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>
73 lines
4.6 KiB
Markdown
73 lines
4.6 KiB
Markdown
# 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.
|
||
- **External** — where a good third-party fix already exists, it is vendored (license permitting) with our tuned config and full credit, rather than reimplemented. Vendored fixes can go stale against a patched game, so those entries carry a revalidation checklist.
|
||
|
||
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 |
|
||
| [ONE PIECE ODYSSEY](games/OnePieceOdyssey/) | Unreal Engine 4 | SUWSF | ⚠️ New — unverified |
|
||
|
||
## 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/<Game>/SUWSF.ini` | Patch definitions (SUWSF games) |
|
||
| `games/<Game>/plugin/` | C# plugin source + prebuilt DLL (BepInEx games) |
|
||
| `games/<Game>/*.ini` | Our tuned config for a vendored external fix |
|
||
| `games/<Game>/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/<GameName>` with a `game.conf` (copy GB4's as a template) and a `SUWSF.ini`.
|
||
2. Set `METHOD=` in `game.conf` to `suwsf`, `bepinex`, or `external`.
|
||
**Check for an existing fix first** — if a good one exists and its license
|
||
allows redistribution, vendor it with credit instead of rewriting it.
|
||
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/`).
|
||
|
||
## Changelog
|
||
|
||
Version history and the versioning policy (adding a game = minor bump) are in [CHANGELOG.md](CHANGELOG.md).
|
||
|
||
## 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.
|