Rose posts
Yakuza 6 cutscenes fix
Continuing my streak, I downloaded the newly released Yakuza 6 following a request, looked at its code and made a trainer to remove the black bars affecting in-engine cutscenes at 32:9 and wider resolutions. The related game code was not like that of the Yakuza Remastered Collection but I had an understanding of the developers' logic, which helped in digging through the code.
Yakuza Remastered Collection covered in full
To follow up my solution for Yakuza 3 released yesterday, I downloaded Yakuza 4 and Yakuza 5 of the Remastered Collection and updated my trainer to cover these games as well. This time I also tested the games specifically at 32:9, compared to just 21:9 and 48:9 yesterday. You can check out all the screenshots I've taken in all the games. Some of the panoramic views are absolutely glorious!The ...
Yakuza 3 solution
Following a request, I installed the game and found a way to remove the 'black' bars affecting the game cutscenes at 21:9 and wider. I also realized that removing them from the cutscenes removed them from every other place, including the menu and at least one of the mini-games. It could probably be made into a patcher but I have no access to the Steam version to test and maintain it.
Blue Fire ultrawide fix and FOV changer
I got the game straight from the developer, through the /r/ultrawidemasterrace curator, but like most Unreal Engine 4 games, it simply reduced the field of view the wider it got and it displayed black bars at the cutscenes.On February 20, responding to a related request, a developer said that the game would receive an update "soon", so I gave them some time and now over a month later the c...
Genesis Noir ultrawide, superwide, multimonitor trainer
The game was released to Game Pass one day earlier than its global release date, so I got on it.There was nothing extraordinary about its code related to the black bars, so I relied on my past research, and field of view calculations inspired by killer-m's work.I also considered removing the letterboxing but found that the game heavily depended on it for its artistic presentation - for example...
Magic: Legends superwide solution
A small fix following a PCGamingWiki edit claiming the game is vert-. It properly scales at 21:9 resolutions but not wider. Considering the game is in open beta and set to remain free-to-play, it's likely to get many updates, so it's quite possible that an update will break the solution or make it obsolete.
The Evil Within solution for Game Pass
A WSGF user requested that I look into the new Game Pass version of The Evil Within, which comes with a first person mode and an option to change the FOV in that mode, along with some other improvements.I downloaded the rather sizeable 50 GB game and found that Flawless Widescreen did not work for it, which must have been the cause of the request. Not only did the tool fail to find one of its inje...
Torchlight 3 ultrawide and wider
The game mostly relies on the default Unreal Engine 4 behavior, so there was nothing particularly complicated in creating this fix based on my past findings. I just had to adapt them.The trainer fixes the black bars and FOV reduction issues that appear to have plagued the game since its launch in June 2020. It should support any resolution, though at 48:9 and wider the UI spanning would be undesir...
More work on The Medium
On March 10, The Medium was updated to support ultrawide and superwide resolutions. Many seemed happy, but as a modder I was skeptical about the implementation and feared that it would break my solution, leaving 48:9 and wider users in the wind. That happened to be true.Previously, a 48:9 user would at least have a third-party way to play the game at their resolution and now it was impossible. One...
Breathedge FOV fine-tuning
Breathedge is another Unreal Engine 4 game that produces vert- scaling by its use of horizontal field of view. The game comes with an FOV slider of 70-120 degrees, which is alright for 21:9, as the maximum of 120 is equivalent to 106 at 16:9. However, 32:9 users and anyone looking to go beyond that value had the usual documented option of simply forcing the 70-120 values to be vertical, making the...
Brief updates (Forza Horizon 4, WSGF)
Following a series of requests by several WSGF users to contribute Detailed Reports, my inability to help due to my moderator status only affecting the subreddit and Discord, and the founder being reasonably busy with life, today we heard back from one of the old-school admins and he added two new users to the list, also elevating my privileges on the site. Now I can contribute content directly to...
Documenting basic solutions (Syberia 3 as a case study)
Every now and then I get requests or I just download and try games to see whether they support wider resolutions. Sometimes they don't and the solution is as simple as an aspect ratio change or a launch option, and it doesn't feel right for me to take credit for something as trivial and present it as my own thing. Others do it all the time and it's most of what I see in patchers, but t...
Ori and the Blind Forest: Definitive Edition superwide & multimonitor fix
Two or three days ago, I got a request for a solution for the Game Pass / Microsoft Store version of Ori and the Blind Forest: Definitive Edition. I downloaded the game shortly after to see if it would share any code with Ori and the Will of the Wisps previously modded by me.Unfortunately, the only relevant common thing was the known set of bytes of the manual solutions for the Steam and GOG versi...
Code Vein ultrawide and multimonitor fix
Running the Assignments system on PCGamingWiki, I watched KingKrouch cover the game and the manual solution based on the known FOV and black bars related bytes back in 2019.Fast forward to 2021, and the game was coming to Game Pass and Microsoft Store. I knew of its notability and potential demand for a solution, so I thought I would download it right away to look into memory hacking it (as it goe...
Foregone ultrawide and wider
The game was originally released exclusively to Epic Games Store and now it's coming to Steam in less than two weeks. I got an early Steam copy through the /r/ultrawidemasterrace curator, which is a bit funny, considering we can't even review it as supporting ultrawide.What we can do is hack it like there's no tomorrow, right?I found that the game is built on a very recent version of U...
An update on the last two days (The Medium, Werewolf)
I was working non-stop for almost two days, improving The Medium trainer even further mostly following a report from a 48:9 user on its split screen FOV issues at that aspect ratio. One interesting finding was that one of the split-screen inactive scene effects simply multiplied the current FOV by 1.25, which meant that the wider the resolution, the worse it got, to the point of the image being up...
The Medium trainers updated for 32:9 and 48:9 support
The Medium trainer now has 32:9 and 48:9 support with all the icons where they should be.Read about it here.
Werewolf: The Apocalypse - Earthblood FOV fixes
As teased earlier, this is what I've been working on lately. I got an early review code to cover the game for PCGamingWiki and I used the opportunity to also improve the game's weird field of view calculations.In the human and werewolf forms, it slightly decreased the vertical FOV at 21:9 and wider, while increasing it in the wolf form and never reaching perfect alignment with 16:9. At 32:...
Working on something
Something is cooking up and may be released soon! It's unlikely to be a huge hit but it has a very crafty implementation under the hood. I sure do have a love-hate relationship with games because I want a challenge but I also don't want to burn out!
The Medium ultrawide fix
Following a request on reddit, I had the game preloaded just to look into its ultrawide support after the developers famously claimed that it would be impossible in this game.I started working on a solution as soon as the game was released and shared some of the screenshots on the WSGF Discord.Some time later, a manual solution based on the common aspect ratio bytes was posted to the WSGF subreddi...
Control solution updated for Game Pass / Microsoft Store
As usual in Microsoft Store apps, the game files are inaccessible, so I produced a new solution following a request specifically for that game version. It should support all resolutions, no matter how wide.
Night in the Woods ultrawide patcher
Looks like my just released patcher is the first ultrawide solution for the game since its release in 2017! It's taken quite a bit of experimenting with the code to get to it. Let me know of your experience.
A rocky yet fruitful year!
2020 started quite well. In January, I managed to produce an ultrawide solution for Dragon Quest Builders 2 despite its in-house engine and lack of reliance on a specific aspect ratio. The more complicated solutions are always the biggest wins to me!That was followed by my Game Pass solutions for GRIS and A Plague Tale - the games had workarounds requiring modifications to their files but I had to...
The Outer Worlds breakthrough
After the game release in October 2019, I was having a hard time downloading the game from Game Pass while other WSGF members were desperate for a solution.Having downloaded it, I started working on a trainer, released shortly after. It's taken a full re-download (no thanks to Microsoft Store!), multiple approaches and all kinds of research to improve it over time.I also tried fixing the viewm...
Red Dead Redemption 2 mod on NexusMods background info
Shortly after I created and published my Red Dead Redemption 2 trainer, I was approached by a user who had a hard time modifying the game field of view and asked for help. As a result, I looked into the related code and updated my trainer with the ability to change FOV in real time.The user was appreciative and even donated to me on Ko-Fi, then asked for the right to share the mod on Nexus and oth...
Twin Mirror ultrawide cutscenes fix
Following a WSGF report of the game having black bars at the cutscenes but no gameplay FOV decrease, I began to prepare to mod the game by experimenting with Drake Hollow, which is affected by the same behavior. It has taken me around 7 non-stop hours to come up with calculations and a script to solve the issue.After I got access to Twin Mirror, it turned out that FOV compensation would not be nec...
Thank you
I'd like to thank my first patron for being the very first to support me on here. Going forward, I will try to make more posts, sharing screenshots of my solutions and all the latest updates.Unlike some other people involved in creating wider screen solutions, I do my best to make each one of my tools future-proof, almost never relying on offsets, thus allowing them to work even past game upda...

















