Well im assuming your talking about the hans/gellin base, where the background height needs to change in order to fit the different folder sizes. I did this in about an hour of x and y adjusting - it only took that little time because I made this method to speed things up:
Code:
void bgsize(LPDIRECT3DDEVICE9 pDevice){
if(GetAsyncKeyState(VK_NUMPAD2)&1)
menuh++;
if(GetAsyncKeyState(VK_NUMPAD8)&1)
menuh--;
if(GetAsyncKeyState(VK_NUMPAD4)&1)
menuw--;
if(GetAsyncKeyState(VK_NUMPAD6)&1)
menuw++;
char bufh[50];
char bufw[50];
DrawBox(400, 5, 85, 50, D3DCOLOR_ARGB(255, 0, 0, 0), bordCol, pDevice);
sprintf(bufh, "Height: %d", menuh);
sprintf(bufw, "Width: %d", menuw);
Directx.DrawString(405, 10, D3DCOLOR_ARGB(255, 255, 255, 255), Directx.pFont, bufh);
Directx.DrawString(405, 24, D3DCOLOR_ARGB(255, 255, 255, 255), Directx.pFont, bufw);
}
So what I did was go in game, then for each folder combination (I have 6 folders - which was about 56 different combinations and I haven't got them all yet - I hope you don't have many folders) I would adjust the height so that it was in the right spot. Like for example if I had 3 folders, named; Visuals, Memory, and Other, I would first open Visuals and get the height of the whole menu, then only memory.... then both visuals and other... etc. etc. etc. Then just write those combinations w/ the height for them down on paper or add a log to a text file by pressing a hotkey or something. Then open your hack and make a new method that you always call in your RenderFrame, and do something like this for each of the combinations you recorded:
Code:
if(visual == 0 && memory == 0 && player == 0 && premium == 0 && other == 0 && menu == 0)
menuh = 104;
...
if(visual == 1 && memory == 1 && player == 0 && premium == 1 && other == 0 && menu == 1)
menuh = 408;
...
For every single combination. Im sure there are easier ways but hell, it works.
Hope that helps you, it's pretty cool when you finish :P