# UltraWidePatches Ultrawide (**32:9 / 21:9**) fixes for PC games that ship with poor or no ultrawide support — built and tested on a **Samsung 49" Odyssey G93SC (5120×1440)**, and **Proton/Linux-first**. Fixes use whichever approach the engine calls for: - **SUWSF + Ultimate ASI Loader** — runtime memory patching, for Unreal titles (and anything DRM-wrapped, where static patching is impossible). - **BepInEx plugin** — a proper C# mod, for Unity titles with the Mono backend. Most force **Hor+ FOV** (a wider screen shows you *more* rather than zooming in) and fix UI that assumes 16:9. Some games already render correctly and only need UI work — [Burglin' Gnomes](games/BurglinGnomes/) is one, and the fix deliberately leaves its camera alone. ## Supported games | Game | Engine | Method | Status | |---|---|---|---| | [Gundam Breaker 4](games/GundamBreaker4/) | Unreal Engine 4.27 | SUWSF | ✅ Confirmed working at 5120×1440 | | [Burglin' Gnomes](games/BurglinGnomes/) | Unity 6 (Mono) | BepInEx plugin | ✅ Confirmed working at 5120×1440 | ## Install ```bash ./install.sh # list available patches ./install.sh GundamBreaker4 # install one ./install.sh GundamBreaker4 uninstall ``` The installer finds the game across your Steam libraries, drops the loader + patch next to the executable, and applies any config-level tweak (with a backup). **It never modifies game files.** > **Proton users:** each game needs a `WINEDLLOVERRIDES` launch option or the loader is silently ignored — the installer prints the exact line for that game. This is the single most common reason a fix "doesn't work." Windows users can extract a release zip straight into the game's exe folder; no launch option needed. ## Why runtime patching Config-file tweaks (e.g. UE4's `AspectRatioAxisConstraint=MaintainYFOV`) typically fix menus but **revert once gameplay loads**, because the game re-sets the camera per view. Many shipping executables are also DRM-encrypted on disk (GB4's is SteamStub-wrapped, `.text` entropy 8.0), which makes static exe patching impossible. Patching the *decrypted image in memory* solves both problems at once. ## Repo layout | Path | What | |---|---| | `games//SUWSF.ini` | Patch definitions (SUWSF games) | | `games//plugin/` | C# plugin source + prebuilt DLL (BepInEx games) | | `games//game.conf` | Game metadata (appid, exe, paths, launch option) | | `install.sh` | Generic installer / uninstaller | | `tools/build_release.sh` | Builds a per-game drop-in release zip | | `tools/publish.sh` | Pushes + cuts a Gitea release | | `tools/dump_decrypted.py` | Dumps a DRM-decrypted image from a running process | | `tools/aob.py` | Verifies/derives byte patterns against a dump | | `tools/read_protonlog.sh` | Confirms ASI injection + per-patch match counts | | `tools/unity_diag.cs`, `tools/unity_uitune.cs` | UnityExplorer console diagnostics/tuners | | `vendor/SUWSF-x64/` | Upstream SUWSF 2.3.0 + Ultimate ASI Loader (MIT) | | `vendor/BepInEx_win_x64_*.zip` | Upstream BepInEx 5.4.23.5 (LGPL-2.1) | ## Adding a game 1. `mkdir games/` with a `game.conf` (copy GB4's as a template) and a `SUWSF.ini`. 2. Set `METHOD=` in `game.conf` to `suwsf` or `bepinex`. 3. **Unreal:** start from the UE4 patterns in [`games/GundamBreaker4/SUWSF.ini`](games/GundamBreaker4/SUWSF.ini) — they match across many UE4 titles. If a pattern misses, use `tools/dump_decrypted.py` + `tools/aob.py` to derive the exact bytes. 4. **Unity:** install BepInEx + UnityExplorer and inspect live with [`tools/unity_diag.cs`](tools/unity_diag.cs) / [`tools/unity_uitune.cs`](tools/unity_uitune.cs), then write a plugin (copy `games/BurglinGnomes/plugin/`). ## License MIT — see [LICENSE](LICENSE). Bundled third-party components (SUWSF, Ultimate ASI Loader) are MIT and credited in [THIRD_PARTY.md](THIRD_PARTY.md). You must own the games; nothing here modifies or circumvents copy protection.