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2b
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Created by "Mash" Matt Wells 9 October 2009
mashw@bigpond.net.au
About
This program modifies "falloutw.exe" in memory for the purposes of increasing the visual
resolution.
It was compiled with "Visual C++ 6.0 -sp6" and should work on most versions of Windows.
Table Of Contents
f1_res(folder)
f1_res_README.rtf This Read Me
f1_res_change.log Details changes made to the patch from previous versions
panels.ini Holds the screen positions for the various windows.
intrface(folder) Contains custom art for the Main-Menu, Iface-Bar and the Screen Setup Window.
Map_Edges(folder) Contains map edge data files sorted into folders by Mod name.
data(folder)
grid000.FRM A black tile that replaces missing map tiles found beyond the borders of original
maps (hides mouse trails).
2.Un-installation of previous versions of this patch
Although not absolutely necessary, the following files should be deleted from your Fallout
installation folder, US11.res ,TEAMX12.res and the "f1_res" folder.
"f1_res_README.rtf" and "f1_res_change.log" can also be deleted from your fallout installation
folder if present. As of version 1.2 they are stored in the "f1_res" folder.
3. Installation
4. Troubleshooting
Fallout is not starting after setting the resolution via the in-game menu.
Open the "f1_res.ini" found in your Fallout Install folder and return SCR_WIDTH, SCR_HEIGHT
and COLOUR_BITS to their default values:
SCR_WIDTH=640
SCR_HEIGHT=480
COLOUR_BITS=8
Re-start the game and try a different resolution.
If you are using an older version of Windows (pre XP), you may need to find the run-time
components for Visual C++ 6.0. These can be downloaded from Microsoft, just search for
"Vcredist.exe" in your favourite search-engine.
Note: This problem should only affect older versions of Windows. WindowsXP and Vista should already
have the necessary components installed.
The above problem can also occur using Fallout US Version 1.1 in Windows XP. Setting
Compatibility Mode to Windows 95 seems to fix this.
Instructions:
1. Right-Click your "falloutw.exe" and select Properties.
2. Click the Compatibility Tab.
3. Check the box next to "Run this program in compatibility mode for:"
4. Select Windows 95 from the drop down list below.
5. Click Apply.
This is where your current screen resolution and other settings are stored.
The "f1_res.ini" file is divided into six sections MAIN, HI_RES_PANEL, MOVIES, MAPS, IFACE
and OTHER_SETTINGS.
MAIN
HI_RES_PANEL
MAPS
IFACE
OTHER_SETTINGS
Error checking (MEM_CHECK_FLAG = 0)
Checks memory contents before writing. By default a message box will pop up (if there is a
problem) giving you the name of a log file "f1_res_error.log" where the offsets of the errors will be
stored. By default writing to memory will then be skipped and the program will resume. Further
details on how errors are handled can be found in the "f1_res.ini".
6. Map edges
The "f1_res\Map_Edges" folder is where the scroll borders are set for each map in Fallout. The
original scroll blockers were never designed to work at higher resolutions. So my solution in the
end was to disable the original blockers and replace them with my own which I refer to here as
map edges. Map edge data for all the regular maps are contained in the folder
"f1_res\Map_Edges\F1_Original". The name of the map edges folder used can be changed in the
"f1_res.ini" file. Other folders can also be created for other mods. The INI settings files within
these folders can be created with the BIS Mapper using the Mapper2 Hi-Res Patch (Version
2.0+).
This is an excerpt taken from the "ABBEY.ini" file made for the Abbey map of the Restoration
Project 1.2.
[default]
1N=7484
1S=28928
1E=28457
1W=19748
2N=12080
2S=19734
2E=20685
2W=14330
3N=10933
3S=20157
3E=17735
3W=15165
[1680x1050]
2N=9684
2S=21921
2E=20483
2W=13932
[1920x1080]
2N=9686
2W=13936
[1920x1200]
2N=9686
2W=13936
The first part of each key name defines the map level. "1" for level one, "2" for level two and "3"
for level three. The rest of the key name defines which edge your setting; "N" for north, "S" for
south, "E" for east and "W" for west.
The key values themselves are hex tile numbers. They can refer to any hex tile running along the
inside of the edge your setting up.
You only need to include keys for the map levels used. For example if the Abbey map only used
level 3, the whole section would look like this.
[default]
3N=10933
3S=20157
3E=17735
3W=15165
Scrolling adjusts the position on the map of the hex tile located at the centre of the screen.
Because the screen width and height won't necessarily be multiples of a hex tile width or height
there will always be some variation on the location of a map edge between different resolutions.
So when setting up a new map always test it at multiple resolutions.
7. Custom Art
Main-menu
I've divided the original "MAINMENU.FRM" into two parts. The first is the general background
(MAINMENU.FRM) which is scaled to fit the screen and the second is the background for the
menu itself (MENU_BG.FRM). Both reside in the "f1_res/intrface" folder and can be replaced with
your own custom art if desired. The "MAINMENU.FRM" can be replaced with a different size frm,
for example "800x600" and will be automatically scaled to fit the screen. The "MENU_BG.FRM"
uses a masking colour (position 0 in the pallet) so it can have see-through areas if you wish and
for best results it should be left at its original size for now. I may make this more customisable in
the future.
First I'd like to thank all the good people at "No Mutants Allowed" http://www.nma-fallout.com/ for
hosting this patch, and for keeping the mutants at bay for all these years.
And of course to everyone in the forums who provided support and constructive criticism - Thanks
:)
9.Contributors
Simon Rawlins(Pixote).
>Created the Metal looking side-bar art.