Generalize the project from a single GB4 fix into a collection that can host
ultrawide patches for many games.
- games/<Game>/{SUWSF.ini,game.conf,README.md}; GB4 moved in as the first entry
- game.conf carries all game-specific data (appid, exe, paths, loader, launch
option), so install.sh is fully generic: ./install.sh <Game> [uninstall]
- installer gains GAME_DIR / PREFIX_INI_FILE / LOADER_NAME overrides; verified
install -> idempotent re-run -> uninstall leaves the tree pristine
- tools de-hardcoded: dump_decrypted.py takes an exe name, read_protonlog.sh
takes an appid, aob.py takes a dump + game ini, build_release.sh takes a game
- README rewritten as an umbrella index with an "adding a game" guide
- LICENSE copyright -> programmingPug
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
72 lines
2.8 KiB
INI
72 lines
2.8 KiB
INI
[UserSettings]
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; ==========================================================================
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; Gundam Breaker 4 - UltraWide Fix (SUWSF patch)
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; Target display: Samsung 49" Odyssey G93SC (5120x1440, 32:9)
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; Engine: Unreal Engine 4.27 | Exe is SteamStub-encrypted -> runtime patch
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; ==========================================================================
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; Your screen resolution used in patch calculations. "auto" reads primary
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; display; set explicitly if auto misreads under Proton/DPI scaling.
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Resolution="5120x1440"
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; Globally enable or disable all patches (default: true)
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Enabled=true
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; --------------------------------------------------------------------------
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; WARNING: PATCHES BELOW. These are CANDIDATE UE4 patterns adapted from
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; known-good UE4 fixes (Trepang2 / Lies of P). Because GB4's .text is
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; SteamStub-encrypted on disk we cannot verify the exact bytes statically;
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; SUWSF scans the DECRYPTED image in memory at runtime, so if GB4's UE4.27
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; codegen matches these generic patterns they apply directly.
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;
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; If a patch reports 0 matches (see SUWSF log / no visual change), run
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; tools/dump_decrypted.sh while the game is running and send me the dump so
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; I can derive GB4's exact pattern. Each patch is independent - a miss on one
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; does not stop the others.
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; --------------------------------------------------------------------------
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; [1] HOR+ FOV -- the primary fix.
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; Forces ULocalPlayer AspectRatioAxisConstraint to 0 (AspectRatio_MaintainYFOV).
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; This makes the camera keep VERTICAL FOV constant and expand horizontally
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; (Hor+), removing the zoomed-in feel at 32:9. Do NOT use at 16:9 or narrower.
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; Value BA 00 00 00 00 = "mov edx, 0" ; 90 90 90 = pad nops.
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[Patch:AspectRatioAxisConstraint]
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Enabled=true
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Pattern="0F ?? ?? ?? 0F ?? ?? ?? ?? ?? 41 ?? ?? ?? ?? ?? 00 00 48 ?? ?? ?? ?? 00 00 4C ?? ??"
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Offset=10
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Value="BA 00 00 00 00 90 90 90"
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ValueType="byte"
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Match="1"
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Module="auto"
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; [2] Disable pillarboxing/letterboxing (bConstrainAspectRatio = 0).
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; Prevents the game clamping the render to 16:9 with black side bars.
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[Patch:ConstrainAspectRatio]
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Enabled=true
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Pattern="33 ?? ?? 83 ?? 02 31 ?? ?? 0F ?? ?? ?? ?? 00 00"
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Offset=0
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Value="90 90 90 90 90 90"
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ValueType="byte"
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Match="1"
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Module="auto"
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; [3] OPTIONAL fallback: some UE builds hardcode 16:9 (1.777778) as a float
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; (39 8E E3 3F) or (3B 8E E3 3F) and clamp to it. Disabled by default because
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; it can double-apply with patch [1]. Enable ONLY if [1] misses and you still
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; see a squeezed/zoomed image. Writes your true aspect ratio in its place.
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[Patch:HardcodedAspect_16by9_a]
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Enabled=false
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Pattern="39 8E E3 3F"
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Offset=0
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Value="aspectratio"
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ValueType="float"
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Match="all"
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Module="auto"
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[Patch:HardcodedAspect_16by9_b]
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Enabled=false
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Pattern="3B 8E E3 3F"
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Offset=0
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Value="aspectratio"
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ValueType="float"
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Match="all"
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Module="auto"
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