Opened 19 months ago
Last modified 7 days ago
#11160 new defect
WME: Engine doesn't use correct screenmode
Reported by: | raziel- | Owned by: | |
---|---|---|---|
Priority: | normal | Component: | Engine: Wintermute |
Version: | Keywords: | ||
Cc: | Game: | Wintermute |
Description
ScummVM 2.1.0git (Sep 21 2019 15:43:15)
Features compiled in: Vorbis FLAC MP3 RGB zLib MPEG2 Theora AAC A/52 FreeType2 JPEG PNG cloud (servers, local)
When switching to the game screen the correct resolution is not picked up correctly, rather the game screen is squeezed inside (or enhanced to) the resolution the user used in ScummVM's launcher when starting the game.
This is with SDL(1/2) and tested with AmigaOS4 and Linux and a launcher resolution of 640x480 while starting a WME game that uses a screen resolution of 800x600.
Every Wintermute game is affected (some more, some less), but one game is particularly easy to check against, since it starts with a (in-game) window filled with text and a resolution of 800x600:
Chivalry is Not Dead (Windows/English)
Needless to say that if i use the game's correct resolution in the launcher BEFORE starting the game, the game will be rendered perfectly. (But i don't know every resolution of every WME game and i also think this should be handled by ScummVM on-the-fly.)
See also here for some more information and screenshots:
https://github.com/AmigaPorts/SDL/issues/84
AmigaOS4 - PPC - BE - SDL
gcc (adtools build 8.3.0) 8.3.0
The behaviour changed a little since opening this item.
With 2.3.0git I know get a perfect game screen, but cramped to the left bottom of the whole screen instead of fullscreen.
That is with every wme game I tried.
It seems as if my systems resolution 2560x1440 is always used as base, instead of switching to resolution that is near the games resolution.
Window is fine btw