Remove Clair Obscur: Expedition 33 from the collection
The game supports ultrawide natively, so there is nothing for this project to fix. Deletes games/Expedition33 and all references (README table, THIRD_PARTY, the never-published v1.2.0 changelog section). A one-line changelog note records why it was dropped, and the METHOD=native tooling capability stays for any future works-out-of-the-box title. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -2,12 +2,12 @@
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## Unreleased
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- **Clair Obscur: Expedition 33 → native.** Removed the vendored ClairObscurFix:
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it's archived, crashed on save load on current builds, and its config flags
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don't gate its hooks (so a "reduced profile" never reduced the crash surface).
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The game added official ultrawide support in patch 1.2.3 and works at 5120×1440
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with no mod. New `METHOD=native` marks such entries; install/build/publish treat
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them as no-op / no-artifact.
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- **Dropped Clair Obscur: Expedition 33.** Evaluated and removed from the
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collection: the game supports ultrawide natively (official support since patch
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1.2.3), so there is nothing for this project to fix. The archived third-party
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fix we briefly vendored crashed on current builds and is gone too. A
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`METHOD=native` capability remains in the tooling for any future
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works-out-of-the-box title.
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- **New game: ONE PIECE ODYSSEY** (UE4 + SteamStub). SUWSF loads, but the
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GB4 patterns don't match this build (FOV pattern 0 matches; pillarbox pattern
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false-matched). Needs runtime-derived patterns. ⚠️ in progress.
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@@ -15,21 +15,8 @@
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Versioning applies to the collection as a whole: **adding a game is a minor bump**,
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fixes/tuning to existing entries are patch bumps.
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## v1.2.0 — Clair Obscur: Expedition 33
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- **New game: Clair Obscur: Expedition 33** (Unreal Engine 5, no DRM) — ⚠️ partial support.
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Adds a third install method, `external`: where a good third-party fix already
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exists and its license allows redistribution, it is vendored **unmodified**
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with our tuned config and full credit, rather than reimplemented.
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The fix itself is [ClairObscurFix](https://github.com/Lyall/ClairObscurFix)
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by **Lyall** (MIT).
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- Ships a **reduced profile** (only `Center HUD` enabled). Upstream v0.0.10 is
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archived and predates current game builds; with full features it crashed on
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save load. Documented with a revalidation checklist rather than marked working.
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- `publish.sh` now cuts **one release for the whole collection**, attaching every
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game's zip, and replaces same-named assets so re-runs are idempotent.
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## v1.1.0 — Burglin' Gnomes *(never released; folded into v1.2.0)*
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## v1.1.0 — Burglin' Gnomes *(unreleased)*
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- **New game: Burglin' Gnomes** (Unity 6, Mono) — ✅ confirmed working at 5120×1440.
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Adds the `bepinex` install method and a purpose-built C# plugin.
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@@ -17,7 +17,6 @@ Most force **Hor+ FOV** (a wider screen shows you *more* rather than zooming in)
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| [Gundam Breaker 4](games/GundamBreaker4/) | Unreal Engine 4.27 | SUWSF | ✅ Confirmed working at 5120×1440 |
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| [Burglin' Gnomes](games/BurglinGnomes/) | Unity 6 (Mono) | BepInEx plugin | ✅ Confirmed working at 5120×1440 |
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| [ONE PIECE ODYSSEY](games/OnePieceOdyssey/) | Unreal Engine 4 | SUWSF | ⚠️ New — unverified |
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| [Clair Obscur: Expedition 33](games/Expedition33/) | Unreal Engine 5 | Native | ✅ Native ultrawide since patch 1.2.3 — no fix needed |
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## Install
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@@ -32,12 +32,6 @@ them; all runtime patching is performed by SUWSF.
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- Used only for runtime inspection while developing a fix; it is NOT part of any
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release package and is not required by end users.
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## ClairObscurFix (no longer bundled)
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- Author: Lyall — https://github.com/Lyall/ClairObscurFix (MIT)
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- Was vendored for Clair Obscur: Expedition 33, then **removed**: the game gained
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official ultrawide support (patch 1.2.3) and the archived fix crashed on current
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builds. The E33 entry is now `native` and ships no third-party code.
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## Patch patterns
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The `AspectRatioAxisConstraint` (HOR+) and `ConstrainAspectRatio` (pillarbox)
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@@ -1,43 +0,0 @@
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# Clair Obscur: Expedition 33 — UltraWide
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✅ **Native ultrawide — no fix needed.** The game added official ultrawide support
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in **patch 1.2.3**, and renders correctly at **5120×1440 (32:9)** on Proton with no
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mod at all. Verified 2026-07-22.
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- **Engine:** Unreal Engine 5 (no DRM)
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- **Steam AppID:** 1903340
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- **Method:** `native` — kept in the collection as a documented "works out of the box" entry
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## Just play it
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Set **5120×1440** fullscreen in-game. No install, no launch option, nothing to do.
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```bash
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./install.sh Expedition33 # prints "supports ultrawide natively — no fix needed"
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```
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## History: why there is no fix here anymore
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This entry previously vendored [ClairObscurFix](https://github.com/Lyall/ClairObscurFix)
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by Lyall (MIT) — an excellent fix when it was written. Two things made it the wrong
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choice for the current game:
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1. **It's archived** (last release v0.0.10, May 2025) and no longer tracks the game's
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builds. Its pattern scans began failing, and it **crashed on save load**.
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2. **Its config flags don't gate its hooks.** Even with only `Center HUD` enabled, the
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`.asi` still installed `Level Load`, `Widgets`, cutscene, and PostProcess hooks into
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now-shifted code. Disabling features never reduced the crash surface — the only
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reliable fix was to not load it.
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Meanwhile the game shipped official ultrawide support, so the fix became **pure
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liability**: risk with no remaining benefit. Removed entirely.
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**Takeaway for the collection:** a vendored fix against a live game is a decaying
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asset. When the game itself catches up, the right move is to drop the fix and mark
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the game native — not to keep nursing a broken mod.
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## If a future game patch regresses ultrawide
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The game has **no DRM**, so if native support ever breaks, a small dedicated
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HUD-centering patch (one hook, not a dozen) is a viable path — far cleaner than
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reviving an archived general-purpose fix.
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@@ -1,15 +0,0 @@
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# Clair Obscur: Expedition 33 — metadata for ../../install.sh
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TITLE="Clair Obscur: Expedition 33"
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APPID=1903340
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EXE="SandFall-Win64-Shipping.exe"
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COMMON_SUBDIR="Expedition 33/Sandfall/Binaries/Win64"
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ENGINE="Unreal Engine 5 (no DRM)"
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# No fix needed: the game added official ultrawide support in patch 1.2.3 and
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# renders correctly at 5120x1440 (32:9) natively. Kept in the collection as a
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# documented native entry. See README.md for the history (a vendored fix used
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# to live here and was removed for crashing on current builds).
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METHOD="native"
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STATUS="Native ultrawide since game patch 1.2.3 — no fix needed (verified at 5120x1440)"
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