Files
UltraWidePatches/games/OnePieceOdyssey/SUWSF.ini
T
ckochandClaude Opus 4.8 2f781f95c9 Add ONE PIECE ODYSSEY (UE4 + SteamStub, same profile as GB4)
Recon: UE4, SteamStub-wrapped (.bind present, .text entropy 8.00), no native
ultrawide, and the community workaround is raising FOV at 32:9 - the Vert-
signature. That is the Gundam Breaker 4 scenario exactly, so it reuses the
proven SUWSF method and UE4-generic patterns.

Patterns cannot be verified statically because the exe is encrypted; marked
unverified until a runtime check confirms the matches.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-21 17:53:54 -04:00

72 lines
2.8 KiB
INI

[UserSettings]
; ==========================================================================
; ONE PIECE ODYSSEY - UltraWide Fix (SUWSF patch)
; Target display: Samsung 49" Odyssey G93SC (5120x1440, 32:9)
; Engine: Unreal Engine 4 | Exe is SteamStub-encrypted -> runtime patch
; ==========================================================================
; Your screen resolution used in patch calculations. "auto" reads primary
; display; set explicitly if auto misreads under Proton/DPI scaling.
Resolution="5120x1440"
; Globally enable or disable all patches (default: true)
Enabled=true
; --------------------------------------------------------------------------
; WARNING: PATCHES BELOW. These are CANDIDATE UE4 patterns adapted from
; known-good UE4 fixes (Trepang2 / Lies of P). Because GB4's .text is
; SteamStub-encrypted on disk we cannot verify the exact bytes statically;
; SUWSF scans the DECRYPTED image in memory at runtime, so if GB4's UE4.27
; codegen matches these generic patterns they apply directly.
;
; If a patch reports 0 matches (see SUWSF log / no visual change), run
; tools/dump_decrypted.sh while the game is running and send me the dump so
; I can derive GB4's exact pattern. Each patch is independent - a miss on one
; does not stop the others.
; --------------------------------------------------------------------------
; [1] HOR+ FOV -- the primary fix.
; Forces ULocalPlayer AspectRatioAxisConstraint to 0 (AspectRatio_MaintainYFOV).
; This makes the camera keep VERTICAL FOV constant and expand horizontally
; (Hor+), removing the zoomed-in feel at 32:9. Do NOT use at 16:9 or narrower.
; Value BA 00 00 00 00 = "mov edx, 0" ; 90 90 90 = pad nops.
[Patch:AspectRatioAxisConstraint]
Enabled=true
Pattern="0F ?? ?? ?? 0F ?? ?? ?? ?? ?? 41 ?? ?? ?? ?? ?? 00 00 48 ?? ?? ?? ?? 00 00 4C ?? ??"
Offset=10
Value="BA 00 00 00 00 90 90 90"
ValueType="byte"
Match="1"
Module="auto"
; [2] Disable pillarboxing/letterboxing (bConstrainAspectRatio = 0).
; Prevents the game clamping the render to 16:9 with black side bars.
[Patch:ConstrainAspectRatio]
Enabled=true
Pattern="33 ?? ?? 83 ?? 02 31 ?? ?? 0F ?? ?? ?? ?? 00 00"
Offset=0
Value="90 90 90 90 90 90"
ValueType="byte"
Match="1"
Module="auto"
; [3] OPTIONAL fallback: some UE builds hardcode 16:9 (1.777778) as a float
; (39 8E E3 3F) or (3B 8E E3 3F) and clamp to it. Disabled by default because
; it can double-apply with patch [1]. Enable ONLY if [1] misses and you still
; see a squeezed/zoomed image. Writes your true aspect ratio in its place.
[Patch:HardcodedAspect_16by9_a]
Enabled=false
Pattern="39 8E E3 3F"
Offset=0
Value="aspectratio"
ValueType="float"
Match="all"
Module="auto"
[Patch:HardcodedAspect_16by9_b]
Enabled=false
Pattern="3B 8E E3 3F"
Offset=0
Value="aspectratio"
ValueType="float"
Match="all"
Module="auto"