If you do what I said under "alternatively..." it should do it with the correct ratio. Set the app's frame to 320x240 in the settings, and it will automatically resize the smaller levels. Then you can just toggle fullscreen.
Yes, but this is a scrolling game. If I enlarge it to 320x240 it's going to display those levels in 320x240 because the levels are larger than the screen size. It'd work great for everything else, but in this case the actual levels' pixel size would be shrunk down.
Maybe I should post some comparison images to demonstrate what I mean...
Okay, this demonstrates.
I've put up two images, the first of a logo screen which is a 160x120 pixel frame, the second of gameplay, which is a larger than 320x240 pixel area.
On the left is how it has been done-- 160x120 with Window Control enlarging the window.
On the right is how you suggested-- setting the game's window size to 320x240.
While the two logo images look almost identical, when you get to scrolling levels it becomes uber-obvious what the problem is with that method...
Also an odd thing to note: when run in normal old 320x240 MMF cuts off three pixels horizontally and vertically. If you chop out both screens on the right from their window borders you'll see they're only 317x237! That problem doesn't occur with my method...
At least in the example. I copied it all over to my game and incorporated it with my settings loading from an INI... didn't work 100%. The biggest problem was that if it started in full screen mode based on the settings, it would tend to get stuck in 320x240 screen resolution even after quitting, and when returning to windowed mode it would display in some odd mode... looked like 160x6 pixels?
I just thought some more and realized exactly why these happened, though, so I think it can all be worked out and things will be perfect! Thanks!
Edit: Although, I just realized that the resolution change screwed up my desktop icon configuration (since I don't have mine set to auto-arrange), and that ticks me off. Dunno if that was from when it got stuck, but if it happens every time I'll have to drop it. Such messings with the icons are not really a good thing.
As it turns out, this resolution change does indeed screw up desktop icons. I liked MMF's built in res-changing because it was very good about leaving icons be. Unfortunately, I don't think anyone who plays my game would really enjoy having their icons screwed with every time they play, so I can't use this. The squished screen will have to be acceptable, or I'll have to go with plain old stretched maximizing and hope to god that it doesn't run too slow. (or HWA helps make it run not slow...)
Another problem with screen resizing in this day and age is the fact that there's both 4:3 monitors and 16:9. I've got a 16:9 so when I full screen a game it ends up distorted. I wish there was a way to swap between aspect ratios and give the player a wider view of the level in 16:9 mode. . .
It's one of those things that happens when you arrange your icons manually, like I do. I arrange things into little blocks on my desktop by category. But anyway, this manual positioning is lost when the resolution changes because it literally shrinks the size of the desktop, so those icons are pushed into the new available area... it makes total sense. I'm guessing MMF2 avoids making this happen using its full screen mode because it seems to do it through DirectX (even without DX graphics mode on. My old MMF1.5 programs from 2002/3 used to never work on computers in full screen without DX installed) which is designed for games and doesn't literally change the desktop size. The Big Box just flat out changes the resolution...
This icon messing up usually isn't noticed because people have their icons set to automatically position themselves.