VOGONS


First post, by azmawee

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Sharing a project I've been working on for anyone interested in revisiting Emperor: Battle for Dune on modern systems.

The short version: Emperor Reborn is a launcher and patch that adds proper Hor+ widescreen rendering to the 2001 Westwood/Intelligent Games RTS, plus modern Windows 10/11 compatibility, restored multiplayer over direct IP and DDNS, and a self-contained build that doesn't need VC++ Redistributable.

The widescreen part is what's notable. As far as I can tell after digging through forum threads going back to 2014, nobody has actually pulled off true widescreen for this game before. The registry hack that's floated around for years either crops the top and bottom of the screen or stretches the entire image, neither of which is proper widescreen. What Emperor Reborn does is patch the Direct3D projection matrix at runtime using a hardware breakpoint and exception handler approach, with UI elements re-anchored to screen edges, and FMV cutscenes pillarboxed separately so the live action footage doesn't get distorted.

The technical writeup is here if anyone wants the details on how it was figured out, including the dead ends and the live tuner approach that eventually cracked it:
https://azmawee.github.io/EmperorReborn/widescreen-story

The project itself, with install guide and downloads:
https://azmawee.github.io/EmperorReborn/

Source code:
https://github.com/azmawee/EmperorReborn

Tested on Windows 10 (21H2, 22H2) and Windows 11 (23H2, 25H2). Also confirmed running on Xbox Ally X handheld via community testing, so the launcher works fine on AMD-based handheld form factors with proper GPU scaling settings.

Builds on the foundation of wheybags' (Tom Mason's) earlier patch, which restored basic Windows 10/11 compatibility and direct IP multiplayer after the Westwood Online shutdown. Credit to him for the original reverse engineering work that made this kind of follow-on project possible.

Standard caveat applies, you supply your own legally-owned copy of the game and the EA v1.09 patch (EM109EN.EXE). Nothing copyrighted is redistributed by the launcher.

Reply 1 of 2, by ZellSF

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Great work figuring out the widescreen, but lack of text scaling in higher resolutions still means I'll play the original (since that can be forced to 4K with dgVoodoo and still have text readable: https://www.youtube.com/watch?v=6HYXydbIvDs).

I also think the FPS limit should be 30, not 60, though I know that was wheybags's choice not yours.

Reply 2 of 2, by azmawee

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ZellSF wrote on Today, 12:16:

Great work figuring out the widescreen, but lack of text scaling in higher resolutions still means I'll play the original (since that can be forced to 4K with dgVoodoo and still have text readable: https://www.youtube.com/watch?v=6HYXydbIvDs).

I also think the FPS limit should be 30, not 60, though I know that was wheybags's choice not yours.

Thanks, that's fair feedback and I appreciate you actually trying it.

On the text size, it's worth clearing up what dgVoodoo is doing in that video, because it isn't rendering the UI crisply at 4K. It runs the game at a low internal resolution and then upscales the whole frame to fill your 4K screen, so the font looks big and readable because the entire image is enlarged (a little soft up close, but perfectly readable).

The thing is, the mod already gives you that same result today. If you pick 1280x720 or 1920x1080 in the launcher on a 4K display, you get large, readable text. On a 4K panel 1920x1080 is an exact 2x scale, so it stays clean rather than blurry. So readable text at high res is already there, you just select a lower game resolution and let it fill the screen.

The one real difference from dgVoodoo is how the upscale happens. Right now the launcher switches your display mode and lets the monitor do the scaling, whereas dgVoodoo keeps your desktop at 4K and upscales inside its own wrapper. I'm looking at adding an internal render-scale option so the game can render low and stretch itself up to a 4K window, which would match dgVoodoo more closely and avoid touching your desktop resolution.

Genuinely native 4K rendering with a large, sharp UI is a different beast. The HUD and fonts are fixed-size bitmap art with no scaling parameter, so enlarging them cleanly means hooking the 2D/font layer and keeping click hit-testing in sync, which is a much bigger reverse-engineering job. It's on my radar, but it isn't a quick toggle.

On the 30 vs 60 fps cap, you're right that was wheybags's call rather than mine. I'll take a look at whether it can be exposed as a launcher option so people can pick what they prefer.

Cheers.