A patch writing the game's resolution and UI layout sites overrode the output resolution (black bars) and stopped the widescreen hooks (Scaleform stage code differs). patches.py leaves it out unless BB_RESOLUTION_PATCH=keep; the launcher asks at Play. Engine binary as 0.9.15; package id fps29.
Output resolution auto: the display's own size from Windows at start (run_windows.py BB_DISPLAY_SIZE), widescreen fills any shape; 7680x2160 (32:9). Best settings picks the display's size or auto.
Import saves finds Apollo/Save Wizard decrypted exports (CUSA00207_SPRJ0005) and explains encrypted PS4 copies (sdimg_).
Engine bbhost-0.4.0-fps28.
Button prompts: the game's KG_* icons and the HUD sheet's buttons drawn as the bound keys at texture upload; System > PC Controls > Button Prompts and the launcher's Controls page (button_prompts = auto/keyboard/controller).
Launcher: Play > Import saves (shadPS4 or another port's folder, current saves backed up first), Settings > Updates > Version, a prompt at Play when a region-changing patch is on with online, drop-down lists keep the mouse wheel.
patches.py leaves a region-changing patch out while online unless kept (BB_REGION_PATCH_ONLINE=keep).
Engine bbhost-0.4.0-fps27.
- Passes at the output size that read a reduced-resolution image through a point sampler read the
full-size image, upscaled with linear filtering (blocky effects and moon edge with DLSS/FSR)
- An image the GPU rewrites every frame keeps its guest memory hashes while nothing wrote that
memory (9 MB hashed a frame on the draw recording thread); large images hashed in parallel
- Texture set memo for stages without prepared draw data
- Built-in patches check the bytes they replace against the standard 1.09 executable and are left
out (and logged) where it differs, instead of crashing at start (60/90 FPS on some copies, issue 3)
- A patch that enlarges the game's heaps (resolution patches above 1080p from the patches folder)
gets the 9152 MiB pool; a full pool is logged and explained in the crash report
- Loading profile starts in normal builds and samples the game's main loop and the GPU threads
- Online: sign-in result reported once on every path, a drop during matchmaking signs out at once,
rejected or wrong-password logins stop reconnecting, P2P port falls back when 3658 is taken
- Trophies from a save read once per character in the world
- Effects missing from bbport.ini follow the new defaults (aberration, DoF, motion blur, game AA off)
- Loading profile option (Settings > Diagnostics) for finding slow loading code
- Frame-rate patch folded into bbhost-changes.patch; release script in tools/