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The problem is actually more related to some sort of configuration mismatch than anything. Usually changing the resolution via the configuration tool, closing the configuration tool and opening it one more time, then changing it back to what you want, will fix it.
It's very strange when it gets confused this way and I'd like to eventually find the actual root cause of the problem and fix it when I can. It doesn't happen on all systems, and doesn't happen consistently even on some systems where it does occur, so it's been one of the more difficult ones to root out.
The essential thing that's happening that causes strange cut-off and the mouse being cut off is some sort of situation where the game is using two different resolutions at once even though that shouldn't be possible -- one for the textures and its drawing routines, and one for everything else. This mismatch causes the bug, and messing around with the resolution options a bit does generally get the mismatch fixed.
Why that's even possible is another question and one I hope I can eventually find the answer (and solution) to.
I also really want to improve how the game detects what resolution it should be running at by default. The original game is old enough that it defaulted to 640x480 resolution outright, which is insanely low by modern standards and looks awful. I did manage to set it to a higher default when first working on it (back in... gods, 2014? That long ago?), but it shouldn't even be just one default, it should be detecting your resolution, and right now it isn't doing that as properly as it should be.
Unfortunately the old APIs involved can make it a bit trickier, but I at least want to reassure that I'm still thinking about this stuff a lot and there will be more fixes eventually.