Judging by the memory region and value written, its almost certainly an ASM code altering the game's original code. its likely incomplete as it only affects one axis (causing the image to stretch strangely), so a second line would likely be needed to adjust the other axis or the registers modified may be passed the wrong value - which may be outside my level of experience (unless I get lucky, lol). If I get something to work I'll let you know. On further analysis in RAM, it actually seems to be a Float value. This may be simpler than I thought.
I don't make codes like these for money - since, as any artist will tell you, once money enters the mix you no longer work based on your passion and start doing it for the money, which in turn kills the fun of what you're doing and makes it a chore. It can very easily ruin what you enjoyed about it in the first place, so I simply don't accept money for it. If anything, I would, however, appreciate an end to the gatekeeping and a rescinding of the exceedingly petty permaban issued on a first offense (that would literally never happen again) in the FL discord server all those years ago - so when FLi to releases I can offer my mechanics research/game data compilations to the other players there that enjoy the series. True, I don't *need* back in for any personal reason, but I do like to offer my aid to those that appreciate it - since doing my usual RAM work/data spreadsheets/mechanics analysis only for personal reference feels like a waste.
Alright I got it: After crunching the numbers between the original value and what your code changes it to,
the value at that address is the aspect ratio, not the FOV. Its changes the aspect ratio from the innate 5:3 to 2.96:1. Judging from your Reddit post requesting the same thing, Goose, it does almost exactly what you want: converts the game from the default 400:240 (citra bypasses the exact pixel count while keeping the ratio, so its effectively 1800x1080) to 3200x1080 resolution. Since you want 3:1 aspect ratio the solution should be as simple as resizing the Citra emulattion window to 3840x1080 and making sure the render method stretches to fit. The new value for the code should be:
Code:
[Aspect ration 3:1]
007461B8 40400000
{Use if resizing the Citra window stretches the rendered image}
Its also possible resizing the window itself is enough and you won't even need the code.
EDIT 2:
Did some more tinkering on nearby addresses and I think I managed to do what you wanted after all. The address you have in that other code is indeed the aspect ratio, but I manged to find different values nearby that affect the X and Y rendering zoom. Normally the game updates these values when entering and exiting buildings to make the camera closer to the character, so with this code on it will always be a fixed distance back from the player. NPC names/thought bubbles/HUD/etc. is unaffected by this value, so it should work nicely. I tried to keep it proportional to the screen ratio to avoid stretching, but it may need minor adjustments:
Code:
[50% Render Zoom (From Outdoor Zoom Values)]
DC000000 00746004
00000000 3F266666
00000014 3FA66666
{Also overrides automatic slight zoom-in when indoors, so all maps will appear the same distance regardless of normal behavior.\n\nMay make crafting mini-games difficult}