/// set_widescreen(); //if(widescreen) { //widescreen_space = floor(window_get_width()*240/window_get_height()) - 320; // Get space to set on widescreen? //if(widescreen_space % 2 == 1) widescreen_space += 1; // fix for odd numbered scales? // for testing we're just gonna ignore all that lol //widescreen_space = 426 - 320; view_visible[1] = true; // widescreen view // So this creates an extra view that displays over view 0 view_wview[1] = view_wview[0]+widescreen_space; // Take view, expand to widescreen res view_hview[1] = view_hview[0]; // no duh view_wport[1] = view_wport[0]-widescreen_space; // e x p a n d? view_hport[1] = view_hport[0]; // no duh view_xview[1] = view_xview[0]-widescreen_space/2; // move backwards to center everything view_yview[1] = view_yview[0]; // no duh //view_xport[1] = view_xport[0]; // this should fix the quakes? //view_yport[1] = view_yport[0]; if (!surface_exists(widescreen_surface)) { widescreen_surface = surface_create(view_wview[1], view_hview[1]); } view_surface_id[1] = widescreen_surface; //}