I think it's more than worth doing it for both Alex and Laura, the amount of people using ultrawide and wider setups nowadays is bigger than you might think. And unstretching the background images doesn't actually require editing the images directly, there are values in the EXE and neighbouring files that control how the HUD is positioned on screen, for example, ThirteenAG's widescreen fixes address those values, usually it goes by dividing 1 by the width (for the background images), and dividing the HUD x-position by the res width (for HUD elements) or something like that (to move them around), however to unstretch it, I'm not really sure how, you'd have to contact other modders who have done HUD fixes for this engine, like Automaniak did for Donald Duck Goin' Quackers and Rayman 2 (he's usually active on Steam, so might give him a shoutout). For the main menu maps, I'm not sure how hard it would be to add those objects in a mapping editor that would work for Alex and Laura, but could be a possibility in a near future.lk19 wrote: Tue Jun 25, 2024 6:14 pmThe problem is that the main menu is actually its own map ("Marelle_4"), which is simply missing these objects. So unless we have a working map editor for this game (I don't know if RayMap is capable of this) and someone is willing to edit all these objects back in, I don't see any chance of this happening soon...AlphaYellow wrote: Tue Jun 25, 2024 12:52 am Also could something be done about the missing geometry in the main menu?![]()
Maybe there's a way of doing this by hacking the main executable... Unfortunately, I don't even have a clue where I should start looking. Another way would be to hack the game's ressources and simply add black bars to the backgrounds (or even better: use AI to extend the images). But again, I have no idea how the ressources work in this game. Also, you would have to supply a separate fix for each aspect ratio then (although I guess most people would be happy with 16:9).AlphaYellow wrote: Tue Jun 25, 2024 12:52 am Also I think it would be best to unstretch all the background images in selection menus, loading screens and settings menus to center them at the 4:3 area and leaving black bars on the sides, better than the stretched look:
Maybe someone who is more capable than me (both knowledge-wise and time-wise) finds a way
I have updated the PCGamingWiki pages for both Laura and Alex (fix is different between the two games, because Alex uses a binarized version of the file game.mem, whereas Laura's file has a more human-readable form). The fix for Hype would be identical to Laura if you would like to try it out, but currently my widescreen patch only supports resolutions of 640xXXX... maybe laterAlphaYellow wrote: Tue Jun 25, 2024 12:52 am Last but not least, could you release the fix for the resolution limit ingame?
Next, I will take a closer look at the FOV (and "FOV-like") values for Alex. I have found at least one more value, which governs the FOV in the little 3D animation window that comes up when the game asks you if you really want to teleport to another place. Maybe I also find a way to fix the misplaced HUD elements when you set the x-resolution to anything other than 640. It's interesting how the game shares this property with Hype, but not with Laura. I guess Laura is the only game that was really meant to be played in any resolution other than 640x480, as you can see by the resolution selector in the "Pentium III" version's VidSelect.exe![]()
Anyways, I tried your new FOV script for Alex and seems like this camera during the conversation with Alex's father still has the same FOV, might be a different value from those you found out so far.
How it should be in 16:9 (with my original solution, glitchy on the sides obviously):
How it is with your script:




