So I have to switch to a resolution of 1920x1440 for "narrow" maps, and then everything works fine. 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 MAPS FULL SIZE#
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 960圆00, 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. 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 = 0圆1, 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 960圆00, so that I could use 2x integer scaling on a 1920x1200 monitor. I tried to take another look at the values.