Hi, I saw the screenshots of how the Greece's "world map" looks like in higher resolution (the picture doesn't fill the whole available space). I guess that's supposed to be, right? If I want the world map to fill the whole map window like in native resolutions, which original files do I need to keep?
That is indeed how it's supposed to be. Unfortunately, it isn't feasible to change how it currently works. If you try and keep the original images unmodified, the game will crash when you open the world map, as per the FAQ. If you stretch the world map background image to fit the new resolution, then cities will not appear where they are supposed to be.
Hi, thanks for the mod, it's working well in fullscreen. But, I really like to play in Windowed mode at 1920x1080. I have a big 2k monitor and like to still have other windows visible (Discord, etc) on the sides. When I put the game in Windowed mode at 1920x1080, it seems to not be correct. In detail: when I hit windowed mode, the game window will auto-centre in the middle of my monitor, but with big black borders around the bottom and right of the game window. I think this is because it is drawing the game canvas from position (0,0) of the monitor. When I move the window towards the top left of my monitor, the black border gradually decreases, exposing more of the game canvas. In addition, the cursor position doesn't seem to move with the window, so what I think I'm clicking on isn't really where the mouse cursor is clicking.
I think there is something wrong on your end. The black borders and unaligned mouse cursor and activation point are not what I'm seeing from my copy of the game. In this screenshot, you can see that there are no black borders, and I opened the superintendent talk window by right-clicking where the purple bullseye is: https://imgur.com/Djqa5g4
All I can suggest is to go through my readme and see if anything there helps you, especially the FAQ. If it doesn't, I have no idea what is going on.
Hey, i tried to use this mod, but when i try to run the .exe it says i dont have the permisions to do this. Anything i can do about? I didnt find anyone with the same problem. (Steam Version, fixed files , German Langue)
Unfortunately, I can only help you get my program working with a copy of the game that is already working properly. I don't have the time available to give personal tech support for people who want me to help them get the base game itself working. If what I've written in my readme (especially the FAQ) doesn't help, then I can't even begin to imagine what your problem is.
Thank you for making this mod. Have been mucking about for a couple of days with the other screen resolution fixes that are out there but this one neatly did the trick with just a few clicks. Thanks a billion.
I have 2 questions:
1. Would it be possible to display the mini-map in the bottom left (where we now have the large blue field?)?
Since there's extra space there, it seems like a little QoLif we wouldn't have to click the tab to see the mini-map.
2. How are you editing the exe file? I had a look at it with UltraEdit and it just came up as a bunch of hex code (a thread in a French forum explained which value to change so 6 sanctuaries can be built instead of the limit of 4). Wouldn't mind learning more about how you managed to understand the code (I'd love to learn how to manipulate some stuff to allow for more interesting adventures)
It's a pleasure. I'm glad my program worked so well for you.
As for your questions: 1. It might be possible. It would require figuring out where in the game's EXE the code for drawing the minimap is, then modify that code to always draw it and position it in that area. Unfortunately, I don't currently have the time or knowledge required to do this.
2. There is quite the story behind this program. My program effectively hex-edits individual bytes in the game's EXE to make it run at higher resolutions. To add onto what I wrote in the description, I followed the guide that Mario wrote to learn what offsets in the EXE needed to be modified to make the changes I needed. However, Mario's guide was incomplete in that it did not have instructions for writing code that fills in the gaps in the game's UI caused by the resolution changes (one of those gaps being where the large blue field is).
To get this effect, I loaded JackFuste's patched EXEs into a hex editor (HxD is my editor of choice) and searched for all the differences between the two. To get a better idea of what the code was doing, I also loaded the EXEs into a disassembler (IDA Pro is my preferred disassembler) to translate those bytes into x86 Assembly. At this point, I worked out that JackFuste had injected extra executable code into his EXEs that drew UI elements in what were the empty gaps. Unfortunately, my initial attempts to just drop his injected code into my patcher failed as it was designed to work only at one specific resolution. In the end, I had to re-write his assembly from the ground up to work with any resolution value the user might type into my program. Besides this, it was mostly trial-and-error of making a change to the EXE and seeing what effect this change had on the game.
If you wish to learn more, you can find my source code for the patching process here. I also preserved Mario's original guide in my source code here.
Hello! Thanks for the fixes, I really appreciate what this mod does.
Would it be possible to add an option to prevent the mouse pointer from leaving the game window? In dual screen settings, scrolling the in-game view can be pretty tedious because your mouse will automatically go to your other screen.
I'd also really appreciate a borderless windowed mode too, but I assume it's not possible, right? I prefer fullscreen mode, but the massive delay whenever you want to alt-tab out of the game is really annoying, so having a borderless windowed mode with fullscreen resolution would be the best of both worlds.
Unfortunately, I don't believe it's possible to constrain the cursor to the game's window just by hex editing it's EXE. AFAIK, the game has to be specifically programmed to do this.
As for borderless windowed mode: It might be doable, but I would need to research how exactly this can be done. For me personally, I just use this program to remove the game's borders and window decorations: https://github.com/Codeusa/Borderless-Gaming/releases
Does this tool modify something in the registry of the system when it comes to Zeus? I have the GOG version, tried your tool, worked fine, then i removed it and tried to have a clean install of the game. While before using your tool the game was working flawlessly right after a Gog Galaxy install, right now it does not work anymore (yes, adding xp sp 3 compatibility makes it launch, but it was working without adding that before). This is why i ask the question about the registry, because installing the game in a different partition makes it launch with no issue but using the same folder where i used this patch makes is crash on launch (long story short, if there is any editing the tool does besides game files i would very much like to know how remove it).
No, this tool does not modify anything in the registry. It only touches the following: Zeus.exe, Zeus_Text.eng, and all the .jpg files in DATA.
I suspect that the problem you're having is that you've installed the game to "Program Files" or some other protected folder. This would mean that without admin privileges, the game can't properly access files in it's root folder, which is probably the reason it's crashing. This would be why XP compatibility works, this compatibility option also tells the program to run with admin privileges.
As for why you only needed to tweak the compatibility settings after patching the game, I suspect that the Windows compatibility logic is looking for a Zeus EXE that has a specific checksum. If so, this means that the compatibility settings are applied to the original EXE as it has a recognised checksum, but not to a patched EXE with a different checksum.
Very well, thank you for the explanation. And no, the game is not in program files, the game is on the E:\ partition of my drive (changing the partition to F: on a SSD makes the install work flawlessly without any patch or compatibility). Maybe the issue comes from Jackfuste patch that i used before using your mod and Gog Galaxy did save some weird settings in cloud sync. Nevertheless, i will state again that your tool works perfectly when tested and that is all that matters. Thanks again, endorsed, keep up the good work
You switch the game between Fullscreen and Windowed mode in the game's Display Settings menu.
That said, the game already runs in Fullscreen by default. The only reason it would be in Windowed mode is because you changed the setting I mentioned.
Yes, I can add support for other versions of the game. Where can I find the one you're using, though? As far as I'm aware, the GOG version is only available in English.
you are right, french vanilla version is no more available since years. I can't remember exactly what, but after buying the game i had to apply several patch and changes, with troubles to go through, before get the funcionnal version i got today. And can't remember exactly what i applied, probably patch found on zeus.heaven. I am aware that in fact what i ask is nearly impossible you cannot adapt with each modify done by players lol. But may i share you something would be helpful for you ? And finally what i'd like is your adapted UI, cause i already have a good resolution version, no god bugs etc but the UI is a bit small (and sorry if my english is not perfect, not so comfortable to me :) )
Unfortunately, I can't support modified copies of the game. My recommendation is to install the original English GOG version of the game, then use my program to change the resolution to what you want. After that, install the mod you used to translate the game into French. After that, you should be good to go.
I'm also planning on tracking down a French CD version of the game. Once I have a copy, I might end up making my own translation patch.
60 comments
All I can suggest is to go through my readme and see if anything there helps you, especially the FAQ. If it doesn't, I have no idea what is going on.
Please help me :(?
I have 2 questions:
1. Would it be possible to display the mini-map in the bottom left (where we now have the large blue field?)?
Since there's extra space there, it seems like a little QoLif we wouldn't have to click the tab to see the mini-map.
2. How are you editing the exe file? I had a look at it with UltraEdit and it just came up as a bunch of hex code (a thread in a French forum explained which value to change so 6 sanctuaries can be built instead of the limit of 4). Wouldn't mind learning more about how you managed to understand the code (I'd love to learn how to manipulate some stuff to allow for more interesting adventures)
As for your questions:
1. It might be possible. It would require figuring out where in the game's EXE the code for drawing the minimap is, then modify that code to always draw it and position it in that area. Unfortunately, I don't currently have the time or knowledge required to do this.
2. There is quite the story behind this program. My program effectively hex-edits individual bytes in the game's EXE to make it run at higher resolutions. To add onto what I wrote in the description, I followed the guide that Mario wrote to learn what offsets in the EXE needed to be modified to make the changes I needed. However, Mario's guide was incomplete in that it did not have instructions for writing code that fills in the gaps in the game's UI caused by the resolution changes (one of those gaps being where the large blue field is).
To get this effect, I loaded JackFuste's patched EXEs into a hex editor (HxD is my editor of choice) and searched for all the differences between the two. To get a better idea of what the code was doing, I also loaded the EXEs into a disassembler (IDA Pro is my preferred disassembler) to translate those bytes into x86 Assembly. At this point, I worked out that JackFuste had injected extra executable code into his EXEs that drew UI elements in what were the empty gaps. Unfortunately, my initial attempts to just drop his injected code into my patcher failed as it was designed to work only at one specific resolution. In the end, I had to re-write his assembly from the ground up to work with any resolution value the user might type into my program. Besides this, it was mostly trial-and-error of making a change to the EXE and seeing what effect this change had on the game.
If you wish to learn more, you can find my source code for the patching process here. I also preserved Mario's original guide in my source code here.
Would it be possible to add an option to prevent the mouse pointer from leaving the game window? In dual screen settings, scrolling the in-game view can be pretty tedious because your mouse will automatically go to your other screen.
I'd also really appreciate a borderless windowed mode too, but I assume it's not possible, right? I prefer fullscreen mode, but the massive delay whenever you want to alt-tab out of the game is really annoying, so having a borderless windowed mode with fullscreen resolution would be the best of both worlds.
Thanks!
Unfortunately, I don't believe it's possible to constrain the cursor to the game's window just by hex editing it's EXE. AFAIK, the game has to be specifically programmed to do this.
As for borderless windowed mode: It might be doable, but I would need to research how exactly this can be done. For me personally, I just use this program to remove the game's borders and window decorations: https://github.com/Codeusa/Borderless-Gaming/releases
I suspect that the problem you're having is that you've installed the game to "Program Files" or some other protected folder. This would mean that without admin privileges, the game can't properly access files in it's root folder, which is probably the reason it's crashing. This would be why XP compatibility works, this compatibility option also tells the program to run with admin privileges.
As for why you only needed to tweak the compatibility settings after patching the game, I suspect that the Windows compatibility logic is looking for a Zeus EXE that has a specific checksum. If so, this means that the compatibility settings are applied to the original EXE as it has a recognised checksum, but not to a patched EXE with a different checksum.
How do I manage to get this working in fullscreen? Thank you.
That said, the game already runs in Fullscreen by default. The only reason it would be in Windowed mode is because you changed the setting I mentioned.
(and sorry if my english is not perfect, not so comfortable to me :) )
So what you have is not an official French version sold by GOG. It's the regular English version that you modded to use the French language files. I'm assuming you used something like this: https://www.gog.com/forum/zeus_poseidon_acropolis/fr_zeus_une_traduction_complete?
Unfortunately, I can't support modified copies of the game. My recommendation is to install the original English GOG version of the game, then use my program to change the resolution to what you want. After that, install the mod you used to translate the game into French. After that, you should be good to go.
I'm also planning on tracking down a French CD version of the game. Once I have a copy, I might end up making my own translation patch.