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Wanted to play the game, started tweaking it and got stuck at screen resolution. I can only pick 1280x960 and 1600x1200. But i need 1280x1024 (old school 5:4 LCD monitor). Any ideas?
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I was trying to test it with a widescreen resolution but I couldn't find any config files that have the resolution setting.
I heard that there was a hack that somebody once made that changes the resolution inside the application. So I believe that these resolutions must be hard coded in the exe of the game.
I wasn't interested in looking for that hack. I just wanted to let you know what you're up against.
Try installing nGlide, go to nGlide configurator set the resolution to your native.And change the in-game driver to voodoo. Though i'm not sure whether the nGlide is able to override the in-game resolution settings.
You have to Hex Edit the EXE... A PITA yes, but it works...

Here's a link to a forum with the instructions.
I have followed as best I can the forum post that was provided above me and yet I still cannot get it to work. When I save the exe in the hex editor and then open it again I cannot even find the edits I had just made. I feel like there is something extremely basic I am missing though.
Refer to this guide;
[url=http://www.therugbyforum.com/forum/showthread.php?6702-Customise-resolution-for-Rugby-08-(PC]http://www.therugbyforum.com/forum/showthread.php?6702-Customise-resolution-for-Rugby-08-(PC[/url])!

Even though it's for another game, but essentially it's just the same. After that, just choose 1600x1200 in-game and the game will be using your custom resolution.
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wormholewizards: Try installing nGlide, go to nGlide configurator set the resolution to your native.And change the in-game driver to voodoo. Though i'm not sure whether the nGlide is able to override the in-game resolution settings.
Wouldn't GOG have already implemented nGlide into their version of Daikatana?
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tfishell: Wouldn't GOG have already implemented nGlide into their version of Daikatana?
I think it's not for this game since you can't select "voodoo mini" from the drop down menu if you haven't installed any glide wrapper on your system (such as nGlide, dgvoodoo etc.).
Here is the solution:

With an Hex Editor (I chose Hex Workshop) find HEX Number 00400600 and replace 4006 with 8007 (for 1920 resolution). Then find 00B00400 and replace B004 with 3804 (for 1080 resolution). This data replaces 1600x1200 resolution. I tested and it works. What is unbelivable is that aspect ratio is right. Couldnt believe my eyes. Tested with retail version but should be fine with GOGs.

Here is a list of resolutions for everyone to try:
640x480 x= 80 02 y= E0 01
704x480 x= C0 02 y= E0 01
720x480 x= D0 02 y= E0 01
800x600 x= 20 03 y= 58 02
852x480 x= 54 03 y= E0 01
1024x768 x= 00 04 y= 00 03
1080x720 x= 38 04 y= 00 03
1280x720 x= 00 04 y= D0 02
1280x800 x= 00 05 y= 20 03
1280x1024 x= 00 05 y= 00 04
1360x850 x= 50 05 y= 52 03
1366x768 x= 56 05 y= 00 03
1440x900 x= A0 05 y= 84 03
1600x1200 x= 40 06 y= B0 04
1680x1050 x= 90 06 y= 1A 04
1920x1080 x= 80 07 y= 38 04
1920x1200 x= 80 07 y= B0 04

Also, the menus get a little messed, but are usable anyway.
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rejzor: Wanted to play the game, started tweaking it and got stuck at screen resolution. I can only pick 1280x960 and 1600x1200. But i need 1280x1024 (old school 5:4 LCD monitor). Any ideas?
Install the community produced patch 1.3:

https://bitbucket.org/DGibson/daikatana-1.3/wiki/Home

It adds support for variety of modern day resolutions into the game. It also fixes loads of bugs from the game. Hopefully it works for you. However it will break the save games so if you're in a middle of the single-player campaign you might want to complete the game first.
@kuroko Thanks, sir. I think this community patch deserves a proper thread to atract more views. I´ll try later.
Another Quake 2 engine game stuck with hardcoded resolutions.

Resolution locations

320x240
B47D4 is the horizontal resolution for gl_mode 0 (4 byte unsigned int, little endian)
B47D8 is the vertical resolution for gl_mode 0 (4 byte unsigned int, little endian)
(40 01 00 00 F0 00 00 00) to

400x300
B47E4 is the horizontal resolution for gl_mode 1 (4 byte unsigned int, little endian)
B47E8 is the vertical resolution for gl_mode 1 (4 byte unsigned int, little endian)
(90 01 00 00 2C 01 00 00) to

512x384
B47F4 is the horizontal resolution for gl_mode 2 (4 byte unsigned int, little endian)
B47F8 is the vertical resolution for gl_mode 2 (4 byte unsigned int, little endian)
(00 02 00 00 80 01 00 00 to

640x480
B4804 is the horizontal resolution for gl_mode 3 (4 byte unsigned int, little endian)
B4808 is the vertical resolution for gl_mode 3 (4 byte unsigned int, little endian)
(80 02 00 00 E0 01 00 00) to

800x600
B4814 is the horizontal resolution for gl_mode 4 (4 byte unsigned int, little endian)
B4818 is the vertical resolution for gl_mode 4 (4 byte unsigned int, little endian)
(20 03 00 00 58 02 00 00) to

960x720
B4824 is the horizontal resolution for gl_mode 5 (4 byte unsigned int, little endian)
B4828 is the vertical resolution for gl_mode 5 (4 byte unsigned int, little endian)
(C0 03 00 00 D0 02 00 00) to

1024x768
B4834 is the horizontal resolution for gl_mode 6 (4 byte unsigned int, little endian)
B4838 is the vertical resolution for gl_mode 6 (4 byte unsigned int, little endian)
(00 04 00 00 00 03 00 00) to

1152x0864
B4844 is the horizontal resolution for gl_mode 7 (4 byte unsigned int, little endian)
B4848 is the vertical resolution for gl_mode 7 (4 byte unsigned int, little endian)
(80 04 00 00 60 03 00 00) to

1280x0960
B4854 is the horizontal resolution for gl_mode 8 (4 byte unsigned int, little endian)
B4858 is the vertical resolution for gl_mode 8 (4 byte unsigned int, little endian)
(00 05 00 00 C0 03 00 00) to

1600x1200
B4864 is the horizontal resolution for gl_mode 9 (4 byte unsigned int, little endian)
B4868 is the vertical resolution for gl_mode 9 (4 byte unsigned int, little endian)
(40 06 00 00 B0 04 00 00) to

Here's what I changed them to in Quake 2, can do the same with Daikatana

gl_mode 9 7680 4320 8k (4x UHD) (00 1E 00 00 E0 10 00 00)
gl_mode 8 5120 2880 5k (4x QHD) (00 14 00 00 40 0B 00 00)
gl_mode 7 3840 2160 4k UHD (4x FHD) (00 0F 00 00 70 08 00 00)
gl_mode 6 2560 1440 3k QHD (4x HD) (00 0A 00 00 A0 05 00 00)
gl_mode 5 1920 1080 2k FHD (~50% use this) (80 07 00 00 38 04 00 00)
gl_mode 4 1600 0900 (~5% use this) (40 06 00 00 84 03 00 00)
gl_mode 3 1366 0768 (~20% use this) (56 05 00 00 00 03 00 00)
gl_mode 2 1280 0720 HD (YouTube popular) (00 05 00 00 D0 02 00 00)
gl_mode 1 0960 0540 (1/4 of FHD) (C0 03 00 00 1C 02 00 00)
gl_mode 0 0640 0360 (1/4 of HD) (80 02 00 00 68 01 00 00)

Resolution text strings

A59E8 to A59F3 (12bytes) gl_mode 9 text string ending with 00 (1600x1200)
A59F4 to A59FF (12bytes) gl_mode 8 text string ending with 00 (1280x0960)
A5A00 to A5A0B (12bytes) gl_mode 7 text string ending with 00 (1152x0864)
A5A0C to A5A17 (12bytes) gl_mode 6 text string ending with 00 (1024x768)
A5A18 to A5A23 (12bytes) gl_mode 5 text string ending with 00 (960x720)
A5A24 to A5A2F (12bytes) gl_mode 4 text string ending with 00 (800x600)
A5A30 to A5A3B (12bytes) gl_mode 3 text string ending with 00 (640x480)
A5A3C to A5A47 (12bytes) gl_mode 2 text string ending with 00 (512x384)
A5A48 to A5A53 (12bytes) gl_mode 1 text string ending with 00 (400x300)
A5A54 to A5A5D (??bytes) gl_mode 0 text string ending with 00 (320x240)
Post edited August 14, 2017 by whatsgoingon