Common HEX Values

Submitted by skipclarke on 19 September, 2011 - 18:15

Article Type: 
Article

Aspect Ratios

To calculate your aspect ratio decimal, divide the resolution's width by its height. Note that ultra-widescreen is marketed as 21:9 but the aspect ratio actually varies slightly between resolutions (these are listed separately below).

Common Name Decimal Formatted Value
5:4 1.25 00 00 A0 3F
4:3 1.33 AB AA AA 3F
3:2 1.5 00 00 C0 3F
16:10 1.6 CD CC CC 3F
15:9 ~1.66 55 55 D5 3F
16:9 ~1.77 39 8E E3 3F
1.85:1 1.85 CD CC EC 3F
21:9 (2560x1080) ~2.37 26 B4 17 40
21:9 (3440x1440) ~2.38 8E E3 18 40
2.39:1 2.39 C3 F5 18 40
21:9 (3840x1600) 2.4 9A 99 19 40
2.76:1 2.76 D7 A3 30 40
32:10 3.2 CD CC 4C 40
32:9 ~3.55 39 8E 63 40
3x5:4 3.75 00 00 70 40
3x4:3 4 00 00 80 40
3x16:10 4.8 9A 99 99 40
3x15:9 5 00 00 A0 40
3x16:9 ~5.33 AB AA AA 40



Resolutions

Value Hex
Value
Formatted Value
200 0x0C8 C800
240 0x0F0 F000
320 0x140 4001
480 0x1E0 E001
525 0x20D 0D02
540 0x21C 1C02
576 0x240 4002
600 0x258 5802
640 0x280 8002
704 0x2C0 C002
720 0x2D0 D002
768 0x300 0003
800 0x320 2003
840 0x348 4803
848 0x350 5003
854 0x356 5603
900 0x384 8403
960 0x3C0 C003
992 0x3E0 E003
1000 0x3E8 E803
1024 0x400 0004
1050 0x41A 1A04
1080 0x438 3804
1152 0x480 8004
1200 0x4B0 B004
1280 0x500 0005
1360 0x550 5005
1366 0x556 5605
1368 0x558 5805
1440 0x5A0 A005
1536 0x600 0006
1600 0x640 4006
1680 0x690 9006
1768 0x6E8 E806
1776 0x6F0 F006
1800 0x708 0807
1920 0x780 8007
2048 0x800 0008
2160 0x870 7008
2400 0x960 6009
2560 0xA00 000A
2720 0xAA0 A00A
2880 0xB40 400B
3072 0xC00 000C
3200 0xC80 800C
3360 0xD20 200D
3440 0xD70 700D
3840 0xF00 000F
4080 0xFF0 F00F
4320 0x10E0 E010
4800 0x12C0 C012
5040 0x13B0 B013
5120 0x1400 0014
5760 0x1680 8016







Notes

Sometimes the field of view (fov) for a game can be found in hexadecimal form in one of the game's files. The format you will most likely see is the IEEE 754 standard which is comprised of four hexadecimal pairs.

For example an FOV of 60.0 would be the following in hexadecimal.

42 70 00 00

This will almost always be formatted to be read from right to left in the game's files. So 42 70 00 00 becomes the following in the file.

00 00 70 42

You can use a IEEE 754 calculator to get your FOV value into hexadecimal format. Simply paste your FOV in the decimal field and click the Rounded or Not Rounded button (should not matter) and look at the hexadecimal result under the single precision fields.

Think of the hexadecimal value in this format.

ST UV WX YZ

You will be using it in this format.

YZ WX UV ST

Remember you can calculate the field of view by using the FOV Calc tool on this site along with any of several other methods for calculating the field of view.

When re-calculating fov based on aspect ratio, it can be done using trigonometric tangent functions to convert the angle to radians divided into half, then converted into a zoomable angle that can be divided or multiplied by the zoom factor and converted back into degrees.

For example, the current display ratio is 4:3 and the conditional aspect ratio is 16:9, the fov degrees of 45.0 would become 57.822402 from dividing the aspect ratio by the conditional aspect after converting the angle into a tangent angle:

Degrees:
Arctan(Tan(Fovy * PI / 360) / (4/3) * (16/9)) * 360 / PI

Degrees converted from radians:
Arctan(Tan(Fovyradians / 2) / (4/3) * (16/9)) * 360 / PI

Radians:
2 x Arctan(Tan(Fovyradians / 2) / (4/3) * (16/9))

Radians converted from Degrees:
2 x Arctan(Tan(Fovy * PI / 360) / (4/3) * (16/9))

(Above information provided by Tanuki)