Widescreen mod
Moderator: ScummVM Team
Re: Widescreen mod
The side textures only show up in fullscreen mode, but commenting out these two lines (https://github.com/Botje/residualvm/blo ... #L198-L199) will start a fullscreen-sized windows without actually triggering fullscreen.
- ultraneonoirantihero
- Posts: 99
- Joined: Mon Sep 05, 2011 5:13 pm
Re: Widescreen mod
An update:
- I'm not dead, although 2 weeks ago I got stress induced allergy to pollen
- Finally got the mod to work, my mistake of already having an several existing residual apps installed besides the mod
- Noticed that add-ons don't stretch perfectly, they start ok at the top but they stretch vertically more than they should so they go off-screen at the bottom. If scaling is proportional I will try changing the add-ons size. But can someone confirm if scaling is proportional?
- Will finish those half-finished 8 backgrounds in the next 7 days. That's a promise. Then we'll have 100% complete first puzzle in widescreen.
- I'm not dead, although 2 weeks ago I got stress induced allergy to pollen
- Finally got the mod to work, my mistake of already having an several existing residual apps installed besides the mod
- Noticed that add-ons don't stretch perfectly, they start ok at the top but they stretch vertically more than they should so they go off-screen at the bottom. If scaling is proportional I will try changing the add-ons size. But can someone confirm if scaling is proportional?
- Will finish those half-finished 8 backgrounds in the next 7 days. That's a promise. Then we'll have 100% complete first puzzle in widescreen.
Re: Widescreen mod
For those of you not following development closely:
The widescreen mod has been merged into ResidualVM masters, so you can just test widescreen support with nightly builds now.
There was talk of backporting this code to a new minor release, but no decision has been made.
The widescreen mod has been merged into ResidualVM masters, so you can just test widescreen support with nightly builds now.
There was talk of backporting this code to a new minor release, but no decision has been made.
- Harrypoppins
- Posts: 124
- Joined: Sat Apr 25, 2009 1:23 pm
Re: Widescreen mod
Hello,Botje wrote:For those of you not following development closely:
The widescreen mod has been merged into ResidualVM masters, so you can just test widescreen support with nightly builds now.
There was talk of backporting this code to a new minor release, but no decision has been made.
Wich argument I've to use at launch to enable the widescreen support ?
- ultraneonoirantihero
- Posts: 99
- Joined: Mon Sep 05, 2011 5:13 pm
Re: Widescreen mod
Wow, 5 yrs later and I still have the whole El Marrow sitting on 70% completion. The whole thing kinda stopped when DF released the remaster. I am gonna finish those backgrounds by the end of february and upload them so at least Year 1 is partialy Widescreen.
As for your question, visit
http://www.grimwidescreen.com
Download the zip file and place it in the game folder so the Residual will pick up the additional data.
But its been 5 yrs and i forgot how to apply it, it should be something simple by just renaming it "gamedata0000.dat" or something. Scroll a few posts earlier in this topic and you will find it.
Good thing the branch with this support is merged in master and I paid the hosting every year for the last 5 yrs
But shame on me for not finishing those, will finish at least 20 scenes in feb and upload them to the website.
Keep in touch, glad this topic is still alivr
As for your question, visit
http://www.grimwidescreen.com
Download the zip file and place it in the game folder so the Residual will pick up the additional data.
But its been 5 yrs and i forgot how to apply it, it should be something simple by just renaming it "gamedata0000.dat" or something. Scroll a few posts earlier in this topic and you will find it.
Good thing the branch with this support is merged in master and I paid the hosting every year for the last 5 yrs

Keep in touch, glad this topic is still alivr
- Harrypoppins
- Posts: 124
- Joined: Sat Apr 25, 2009 1:23 pm
Re: Widescreen mod
Truly I've try many stuff, but I never been able to use it (do I need an older version of scummvm ?)
If you can point me wich message who is the good way to use it, it could be very kind to you.
Iv try to change to software renderer, opengl, full screen, enable/disable user patch, check uncheck aspect ratio, put the zip in estra path, uncompress the zip in extra path location, in game location too, try to build side screen branch too. Seriously that's not a lazy attitude.
If you can point me wich message who is the good way to use it, it could be very kind to you.
Iv try to change to software renderer, opengl, full screen, enable/disable user patch, check uncheck aspect ratio, put the zip in estra path, uncompress the zip in extra path location, in game location too, try to build side screen branch too. Seriously that's not a lazy attitude.
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- Posts: 29
- Joined: Thu Jul 18, 2019 1:31 pm
Re: Widescreen mod
Wow I didn't expect anyone to still be working on this after all this time!ultraneonoirantihero wrote:Wow, 5 yrs later and I still have the whole El Marrow sitting on 70% completion. The whole thing kinda stopped when DF released the remaster. I am gonna finish those backgrounds by the end of february and upload them so at least Year 1 is partialy Widescreen.
As for your question, visit
http://www.grimwidescreen.com
Download the zip file and place it in the game folder so the Residual will pick up the additional data.
But its been 5 yrs and i forgot how to apply it, it should be something simple by just renaming it "gamedata0000.dat" or something. Scroll a few posts earlier in this topic and you will find it.
Good thing the branch with this support is merged in master and I paid the hosting every year for the last 5 yrsBut shame on me for not finishing those, will finish at least 20 scenes in feb and upload them to the website.
Keep in touch, glad this topic is still alivr

After the release of Grim Remastered somehow this forum died all of a sudden after having had so much activity, it was kinda sad to see.
It would be really awesome to see this widescreen mod finished at some point. Especially combined with something like AI upscaling so we can get a taste of what true re-renders of the original backgrounds would have looked like.
Re: Widescreen mod
Hello, could you explain a bit more how to do it?ultraneonoirantihero wrote: ↑Wed Jan 22, 2020 3:07 pm Wow, 5 yrs later and I still have the whole El Marrow sitting on 70% completion. The whole thing kinda stopped when DF released the remaster. I am gonna finish those backgrounds by the end of february and upload them so at least Year 1 is partialy Widescreen.
As for your question, visit
http://www.grimwidescreen.com
Download the zip file and place it in the game folder so the Residual will pick up the additional data.
But its been 5 yrs and i forgot how to apply it, it should be something simple by just renaming it "gamedata0000.dat" or something. Scroll a few posts earlier in this topic and you will find it.
Good thing the branch with this support is merged in master and I paid the hosting every year for the last 5 yrsBut shame on me for not finishing those, will finish at least 20 scenes in feb and upload them to the website.
Keep in touch, glad this topic is still alivr
I was more or less following this post, but I am not able to see it widescreen
And I have tried with the last link, where it says: the couple of images that he sharpened and repackaged, and put the datausr.lab inside the Grim Fandango folder, and it does not work properly, it just mess up everything:kavehth wrote: ↑Thu Apr 09, 2015 3:11 pmIt feels great playing in widescreen especially the scenes that are in the streets.ultraneonoirantihero wrote: Really excited, looks amazing. Kavehth, how was does it feel playing GF in widescreen? Do you create "wide" folder inside Residual and place PNGs there?
you can put files directly in the game folder or in a folder called "widescreen".
For the hi-res backgrounds I've made a program that converts a png to a .bm file, after converting i package them inside a file called "datausr.lab" and put that in the game folder. right now the program does not compress the images, so the size of the images are a bit bigger than the ones in the game.ultraneonoirantihero wrote: Also, how did you embed new sharpened backgrounds, did you repackage lab files (data001.lab or whatever it's called) or some other way?
i made two versions of residual one that renders at 640x480:
https://www.dropbox.com/s/eualnikgubb5u ... 0.zip?dl=0
and one that renders at 1440x1080:
https://www.dropbox.com/s/wft9ae5kzmv4v ... 0.zip?dl=0
you have to go into fullscreen in order to see the sides
here is the program for converting images:
https://www.dropbox.com/s/n8f6610esvmal ... M.zip?dl=0
and here is a couple of images that i sharpened and repackaged:
https://www.dropbox.com/s/njgbc9c81r4et ... r.zip?dl=0

- ultraneonoirantihero
- Posts: 99
- Joined: Mon Sep 05, 2011 5:13 pm
Re: Widescreen mod
Great!ultraneonoirantihero wrote: ↑Fri Dec 18, 2020 9:43 pmLike, big announcement regarding this one in the next few days. Redemption for 5 years of inactivity. Stay tuned![]()