Describe the bug
When playing in Mission Mode, any time story events with dialogue occur as a "holo-memory" cut-scene, the visible screen reduces to the width of the dialogue box, resulting in the majority of the screen being blacked out.
To Reproduce
Effectively the simplest way to observe this is to launch a game in mission mode (solo) and start mission 7. So long as you don't press "start" to skip the cut-scene, you'll see the reduction as soon as Axel's dialogue with Roxas about their mission begins.
Expected behavior
The overlay should operate as it does in story mode game-play, allowing the scene to be viewed as normal.
Screenshots
Here you see the scenes operating as normal without dialogue. Missions 7 and 14
Here you see the reduced screen when dialogue is present, Missions 7 and 14
Desktop (please complete the following information):
OS: Windows 10
Melon Mix Version: Action release Windows#316
Additional context
I suspect that in regular story mode, there is no HUD layer before gaining control of the player, or this issue would exist there as well. Because the "holo-memory" label appears to be an HUD element, some interaction of the HUD resizing or dialogue box resizing code is causing a conflict when both are present in cut-scenes.
Describe the bug When playing in Mission Mode, any time story events with dialogue occur as a "holo-memory" cut-scene, the visible screen reduces to the width of the dialogue box, resulting in the majority of the screen being blacked out.
To Reproduce Effectively the simplest way to observe this is to launch a game in mission mode (solo) and start mission 7. So long as you don't press "start" to skip the cut-scene, you'll see the reduction as soon as Axel's dialogue with Roxas about their mission begins.
Expected behavior The overlay should operate as it does in story mode game-play, allowing the scene to be viewed as normal.
Screenshots
Here you see the scenes operating as normal without dialogue. Missions 7 and 14
Desktop (please complete the following information):
Additional context I suspect that in regular story mode, there is no HUD layer before gaining control of the player, or this issue would exist there as well. Because the "holo-memory" label appears to be an HUD element, some interaction of the HUD resizing or dialogue box resizing code is causing a conflict when both are present in cut-scenes.