u/According-Slip-7074

[UPDATED] DeltaruneVita v0.69 (by Wolff)

[UPDATED] DeltaruneVita v0.69 (by Wolff)

Hey, everyone

I’ve got some good news again.

Despite the delay of a few days (everyone knows why), here is the new update for the DeltaruneVita project!

Video:

DELTARUNE for PS Vita (v0.69 Showcase) - Update!

About the v0.69

This updated introduces a major improvement to texture handling. Validated BC3/DXT5 atlases reduce a typical 2048×2048 texture page from 16 MiB in RGBA8888, or 8 MiB in the previous RGBA4444 cache, to approximately 4 MiB, while preserving alpha transparency and visual quality.

This reduces CDRAM pressure, improves performance in several demanding areas, and prevents many of the missing, corrupted, or misplaced texture problems encountered during previous PVRTC experiments.

Other improvements include:

  • Fixed hole-based mini-games
  • Fixed the Zelda-style mini-game softlock involving Susie and movable blocks
  • Fixed the second-button softlock in room_dw_city_mice
  • Fixed a crash when starting Chapter 3 from a Chapter 2 save
  • Restored the Heart box during battles
  • Reduced stuttering when selecting Spare
  • Improved walking and room-transition performance
  • Improved music and sound-effect handling
  • Improved dynamic border transitions
  • Compressed console border assets
  • Fixed Susie's locker sequence in Chapter 5
  • Added initial Spanish language support
  • Updated the customized Butterscotch runtime with recent compatibility fixes

Regarding project status (by Chapters 1 -5)

  • Chapter 1 is playable and has been extensively reviewed room by room.
  • Chapter 2 is playable and has received comprehensive fixes for puzzles, battles, textures, audio, transitions, and softlocks. Some demanding rooms and battles remain under observation.
  • Chapters 3 and 4 are playable, with fixes for pathfinding, mini-games, chapter transitions, textures, and runtime compatibility. Further room-by-room testing and optimization continue.
  • Chapter 5 is playable with substantially lower texture-memory usage and improved performance in several demanding areas. Complex battles and some rooms still require further optimization.

DOWNLOAD AND INSTALLATION

Projeto: WolffsRoom/DeltaruneVita: Deltarune (Capítulos 1 a 5) Porte para PSVita.

Lançamento v0.69: Lançamento Deltarune Vita v0.69 · WolffsRoom/DeltaruneVita

Seam's Patcher: Seam's Patcher - DeltaruneVita
The currently supported official Steam version is v0.0.253.

Translations:

Portuguese-BR translation: Portuguese-BR.zip - Google Drive

Spanish translation: Spanish.zip - Google Drive

AI NOTICE

Claude Code, Gemini, and GPT-5.6 Sol through Codex were integrated into the development workflow to assist with runner programming, diagnostics, project organization, patcher development, and technical documentation.

u/According-Slip-7074 — 7 days ago

[Oficial Release] Port - Modern Combat 2: Black Pegasus v1.0 (by MeninoSung)

Hey everyone,

https://preview.redd.it/lrmp0y1o3uih1.png?width=3840&format=png&auto=webp&s=502cce8aa86af61dc362d05101a74837c58df5fc

A few days ago, my friend Sung ported (vibecoded) Modern Combat 2: Black Pegasus, so we had the game in internal testing. Recently, MeninoSung made a more polished version available for testing; we played and tested it, though some issues, the ones listed in the repository, persisted.

Anyway, since some people were decided to release this test version to the public. (not cool, guys). Since that happened, Sung and I decided to release v1.0, paying attention to LiveArea features.

Enjoy, and have a good game!

Source: WolffsRoom/MC2BPegasus-Vita: MC2-BP port for PS VITA

AI Notice:
ChatGPT 5.6 Sol

reddit.com
u/According-Slip-7074 — 9 days ago

Pokemon Fire 3D (Pocket Voxel PS Vita build with custom LiveArea and other improvements) ~Wolff

Hey everyone!

The original project is not mine. The work was created by Doodlewind and the Pocket Voxel contributors, with its visual approach based on the excellent Dramatic Shape Voxel Mod.

My changes are focused on Vita packaging, presentation, diagnostics, and performance:
- Renamed the application and build to "Pokemon Fire 3D”
- Added custom PS Vita LiveArea artwork
- Optimized outdoor rendering around voxelized trees and bushes
- Replaced the Vita's full-detail tree hulls with a uniform coarse voxel mesh
- Added angle variation in 'select' button

I packaged everything as a single installable VPK.

Enter my Discord to download: https://discord.gg/JnXfvQKr5

Hmmm, remember! Must provide your own legally obtained canonical US Pokémon Red ROM when building. The expected SHA-1 is:
ea9bcae617fdf159b045185467ae58b2e4a48b9a

Please do not report issues from this modified build directly to the original developers without first confirming that they also occur in the upstream version.

Original project and build instructions:
https://github.com/pocket-stack/pocket-voxel#run-it

Mod source:
https://github.com/DramaticShape/DramaticShapeVoxelMod

Thx to the original developers and contributors who made this possible!

u/According-Slip-7074 — 12 days ago

OK, MY SIDE OF THE STORY (WOLFF)

Hey everyone.

I know a lot of people are tired of this drama, but I just want to share my side.

If you have the patience and time to read my full position:

https://pastebin.com/8jzYy9cv

If you only want the summary (please read the full text if you have any questions):

SUMMARY

- It all started with the hate on “please port this” posts and then on texts made or translated with AI help. On my first project (the Horizon Chase Turbo patch) they already accused me of posting AI trash, even though I explained I didn’t use AI in the code.

- I made several projects (FMVita, Golden Idol, plus helping with the Zombie Tsunami and Beach Buggy patchers and, now, my port Deltarune for Vita). I always declared when I used AI and still got heavy hate, especially from Rinne and the Vita Nueva crowd.

- They banned me, insulted me personally and labeled me the “AI defender”, even though AI projects already existed on VitaDB before me. I only defended that the problem isn’t using AI, it’s bad or poorly tested code.

- I find it hypocritical when people use AI and hide it, and I criticize the toxicity toward beginners and the centralization of the scene. I had nothing to do with the reports against Rinne.

- I’m gonna keep making my projects. I just ask for a bit more respect and less unnecessary hate.

So, that's it.

Live long and prosper everyone.

reddit.com
u/According-Slip-7074 — 18 days ago

[UPDATED] Deltarune (Chapters 1 - 5) - Release v0.64

Edit 1:

Join my Discord server to get the latest Data Files from recent releases:

https://discord.gg/v5kmApTMr

Hi, everyone, I have some good news again...

Release v0.64 of DeltaruneVita is now available!

And the patchers (yeah, more than one) are now available and compatible with the latest version of the game on Steam.

About the update...

Well, it fixes and added quite a few things, but since Butterscotch is still under development to ensure compatibility with Deltarune, DeltaruneVita will suffer from the same issues (or even more, like low RAM issues) that other projects on other platforms have when using Butterscotch.

But we’ve made a lot of progress! Check the latest release here!

I want to thank everyone who has supported the DeltaruneVita project, whether here, on Discord, or elsewhere.

I’m especially grateful to the people who downloaded and played the game (even knowing that there would be some bugs) and sent me their bug reports.

I’d like to extend my thanks to the Butterscotch team, especially emiyl0 and MrPowerGamerBR, for their help with DeltaruneVita.

That's how a community grows, thx you very much. :)

Join in my server: https://discord.gg/JnXfvQKr5

Showcase video: DELTARUNE for PS Vita (v0.64 Showcase) - New version of Butterscotch + VitaGL - YouTube

Source: Release Deltarune Vita v0.64 · WolffsRoom/DeltaruneVita

Edit: added my dc server link.

github.com
u/According-Slip-7074 — 25 days ago
▲ 314 r/vitahacks+1 crossposts

[UPDATED] Deltarune (Chapters 1 - 5) for PSVita (by WolffsRoom)

Hey everyone, I’ve got some good news.

Over the last few days, I’ve been working on the optimizations and fixes needed to resolve the issues and crashes in Deltarune (Chapters 1 - 5) for PS Vita.

I’m very proud of the progress we’ve made (thx to everyone who commented, reached out via DM, and reported issues), and I’m happy to report that we’re achieving great results, with the game being refined chapter by chapter.

Some bugs may still occur, but I’m actively working on this project. Just leave a comment here or file an issue at https://github.com/WolffsRoom/DeltaruneVita/issues. Depending on the complexity, I’ll address it in the next update, v0.60.

Source: https://github.com/WolffsRoom/DeltaruneVita/releases/latest

(If you’ve already updated the datafile and VPK from 0.52, now you just need to update the VPK, as described in the repo.) There will be another change in the save files (from ux0:data\deltarune to ux0:data\deltarune_saves).

DeltaruneVita will move the files on its own; there's nothing you need to do manually.

For those who haven’t started a new save yet, I recommend installing it from scratch.

u/According-Slip-7074 — 30 days ago
▲ 925 r/vita3k+2 crossposts

[RELEASE] Deltarune (Chapters 1 - 5) for PSVita (by WolffsRoom)

Yeah, you read that right.

Deltarune, released officially in June 2026, now released for PS Vita too. Nothing is impossible.

Source: WolffsRoom/DeltaruneVita: Deltarune (Chapters 1 to 5) Port to PSVita.

This project had been shelved for a long time. I’d been thinking about it ever since I translated the older port (Chapter 1) into Brazilian Portuguese.

I got excited when I saw some Android port projects (Home - Deltarune Android Port | AngelaPuzzle and this https://gamejolt.com/games/deltarunech1-5androidport/1080568), but when I saw the ButterscotchRunner/Butterscotch repository, I thought... this is it.

The initial versions of DeltaruneVita were based on the port of the Hadrian Soares for Android, by merging the ButterscotchRunner project with VitaGL (hi, Rinne ;p).

The initial idea was something along these lines:

Deltarune game.droid
↓
Butterscotch VM/Runner
↓
PS Vita-specific renderer
↓
VitaGL / GXM

But eventually, while I was testing the compatibility of “mods” (translations, actually), I noticed that the entire project had actually managed to run the Windows version of the game translated into PTBR. So I did a complete 180 and started from scratch (from v0.36 onward), working directly on the Windows/Steam port for PS Vita.

Here is how it works under the hood:

Official PC/Steam files
↓
Data preparation by chapter
↓
Caramelo adapted for Vita
↓
VitaGL + OpenAL + Vita controls

This saved me a lot of time and effort, especially when it came to optimizing and fixing the janky bugs that were in the port of the port (Steam → Android → Vita oh my god...). Not to mention the interface bugs... what a nightmare.

Of course, I’m still grateful to Hadrian Soares, because without his project I wouldn’t have been able to achieve the results I did; I took advantage of that and used the touch control graphics as inheritance in the Vita version.

Huge shoutout to Rinne for VitaGL. Without it, this and other ports would be impossible. I'd also like to thx the team behind the runner Butterscotch, which made Deltarune (Chapters 1–5) possible on the PS Vita (and will certainly make other games developed in GameMaker Studio possible as well).

Anyway... the current version of DeltaruneVita includes support for translations (since Toby is lazy and only does English and Japanese), support for dynamic borders from the PS4 version and its own settings menu, with options to adjust the screen, volume, enable or disable touch controls... and so on.

Anyway, I’m continuing to fine-tune the project basically playing/testing and making some adjustments to scenes and locations using GameMaker (and other tools) so that this port looks better and better on the Vita. My goal is to make it look practically like a native game (it even has a manual, man).

I wish I could share a gameplay video, but the USB port on my Vita isn't working, so... you'll have to settle for some screenshots, hahaha. I'd be happy if someone took the time to record the screen and post it on YouTube or something.

Enjoy :)

(And please, buy the game legally, okay?).

u/According-Slip-7074 — 1 month ago
▲ 155 r/vitahacks+1 crossposts

[Release] Port - Beach Buggy Racing v1.0 Release (by MeninoSung)

Hey everyone,

Check this out again :)

Source: WolffsRoom/BeachBuggyRacing-Vita: Beach Buggy Racing port for PS Vita

Feel free to give the game a try, more details in the repository.

Important alerts

The adjustments in the game’s data files, generated by the patcher available in this project, were made 100% by AI, tests and validations carried out by MeninoSung and Wolff, this being a proof of concept that it is possible and feasible to port this game to PlayStation Vita.

AI Notice:
ChatGPT 5.6 Sol

u/According-Slip-7074 — 1 month ago
▲ 0 r/vitahacks+1 crossposts

[Discussion] The Elephant in the Room: AI-Assisted Dev on the Vita Scene

Hey everyone, we need to talk about the elephant in the room.

Recently, any homebrew port or tool that mentions using Artificial Intelligence during its development has been met with hostility, insults, and an almost automatic rejection from some members of the community.

I believe discussing this openly is of public interest so we can finally define our guidelines as a community. Why is AI so deeply hated around here?

The Main Arguments Against AI (And Their Reality)

Generally, the arguments against using AI boil down to:

  • "Stolen" code: Claims of plagiarism and copyright infringement.
  • Lack of quality: AI hallucinations that can generate inefficient code, bugs, or hurt game performance.
  • Lack of effort/learning: The elitist idea that a "real dev" must write every single line of code from scratch.
  • Macroeconomic factors: General complaints about environmental impacts and the economics of Big Tech (which, let's be honest, is not the fault of someone porting an indie game to a 2011 handheld).

But we need to separate the smart use of AI from lazy "copy-and-paste" work.

If a clueless user thinks they can create a perfect port just by spamming Ctrl+C / Ctrl+V into ChatGPT without understanding a single thing about programming, the result will be garbage. But the problem there is not the toolt’s the lack of scope, skill, and effort of the person using it. Bad code is bad code, whether it was written by a tired human or spat out by an AI.

Let’s Separate the Wheat from the Chaff

>

Pragmatism: No One is Getting Paid for This

The reality of the homebrew scene is that no one is earning a salary here.

Many of us work 8-hour daily jobs and have very limited free time. Spending hours writing line after line of repetitive tasks, like conversion scripts, renaming bulk files, or fixing screen resolution scales, is exhausting.

Why shouldn't we use AI to automate the tedious grunt work?

A practical example: In my port of The Case of the Golden Idol (the Godot version), I heavily used AI to generate helper Python scripts that automated repetitive bug fixes in the game files. The result? The port is out there, and it runs perfectly. The end-user just wants to play their favorite game on their Vita. If a developer used an AI-assisted script to save 10 hours of repetitive manual labor, the final gaming experience is exactly the same.

Less Gatekeeping, More Ports

Historically, the Vita community has always been a bit gatekept. How many new developers have shown up asking for guidance to get started, only to be met with a cold "figure it out yourself" by older devs?

AI has democratized development, serving as a tutor for those who want to learn and bring their ideas to life. Criticizing people who are starting to create solutions using the tools available today is just silly gatekeeping.

If Rinnegatamante or other devs decide to ban or accept AI on VitaDB, that’s entirely their call. But as a community, we need to decide what stance we want to adopt here on the subreddit.

Poll: How should r/VitaHacks / r/VitaPiracy handle projects that use AI?

I want to hear your thoughts. Please vote below on how we should handle posts featuring tools or ports that utilized AI in their development workflow:

  1. Fully Accept: What matters is the end result working well on the Vita. Using AI as a support tool is completely valid.
  2. Regulate (Transparency): Allow it, provided the developer openly declares in the post where and how AI was utilized (e.g., "auxiliary scripts created with AI assistance").
  3. Ban: Ban any project that used AI tools for coding, asset generation, or translation.

Let me know your arguments in the comments.

----

Edit 1:

List of games/tools that have announced the use of AI for the PS Vita:

Zombie Tsunami, Beach Buggy Racing (coming soon), The Case of the Golden Idol, Animal Crossing, DSVita, CardWars-Vita, Aleph One Vita, A Bite at Freddy's Vita, Pac-Man CE DX Vita, Dark Lands Vita, and others.

Edit 2:
The post idea is to determine whether the community finds it acceptable to regulate the use of AI in “serious” projects, for example, by banning AI-generated publications or any content that lacks a factual basis.

Edit 3:
This might be controversial, but please, forgive me. It wasn’t some AI glitch or hallucination that freaked out several PS Vita owners with VitaDB installed. Let's be real: mistakes happen, whether they are made by humans or AI.

u/According-Slip-7074 — 1 month ago

PSVita Port - Zombie Tsunami v1.0 Release (by MeninoSung)

Hey everyone,

Check this out:

https://preview.redd.it/i0zi80i884dh1.png?width=2160&format=png&auto=webp&s=78268607b3cb32b522c14464cfdb77d830ac20a5

Source: WolffsRoom/ZombieTsunami-Vita: Zombie Tsunami port for PS VITA

Feel free to give the game a try.

If you want to make things easier for yourselves, how about this: https://archive.org/details/z.-tsunami-android

Thanks to my friend, MeninoSung, for time he put into developing this game. My contribution was providing the Live Area assets (it was tough, there aren’t many high-quality images of this game online) and distributing it via Patcher.
IA Notice:
Like just about everything else released recently, this project also involved the use of AI, specifically, GPT 5.6 Sol.

reddit.com
u/According-Slip-7074 — 1 month ago
▲ 205 r/vitahacks

MOTHER: Encore (ACT 2) - PSVita Port (Beta)

Hey everyone,

Just wanted to share a project I've been working on: a native PS Vita port of MOTHER: Encore (the amazing fan-made reimagining of MOTHER 1). It's adapted directly from the original Godot Engine PC release, specifically based on ACT 2 (v0.4.0.3).

Current Status:
To be completely transparent, it’s currently in a rough state. It is technically playable, but you should expect bugs, crashes, and poor performance while I continue to rewrite controls and optimize it for the Vita hardware (I don't promise functionality for versions that include the "b".)

Credits e Disclaimer:
Massive shoutout to Pkdotts and the original dev team for making such a masterpiece.
(Disclaimer: This is a free, unofficial, non-commercial fan port and is not affiliated with Nintendo).

If you want to check out the code, follow the progress, or even help out, you can find the repository here: WolffsRoom/MotherEncore-PSVita: Mother Encore port for PS VITA

Any feedback is super welcome!

u/According-Slip-7074 — 1 month ago

Release: The Case of Golden Idol (PSVita Port) v0.7.1 Update

Hey everyone,

I just released v0.7.1 of The Case of the Golden Idol for PS Vita.

This release adds virtual mouse/cursor support in joystick R and L, animated menu transitions, and reworked controls that make better use of the Vita's buttons.

How to install:

As usual with these ports, you MUST legally own the game on Steam. I built a Windows script (ApplyPatch.bat) that pulls the assets from your Steam game.pck and automatically optimizes them for the Vita. Just download the VPK and the patch tool from my GitHub Releases (or VitaDB) and follow the steps in the README.

Links:

GitHub: https://github.com/WolffsRoom/GoldenIdol-PSVita

VitaDB: https://www.rinnegatamante.eu/vitadb/#/info/1403 (version 0.7.1 will be there soon)

Thanks again to everyone who tested the port and reported issues.

u/According-Slip-7074 — 2 months ago
▲ 108 r/vitahacks+1 crossposts

Release: The Case of Golden Idol (PSVita Port)

Hey everyone,

A few days ago I posted a teaser about a PS Vita port of The Case of the Golden Idol. I'm happy to say it's finally finished and ready to play!

https://preview.redd.it/suh7a5sfrb5h1.png?width=3840&format=png&auto=webp&s=0e06191e67d823ed97b9316ec1fbc62339b768cb

If you don't know the game, it's an awesome detective puzzle game from 2022 by Color Gray Games where you piece together clues and evidence over a 40-year storyline. Really recommend it if you like deduction games.

Spoilers:

https://preview.redd.it/f3z5wpp8ub5h1.jpg?width=2880&format=pjpg&auto=webp&s=ccec9bd4f519df4ae3d5fd78640b3d2a498a63ec

https://preview.redd.it/koxk7rn8ub5h1.jpg?width=2880&format=pjpg&auto=webp&s=5ce0e7783371cf8ca55920be28e34750f3226321

Some details on the port:

  • Native performance: Ported directly from the original Godot PC release. The game runs at 60 FPS without any problems.
  • Vita controls: Touch screen is fully supported, you can use the D-Pad to zoom in/out, and the pointer navigation was tweaked for the console.
  • Optimized for VRAM: The PC textures were way too heavy, so I made some Python scripts (with a little help from AI) to compress them and adjust the animation bounds. It fits into the Vita's memory now without losing visual quality.
  • Note on languages: Multi-language is still a work in progress, as this Godot version only supports English for now.

How to install:

As usual with these ports, you MUST legally own the game on Steam. I built a Windows script (ApplyPatch.bat) that pulls the assets from your Steam game.pck and automatically optimizes them for the Vita. Just download the VPK and the patch tool from my GitHub Releases (or VitaDB) and follow the steps in the README.

Links:

Appreciations:

This port wouldn't have been possible without these awesome projects:

  • GDRE_Tools: Made it possible to extract the original Steam PCK so I could reconstruct and open the project in Godot.
  • GODOT PSVita: Essential for compiling the final .vpk and tweaking the game files to adapt the UI and controls for the console.
  • AssetStudio: I used this to dig into the Unity (REDUX) version files. The main goal here is to build a tool to port the newly added languages back to the Godot version. (Just a heads up: the translation project is still a WIP, right now I'm working on adding accentuation support to the game's TTF fonts).

Follow my other work here as well: https://wolffsroom.wordpress.com/

reddit.com
u/According-Slip-7074 — 3 months ago
▲ 120 r/vitahacks

The Case of Golden Idol (PSVita Port)

Hey everyone,

Estou trabalhando para finalizar uma adaptação de O Caso do Ídolo de Ouro para a PSV.

A versão está em suas fases finais de desenvolvimento e será publicada ainda esta semana para que todos possam acessar e jogar.

Realese post: https://www.reddit.com/r/vitahacks/comments/1twztqs/release_the_case_of_golden_idol_psvita_port/

Github: WolffsRoom/GoldenIdol-PSVita: The Case of the Golden Idol port for PS VITA

Game details:

The Case of the Golden Idol is a 2022 puzzle video game developed by Color Gray Games and published by Playstack. The game portrays a narrative spanning 40 years in the 18th century, in which players collect clues to piece together concepts, characters, and evidence to contextualize the story.
Source: Google / Wikipedia

https://store.playstation.com/pt-br/product/UP3639-PPSA23611_00-0966950101963244

Technical explanations will be submitted on GitHub and in a post on my personal website.

See you later, everyone!

u/According-Slip-7074 — 3 months ago
▲ 154 r/vitahacks+1 crossposts

Released: FMVita 0.4.3v (enchanced VitaShell)

Hey everyone :)

As I mentioned in previous posts (here and here too), I’ve been working in my spare time over the last few days on a fork of VitaShell (by TheFloW), combining some features I’d like to see with other improvements developed in other VitaShell forks (such as those by RealYoti and theheroGAC).

My version gives VitaShell a fresh new look, with a different name (File Manager, or FMVita), and the main improvements include: a revamped interface, improved touchscreen navigation, enhanced FTP connectivity, implementation of QR codes (by theheroGAC), animated backgrounds, and support for PNG/GIF backgrounds (in progress).

https://preview.redd.it/gmvzyeav8w4h1.png?width=960&format=png&auto=webp&s=4f9bddefec550ab37b083307e2228555d2eb1e5c

https://preview.redd.it/bqwpweav8w4h1.png?width=960&format=png&auto=webp&s=6e03c2d0ee6ee46c30958028673bacccd47244db

https://preview.redd.it/fr4ohfav8w4h1.png?width=960&format=png&auto=webp&s=85457d81a7fcc60ef4461246e90c5cadfacc9c7e

https://preview.redd.it/0vnqsjbv8w4h1.png?width=960&format=png&auto=webp&s=9db3e53973fbb16db35db723afa1d4378e09ac1a

Some bugs are still present in this version, but it is already available for you to install and provide ideas/suggestions.

Post on VitaDB: https://www.rinnegatamante.eu/vitadb/#/info/1401

Source code: https://github.com/WolffsRoom/FMVita

Improvements I plan to make:

- Fix and improve QR code scanning;

- Implement batch VPK installation;

- Try to improve file unzipping on the PS Vita;

- Implement background VPK installation (similar to the PKGj store, useful for large VPKs).

- Fix bugs in the interface.

- Improve compatibility between the original VitaShell themes and the newly developed interface.

reddit.com
u/According-Slip-7074 — 3 months ago
▲ 14 r/vitahacks+1 crossposts

Atualizações do projeto FileManager Vita (melhorias VitaShell)

Hello everyone,

As I mentioned in another post earlier this weekend, I've started a personal project involving C programming with the goal of improving this program.

Here are the updates I’ve managed to make so far:

Implementation of column mode:

https://preview.redd.it/hiet80yws63h1.png?width=960&format=png&auto=webp&s=d37567aba0e30acb241561081379e7ed08ed4ea5

Improvements to the settings screen, including new options relevant to my version.

https://preview.redd.it/4a0au1yws63h1.png?width=960&format=png&auto=webp&s=37b467aa3af75f4742a332fa368086c4c731aa36

Standard interface view, similar to the original Vita Shell:

https://preview.redd.it/xkjmc1yws63h1.png?width=960&format=png&auto=webp&s=9434d9fae0792aea908a6a00316e64be3270738c

Grid view mode, with larger icons, designed to make it easier to use on a touchscreen.

https://preview.redd.it/ar2wm2yws63h1.png?width=960&format=png&auto=webp&s=da0927bb19be8414fe9a054cc81f5676e3dfe56d

Improvements to the FTP connection: you can now browse files while the FTP connection is active, allowing you to see files as soon as they are added, removed, or edited. In the “FTP Server” interface, you can even see what is being sent or received (including Del, Alt, and Insert operations).

https://preview.redd.it/utolv1yws63h1.png?width=960&format=png&auto=webp&s=5a56f3446f16ff421699b6c1581043d88f8cbb24

Other features not mentioned:

- I noticed that the right joystick wasn't being used in this program, so I decided to adapt the touch logic to include a pointer (mouse) for selecting files in the interface. It might not be very useful, but it's cool to see it working.

- Zoom in and out with your fingers (pinch gesture) when previewing images.

- Standard animation options in the interface (so far I’ve only implemented a few, such as the PlayStation button animations, squares [referencing the PS2], and waves).

- Support for GIFs as backgrounds, making the experience more customizable.

- Partial compatibility with the original VitaShell themes (only the backgrounds aren’t used, as they cause bugs with the new interface).

Current bugs:

- With the addition of column mode, the touchscreen logic broke, causing it to get stuck on the last column of files. I’m trying to fix this.

- Some issues with the original VitaShell UX; I’m trying to redesign it to fix these problems.

- A few other more technical issues.

Well, I'm open to suggestions. I'll share the .vpk file as soon as I'm sure this project is safe and reliable for the general public. : D

Original post: VitaShell - Project FMVita (touchscreeen support and UX enhanced) : r/vitahacks

Others projects: Wolff's Room – Traduções, Modificações e muito mais.

IA Notice: DeepL for language helps. Gemini for support codding and corrections in code C.

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reddit.com
u/According-Slip-7074 — 3 months ago

VitaShell - Project FMVita (touchscreeen support and UX enhanced)

Hey guys,

I'm messing around with VitaSDK for the first time, and instead of making some useless "hello world" project from scratch, I wanted to dive into how established homebrews actually work.

So, I decided to play around with TheOfficialFloW's VitaShell. My main goal is to clean up the UI, add some basic QoL (Quality of Life) features, and (most importantly) bring proper touchscreen support to it.

The project is still in early testing, but it’s fully functional. There are a few bugs here and there (like with file sorting), but the core VitaShell features are all there. It's basically just a UX overhaul for now.

Main changes:

  • main.h: Updated button mappings and inputs.
  • main_context.c: Added setTouchConfirm handling.
  • main.c: Implemented a new top menu with shortcuts for basic functions.
  • browser.c: Rewrote navigation logic to fully support touch controls.

IA Notice: C isn't my main code language (I'm way more of a Python guy), so I've been using AI to help me figure things out. I started with a local LLM but ended up switching to Claude/Gemini to speed things up. So yeah, AI is involved, but I'm manually reviewing every line of code, building the vpk, and testing it on my own Vita.

Anyway, if anyone thinks this is worth sharing, I'd be down to drop the GitHub repo. I’m also planning on doing the same thing for PKGj later on.

Standard interface, with top buttons for easier touch use.

Viewing files (same as Vitashell :c)

The interface has been changed to larger icons, making navigation with fingers easier :)

Let me know what you guys think or if you have any suggestions!

reddit.com
u/According-Slip-7074 — 3 months ago

VitaShell - Project FMVita (touchscreeen support and UX enhanced)

Hey guys,

Standard interface, with top buttons for easier touch use.

Viewing files (same as Vitashell :c)

The interface has been changed to larger icons, making navigation with fingers easier :)

I'm messing around with VitaSDK for the first time, and instead of making some useless "hello world" project from scratch, I wanted to dive into how established homebrews actually work.

So, I decided to play around with TheOfficialFloW's VitaShell. My main goal is to clean up the UI, add some basic QoL (Quality of Life) features, and (most importantly) bring proper touchscreen support to it.

The project is still in early testing, but it’s fully functional. There are a few bugs here and there (like with file sorting), but the core VitaShell features are all there. It's basically just a UX overhaul for now.

Full disclosure: C isn't my main code language (I'm way more of a Python guy), so I've been using AI to help me figure things out. I started with a local LLM but ended up switching to Claude/Gemini to speed things up. So yeah, AI is involved, but I'm manually reviewing every line of code, building the vpk, and testing it on my own Vita.

Anyway, if anyone thinks this is worth sharing, I'd be down to drop the GitHub repo. I’m also planning on doing the same thing for PKGj later on.

Let me know what you guys think or if you have any suggestions!

reddit.com
u/According-Slip-7074 — 3 months ago
▲ 76 r/vitahacks+1 crossposts

[Release] Horizon Chase Turbo - Optimization Patch (Up to 45 FPS // Better Performance)

​Hey everyone!

I’ve put together an optimization patch for Horizon Chase Turbo (PCSH10315) to help the game run much smoother on the PS Vita. If you’ve experienced frame drops or stuttering with this port, this mod edits the core Unity engine settings to make it much more handheld-friendly.

What this patch does:

By modifying the globalgamemanagers file (PlayerSettings and QualitySettings), the engine is forced to load custom, lightweight instructions:

  • Forced Low Preset: Disables anisotropic filtering and forces lighter textures right from the boot.

Results/Performance:

Versions included in the download:

You can choose the one that fits your playstyle best:

  1. (Max Performance, but I didn't feel it :/)

How to install:

Just copy the PCSH10315 folder of your chosen version into your ux0:rePatch/ directory.

Let me know how it runs for you!
Feedback is welcome

Edit: English is not my native language, so I used AI to improve this post. I reviewed it, of course. But if you still look like an AI, just ignore it. Enjoy the mod.

reddit.com
u/According-Slip-7074 — 3 months ago