After a reboot E33 kept crashing. The ClairObscurFix.log showed why the earlier 'reduced profile' never helped: config flags gate behaviour INSIDE the fix's hooks, but the .asi installs all its hooks (Level Load, Widgets, cutscene, PostProcess) regardless. So the crash surface was never reduced - only removing the fix stops it. The game added official ultrawide support in patch 1.2.3 and renders correctly at 5120x1440 natively, so the archived fix was pure liability. Removed it entirely and marked the entry native. - New METHOD=native: install.sh no-ops with a message, build/publish skip it. - Deleted vendor/ClairObscurFix and the tuned ini (unused, crash-causing). - README/THIRD_PARTY/CHANGELOG updated; ClairObscurFix recorded as historical. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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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 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 |
| ONE PIECE ODYSSEY | Unreal Engine 4 | SUWSF | ⚠️ New — unverified |
| Clair Obscur: Expedition 33 | Unreal Engine 5 | Native | ✅ Native ultrawide since patch 1.2.3 — no fix needed |
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>/*.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
mkdir games/<GameName>with agame.conf(copy GB4's as a template) and aSUWSF.ini.- Set
METHOD=ingame.conftosuwsf,bepinex, orexternal. Check for an existing fix first — if a good one exists and its license allows redistribution, vendor it with credit instead of rewriting it. - 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/).
Changelog
Version history and the versioning policy (adding a game = minor bump) are in CHANGELOG.md.
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.