GUILTY GEAR -STRIVE-

GUILTY GEAR -STRIVE-

Преглед на статистиките:
Guilty Gear - Strive - Ultrawide/21:9 patch
I decided that I would put together a 21:9 patch for Guilty Gear Strive. It's far more straightforward than Granblue Versus (Which handles pillarboxing in very jank ways), and GGS not only can hit 60FPS maxed out at 3440x1440 on a GTX 1060, but it doesn't have any of the resolution related issues that Xrd has, outside of not being able to go above 100% for resolution scaling.

So far, this seems to have very little issues, outside of the player health bars being stretched, and the Technical meters on the bottom of the screen being slightly skewed, due to incorrect anchoring. I think that ArcSys could add native 21:9 support to the game, as they'd just need to fix these UI issues, remove pillarboxing, and then make the in-game FOV use a Hor+ scaling system rather than Vert-.

Screenshot:
https://steamcommunity.com/sharedfiles/filedetails/?id=2513707541

Hex Editing Instructions (Doesn't rely on installing Cheat Engine, but requires hex editing):
Just in case the game implements some form of anti-cheat when playing online (At least when playing offline, I was able to get Cheat Engine to load up without massive stalls), you can just patch the executable (GameDir\RED\Binaries\Win64\GGST-Win64-Shipping.exe) with a hex editor (Such as HxD). Keep in mind, that since the executable is seemingly protected by SteamStub (Which made debugging some things hard due to crashing when attempting to hook a debugger, and might even get in the way of hex editing), this is usually easy to remove if something like Denuvo isn't in place (but I won't give instructions on how to do that here). However, I'll tell ya what needs to be done:

To remove the pillarboxes, find and replace "39 8E E3 3F C7" with your desired aspect ratio (Which can be found here: https://www.wsgf.org/article/common-hex-values), making sure to leave the C7 byte intact. Also make sure to find and replace "39 8E E3 3F 48 8D" and make sure to keep the 48 and 8D bytes in-tact to make sure that pillarboxes aren't displayed in multiplayer mode.

To adjust the FOV, find "35 FA 0E 3C 00 00 74" and replace with "35 FA 3E 3C 00 00 74" for a 21:9 aspect ratio, making sure to leave the "00 00 74" bytes intact. I'm unsure about how the values for other aspect ratios would be, but compared to other Unreal Engine games, the FOV float value normally used to adjust the Vert- FOV to compensate is offset by about 0.000000000932 (So instead of "0.008726647124", it would be "0.008726646192").
Последно редактиран от KingKrouch; 27 авг. 2021 в 20:00
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Показване на 46-60 от 136 коментара
Първоначално публикувано от Red:
Първоначално публикувано от dmxcloud:
bless you! finally got it working thanks, same with multiplayer mode! this is so strange it only took you an entire day's work to do something the devs wouldnt?
The game was designed to be played in a 16:9 game space, and by using other aspect ratios, you either get invisible walls or a cropped image. That's my guess as to "why didn't they bother doing that thing that sounds so simple?!".
Invisible walls on an ultrawide are literally no different than how they are on 16:9. I don't get what's with the common excuse of how it wouldn't work, takes a quick hex edit and wow look, perfectly fine and there's zero confusion, and now I can see more on my screen.
Първоначално публикувано от Red:
The game was designed to be played in a 16:9 game space, and by using other aspect ratios, you either get invisible walls or a cropped image. That's my guess as to "why didn't they bother doing that thing that sounds so simple?!".

The invisible walls are still limited to the 16:9 area, sure. Beats black bars on the sides of the screen (pillarboxes) any day of the week. It's mostly a cosmetic thing in this situation, and it looks more cinematic that way. Speaking as someone who uses Unreal Engine, games that use said engine are ridiculously easy to patch this stuff in (Mostly comes down to changing the FOV to a Hor+ system and adjusting UI elements), assuming UI oversights such as incorrect anchoring settings aren't in place. Judging by the position of the Tension meter, which is likely using hardcoded resolution-based positioning, that is likely the case for some things.

Mortal Kombat 11 also has this feature, despite that also being limited to a 16:9 space during gameplay.

https://youtu.be/5sXuTk984gc

Perhaps troll somewhere else, and shill for something like NMH or Ninja Gaiden's barebones ports?

Първоначално публикувано от dmxcloud:
hmm heres hoping they dont break it by updating, or they update it themselves if they see we are doing it ourselves
If a game update does happen, it shouldn't be too difficult to search for what needs to be adjusted again, now that I know how it's being done (Luckily, it's not being done through game asset files or Blueprints, which would make finding proper pointers much more difficult).
Anyone find a good hex code for 32:9's fov?
Its hilarious to me that mobile game devs can implement a perfect 21:9 support for their PC client (Honkai / Genshin Impact), while most of japanese studios that produce games for consoles and PC are incapable of doing that. You'd think they would be more competent.
Първоначално публикувано от 2ScarletScythe:
Първоначално публикувано от Red:
The game was designed to be played in a 16:9 game space, and by using other aspect ratios, you either get invisible walls or a cropped image. That's my guess as to "why didn't they bother doing that thing that sounds so simple?!".
Invisible walls on an ultrawide are literally no different than how they are on 16:9. I don't get what's with the common excuse of how it wouldn't work, takes a quick hex edit and wow look, perfectly fine and there's zero confusion, and now I can see more on my screen.
How did you configure it to work? Mind sharing the executable with us?
Първоначално публикувано от White Spirit:
Its hilarious to me that mobile game devs can implement a perfect 21:9 support for their PC client (Honkai / Genshin Impact), while most of japanese studios that produce games for consoles and PC are incapable of doing that. You'd think they would be more competent.

To be fair, Genshin Impact's input rebinding is awful (With certain things hardcoded), A/B are reversed (Making it awful on an Xbox controller), the resolution percentage option just doesn't work, anything above 21:9 has the HUD spanned (Which may not be a good thing for anyone with 32:9 or higher) Mouse smoothing makes KB/M also offputting, and the game got capped at 60FPS while the beta ran higher.
I been running most my fighting games in 21:9 (3440x1440) for years and never had an issue. It can be supported if the devs want to. Nrs pc ports mk9, inj1 and 2, and mk11 have ultrawide support straight from day 1. KI, sf5, T7, sc6, and doa6 can be easily modded for uw. Its pretty annoying that every discussion about getting uw support for a fighter. There's always somebody using that same stale 16:9 excuse..
Hi question may sounds stupid but does using steamless + hexedit wont get me ban while i'll play online ? (i'm used to hex editing but mostly on solo games)
Първоначално публикувано от Leihjir:
Hi question may sounds stupid but does using steamless + hexedit wont get me ban while i'll play online ? (i'm used to hex editing but mostly on solo games)

From my time with a hex edited executable, I've not had any issues playing online.

Of course, it still comes with a risk.
Първоначално публикувано от Redven:
Anyone find a good hex code for 32:9's fov?
33 FA 6E 3C 8F C2, works for me.
Първоначално публикувано от 2ScarletScythe:
Първоначално публикувано от Red:
The game was designed to be played in a 16:9 game space, and by using other aspect ratios, you either get invisible walls or a cropped image. That's my guess as to "why didn't they bother doing that thing that sounds so simple?!".
Invisible walls on an ultrawide are literally no different than how they are on 16:9. I don't get what's with the common excuse of how it wouldn't work, takes a quick hex edit and wow look, perfectly fine and there's zero confusion, and now I can see more on my screen.
Първоначално публикувано от KingKrouch:
Първоначално публикувано от Red:
The game was designed to be played in a 16:9 game space, and by using other aspect ratios, you either get invisible walls or a cropped image. That's my guess as to "why didn't they bother doing that thing that sounds so simple?!".

The invisible walls are still limited to the 16:9 area, sure. Beats black bars on the sides of the screen (pillarboxes) any day of the week. It's mostly a cosmetic thing in this situation, and it looks more cinematic that way. Speaking as someone who uses Unreal Engine, games that use said engine are ridiculously easy to patch this stuff in (Mostly comes down to changing the FOV to a Hor+ system and adjusting UI elements), assuming UI oversights such as incorrect anchoring settings aren't in place. Judging by the position of the Tension meter, which is likely using hardcoded resolution-based positioning, that is likely the case for some things.

Mortal Kombat 11 also has this feature, despite that also being limited to a 16:9 space during gameplay.

https://youtu.be/5sXuTk984gc

Perhaps troll somewhere else, and shill for something like NMH or Ninja Gaiden's barebones ports?

Първоначално публикувано от dmxcloud:
hmm heres hoping they dont break it by updating, or they update it themselves if they see we are doing it ourselves
If a game update does happen, it shouldn't be too difficult to search for what needs to be adjusted again, now that I know how it's being done (Luckily, it's not being done through game asset files or Blueprints, which would make finding proper pointers much more difficult).
Well, it can be a problem for players if invisible walls, or at least the gameplay space's borders, aren't materialised through the UI. And even then, if the UI was made for 16:9 there's a chance invisible walls are slightly off-screen. If you can deal with it then great, I know I just find it awful from trying to play Chaos Code in "fullscreen" mode.
MK11 is a fairly special case since it uses a non-transparent UI which can materialise the end of the gameplay area in a way. It might not even be intended if you ask me, but it works.

Do I think it's possible to add proper ultrawide support? Yes, they could make a slight blurry line past the 16:9 area's edges to show where the gameplay area ends while still being in-line with the overall UI style. Do I think they'll realistically do it? Probably not.

Also for the record, I'm not trolling. Maybe you've had bad past experiences with people when discussing such matters, fine. But please don't be so dismissive when I tried presenting a game design explanation.
What is the hex for 5120 - 1440 32 9?
Thanks
Първоначално публикувано от TiredV3:
Първоначално публикувано от Redven:
Anyone find a good hex code for 32:9's fov?
33 FA 6E 3C 8F C2, works for me.
Thanks, i'll give it a try
Edit: Works great
Последно редактиран от Redven; 14 юни 2021 в 18:20
Първоначално публикувано от Tanuki:
What is the hex for 5120 - 1440 32 9?
Thanks
Първоначално публикувано от TiredV3:
Първоначално публикувано от Redven:
Anyone find a good hex code for 32:9's fov?
33 FA 6E 3C 8F C2, works for me.

Use this one,credit to TiredV3.
Последно редактиран от Redven; 14 юни 2021 в 18:22
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