1200 monitor. I tried to take another look at the values.