Final tuned values baked in as defaults: HudScale=0.8, WorldLabelScale=0.8. - install.sh gains METHOD=bepinex: installs BepInEx from vendor + the prebuilt plugin, with a matching uninstall that leaves BepInEx/ alone (other mods may depend on it). Success banner is now method-aware. - Ship the prebuilt plugin DLL so users don't need a .NET SDK. - Per-game README documenting why the camera is deliberately untouched (orthographic, constant orthographicSize = already Hor+), the two-canvas UI problem, tuning, and where the plugin log actually lives. - Root README lists both games and both fix methods. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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 is one, and the fix deliberately leaves its camera alone.
Supported games
| Game | Engine | Method | Status |
|---|---|---|---|
| Gundam Breaker 4 | Unreal Engine 4.27 | SUWSF | ✅ Confirmed working at 5120×1440 |
| Burglin' Gnomes | Unity 6 (Mono) | BepInEx plugin | ✅ Confirmed working at 5120×1440 |
Install
./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
WINEDLLOVERRIDESlaunch 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>/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 GitHub 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 |
vendor/SUWSF-x64/ |
Upstream SUWSF 2.3.0 + Ultimate ASI Loader (MIT) |
Adding a game
mkdir games/<GameName>with agame.conf(copy GB4's as a template) and aSUWSF.ini.- Set
METHOD=ingame.conftosuwsforbepinex. - Unreal: start from the UE4 patterns in
games/GundamBreaker4/SUWSF.ini— they match across many UE4 titles. If a pattern misses, usetools/dump_decrypted.py+tools/aob.pyto derive the exact bytes. - Unity: install BepInEx + UnityExplorer and inspect live with
tools/unity_diag.cs/tools/unity_uitune.cs, then write a plugin (copygames/BurglinGnomes/plugin/).
License
MIT — see LICENSE. Bundled third-party components (SUWSF, Ultimate ASI Loader) are MIT and credited in THIRD_PARTY.md. You must own the games; nothing here modifies or circumvents copy protection.