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PostPosted: 14 Mar 2016, 17:48 
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There is a new version of this game launching soon, any ultrawide support?


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PostPosted: 14 Mar 2016, 23:50 
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Deh wrote:
There is a new version of this game launching soon, any ultrawide support?

The Definitive Edition supports ultra-widescreen natively (Twitter post) but note that this is not going to be a free update.


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PostPosted: 02 May 2016, 02:33 
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Garrett wrote:
Deh wrote:
There is a new version of this game launching soon, any ultrawide support?

The Definitive Edition supports ultra-widescreen natively (Twitter post) but note that this is not going to be a free update.


Any Surround fixes for this?

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PostPosted: 16 Oct 2016, 19:51 
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The original supported 3x1 surround gaming using Flawless Widescreen. However the new Definitive Edition does not as the EXE changed to oriDE.exe now. :cry:

Does anyone know how to create plugins for Flawless Widescreen? I'm trying to hack the non-DE version, but it's not working.

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PostPosted: 18 Oct 2016, 02:25 
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2016 Definitive Edition (proof of 21:9 support, by default)
Tried very hard to fix this thing to spread with no pillarbox. Bitter failure. Dev, why you force Unity into a fucking box? Let it free, user knows best.
Attachment:
DE_cp1.jpg
DE_cp1.jpg [ 281.43 KiB | Viewed 13442 times ]

2015 edition, with FWS (or no-FWS & instead Assembly-CSharp.dll hex edit yourself, swapping 16:9 aspect (39 8E E3 3F formatted hex) with yours).
Attachment:
nonDE_cp1.jpg
nonDE_cp1.jpg [ 314.64 KiB | Viewed 13394 times ]

(manual PLP, borderless with Borderless Gaming. Though 2015 can also be spread manual FS w SoftTH DX9 enforced, but doesn't run butter smooth)


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PostPosted: 20 Oct 2016, 02:43 
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I wish I knew more about programming in C#. I found this other thread within WSGF also based upon the Unity engine:
http://www.wsgf.org/forums/viewtopic.php?f=64&t=27490

So I downloaded JetBrains decompiler just to take a look:
https://www.jetbrains.com/decompiler/

I loaded the file Assembly-CSharp.dll from Ori DE into the decompiler. In looking around I found the following for FOV under the CameraSizeConstraint.cs object within the Root:
Code:
using System;
using UnityEngine;

public class CameraSizeConstraint : MonoBehaviour
{
  public float FixedWidth;
  public Transform CameraOffset;
  public Camera Camera;

  public CameraSizeConstraint()
  {
    base.\u002Ector();
  }

  private void Start()
  {
    float num = this.FixedWidth / 2f / Mathf.Tan((float) ((double) this.Camera.get_fieldOfView() / 2.0 * (Math.PI / 180.0))) / this.Camera.get_aspect();
    Vector3 localPosition = this.CameraOffset.get_localPosition();
    localPosition.z = (__Null) -(double) num;
    this.CameraOffset.set_localPosition(localPosition);
  }
}


Now just to make sense of this all and compile it or hex edit it (I wish I could).

-b0n3z

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PostPosted: 20 Oct 2016, 08:03 
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It is a good find b0n3z, thanks. It is aspect we want. Have some ideas at least now, need to build somehow later.
-----
The most disturbing code, most likely the problem:
MaintainAspectRatio.cs
1. First of all, dev has used "1.77777..." a fair amount in this dll. That is why so many 16:9 aspect hits in hex. I think. Switching them does not improve the logic, so that hex don't fix game. I think, something like that.
2. The main issue here (I think) is dev's new & funky 21:9 code (2.389f), stuck snuggly in here. I think that's got to go, somehow. In a manor of speaking (the flow could be shoved with a hardcode, or the 21:9 value changed to a logical value that would alter the flow)
3. Guess1 (strong guess): Change the dll's hex for 21:9, to something else, to affect the Clamp statement's effect on flow.
Code:
4. Tuning... will describe some vars in this area. This is rough, sharing thought
A.   'num1 = your proper aspect, temp-stored here.
   'eg0 num1=1.333333333 (4:3) (!)
   'eg1 num1=1.777777778 (16:9)
   'eg2 num1=2.388888889 (3440x1440, ~21:9)
   'eg3 num1=3.259259259 (3520x1080, ~16:5) (!)
   'eg4 num1=5.333333333 (LLL 16:9x3) (!)
B.   'num2 looks faulty, is used as a flag. It is compared with num1 to decide a horrible fait. I think.
   'Clamp is used to direct aspect-range's future flow (branch of two, one is bad & should be shunned).
   'num2 shuns your wide aspect (via clamp), storing instead 21:9 (for flagging, not actual visuals yet).
   'eg0 num1 of 1.333333333 = num2 of 1.777777778 (!)
   'eg1 num1 of 1.777777778 = num2 of 1.777777778
   'eg2 num1 of 2.388888889 = num2 of 2.388888889
   'eg3 num1 of 3.259259259 = num2 of 2.388888889 (!!!)
   'eg4 num1 of 5.333333333 = num2 of 2.388888889 (!!!)
C.   height (used first as a flag):
   'i. Examples
   'eg0 height = 0.75 (!)
   'eg1 height = 1.0
   'eg2 height = 1.0
   'eg3 height = 1.364341085 (!!!)
   'eg4 height = 2.232558140 (!!!)
   'ii. Logic branch (BAD I think):
   '- if height > 1.0 (eg PLP, LLL; we are forced into this BAD branch atm), then
   '- 1. store (eg):
   '- - eg3: new width-variable = 0.732954545 (ie 1/height-variable, ie 1/1.364341085)
   '- - eg4: new width-variable = 0.447916667 (ie 1/height-variable, ie 1/2.232558140)
   '- 2. width-variable then thrown to Rect (____), along with height (of 1, for all egs, including eg3).
   '- - means: these values will be used to calc later (are not your actual px/aspect-values, here). But we can fix logic here, for later.
   '= 3. OutputGuess1: appears nasty code, whining for pillarbox.
   '= - eg3: 3520 x 0.732954545 (width-variable) = 2580 pxWidth, which will auto-use 1080, which is about ~21:9, a hint wider (2560x1080 would be dead-proper 21:9).
   '= = = This is exactly what I see in-game (game-image bare-hint-wider than 21:9). Our first test of theory passes.
   '= - eg4: 5760 x 0.447916667 (width-variable) = 2580 pxWidth, which will auto-use 1080, which is about ~21:9, a hint wider (2560x1080 would be dead-proper 21:9).
   '= = = Same exact 21:9 output. This villian.
------WE ARE HERE-------
   'iii. Logic flow (GOOD BRANCH. we PLP/LLL want to shove over to this branch. Sort of):
   '- if height < 1.0 (ie, eg0 of 4:3; PLP can't get in here atm), then
   '1. width-variable is never used (ie it will not mess with our wider-aspects). Rect is instead sent 1 (for width; which will likely = [x yours = yours]. your proper width's aspect, in theory)
   '2. It uses height variable & defaults to your width (1x yours), which appears exactly what we want.
   '3. This branch is evil toward 4:3. I think. It will letterbox narrow aspect. I think.
   '4. If we force our way here, the height needs a fudge. I think. This is a spanner in the works. I think, hope can think around it. I don't know it could block, very easily.
   '= - eg0: 1200 (pxHt) x 0.75 (height-variable) = 900 (!)
   '= - eg1: 1080 (pxHt) x 1.0 (height-variable) = 1080
   '= - eg2: 1440 (pxHt) x 1.0 (height-variable) = 1440
   '= - eg3: 1080 (pxHt) x 1.364341085 (height-variable) = 1473.488372000  (!!! what would that do?)
   '= - eg4: 1080 (pxHt) x 2.232558140 (height-variable) = 2411.162791000 (!!! what would that do?)

'MOST IMPORTANTLY, FOR THE GAMBLER (test at your own risk. I have not yet, still feeling around)
'- Logic (you can ignore): 2.389f == 4018E560 >>format>> 60E51840.
'- TO TEST ~GOOD BRANCH:
'Open Assembly-CSharp.dll in HxD. Find 60E51840, replace with __something else__ (evil grin) that is a lot bigger or smaller. It don't matter much, because I can't think which way. One way is right, the other way will make no difference. So 50-50 chance, you try both ways & see.
Post now complete. No more post edits.
----------
At this point, it remains feasible this can be corrected with hex or CE. But not certain yet. There is also I chance I can decompile, fix, recompile (using other tools). But that plain sucks if hex will suffice


Last edited by imusrt on 21 Oct 2016, 08:49, edited 4 times in total.

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PostPosted: 21 Oct 2016, 04:22 
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Joined: 31 Jan 2007, 06:46
Posts: 64
Location: Orange, CA
Sorry imusrt. I lost you a ways back. It feels like I'm watching this video:
https://www.youtube.com/watch?v=qVY2x6f3FTU

Even though I understand HTML code it's extremely hard to concentrate and understand any word she's saying (blah, blah, blah, SQUIRREL!) Maybe I need more coffee. I'm just glad your brain is on it. Thank you!

-b0n3z

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PostPosted: 23 Oct 2016, 02:22 
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Joined: 21 Oct 2014, 23:33
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Definitive Edition is fixed I think. Nearly certain. Go play it, see if stable throughout game.
(main menu)
Attachment:
oriDE_fixed aspect.jpg
oriDE_fixed aspect.jpg [ 398.38 KiB | Viewed 5038 times ]

Ori and the Blind Forest: Definitive Edition 2016. By Moon Studios..............

Aspect Ratio/Pillarbox Fix:
1. Open <path-to-game>\oriDE_Data\Managed\Assembly-CSharp.dll in HxD.
2. Find (Ctrl+F) 60E51840 & replace with 00001041.

(checkpoint one)
Attachment:
oriDE_fixed aspect cp1.jpg
oriDE_fixed aspect cp1.jpg [ 336.1 KiB | Viewed 4979 times ]

NOTES:
1. Solution uses a quite-clean manual off-switch for the pillarbox. It successfully renders any wide aspect (i.e. to a ridiculous point).
2. User aspect variance:
A. Instructions are for anyone with an aspect wider than 21:9.
B. Narrow-aspect probably has letterbox (e.g. 4:3). If it does, it can be removed, easily & definitely, with hex. Tester may explain if asked, otherwise done.
3. Theory details:
A. In short, MaintainAspectRatio.cs contains 21:9 clamp-crap. Increase clamp's max-value from 2.389f to e.g. 9.0f (== 0x41100000 >>format>> 00001041), so that aspect's width is no longer manhandled by developer.
B. This forces flow down the evil-letterboxer's branch ("~GOOD BRANCH") & bypasses the evil-pillarboxer's branch. This new branch does not negatively affect wider aspects, in any perceivable way.
C. There remains a data weirdness:
i. The height-flag (if you look at the original Guess1's calculations, at the bottom). It means there is a chance of instability (because we are forcing a weird value through, & tester hasn't hunted it down to learn what it will do).
ii. Data-variance considered, still strong chance we have here proper fix. Most likely value thrown to wind, based on good-looking CP1. But there is a chance of instability, after long duration. This should be tested.

(rendered cutscene)
Attachment:
oriDE_fixed aspect rendered.jpg
oriDE_fixed aspect rendered.jpg [ 325.98 KiB | Viewed 5023 times ]

One stipulation. If you use these instructions & like. Then you must make the DR (or start it, with image at least).


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PostPosted: 26 Oct 2016, 05:44 
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imusrt wrote:
Definitive Edition is fixed I think. Nearly certain. Go play it, see if stable throughout game.
(main menu)
Attachment:
oriDE_fixed aspect.jpg

Ori and the Blind Forest: Definitive Edition 2016. By Moon Studios..............

Aspect Ratio/Pillarbox Fix:
1. Open <path-to-game>\oriDE_Data\Managed\Assembly-CSharp.dll in HxD.
2. Find (Ctrl+F) 60E51840 & replace with 00001041.


Works, thanks a lot!

To set a custom resolution, hold shift when you're launching the game in Steam to bring up the launcher:

Image

I don't know how to make a DR but here are some pics.

Image

Image

Image

Image

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PostPosted: 28 Jun 2017, 05:07 
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Joined: 09 Dec 2014, 08:31
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Will hex editing this .dll do anything if I want to revert back to playing at 1080p?

Also the WSGF entry (http://www.wsgf.org/dr/ori-and-blind-fo ... edition/en) says that you need to hex edit oriDE.exe, not Assembly-CSharp.dll. Who do we contact to get that fixed?

Last question: Does anyone know how to make it so I can run the game at 120 FPS on a 60 Hz monitor? It's capped at 60 even with vsync off.


Last edited by karasuhebi on 29 Jun 2017, 03:30, edited 1 time in total.

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PostPosted: 28 Jun 2017, 05:57 
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I need to download the game and update the whole entry.


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