r/PSVitaHomebrew

▲ 171 r/PSVitaHomebrew+1 crossposts

Strikers port wip

Hi guys, i saw a port of strikers, so i wanna show my status . I’m working on strikers since it went out. Actually there is no frameskip in my build because i’m trying to reach 60fps before releasing it. but if you want i can release this build that goes 25-30fps in game…

I don’t have a devkit optimizing it requieres so much time.

If you wanna follow the project on my github there is the repo https://github.com/robin994/strikersVita

the game is powered by a porting i'm mading of Aurora https://github.com/robin994/aurora-vita , actually it renders perfectly in native vita gxm. But it is still expensive in some calls. I'm trying to port wiicompiled too, it renders perfectly but it still too heavy and there is nothing to show yet.

for who would like to support the project there is a dev bounty on https://zealouschuck.com/dev-bounty
(the amount will be used only to buy a devkit and make better ports )

u/rob1n994 — 7 days ago
▲ 497 r/PSVitaHomebrew+1 crossposts

My beloved

At this point, I may have arrived at my perfect Vita, and it is magnificent. It's a white Japanese PCH-1100 model with a 256 GB SD card in the 3G slot. I just tossed Linux on it, and dang, it has never felt more like my own.

u/MoistJunket9848 — 9 days ago
▲ 41 r/PSVitaHomebrew+1 crossposts

Metal Gear Solid Twin Snakes in PS Vita?

Is it possible to decompile the GameCube version of Metal Gear Solid Twin Snakes and run it on the Vita?If so, could someone here do that?

u/Hot-Management2041 — 8 days ago

(Progress Update )Super Mario strikers Port

Day 4: Project Update: Transitioning from an empty scene to active rendering. The engine has progressed from an empty field with collision bugs to rendering 15 characters with real-time skeletal animations, initialized physics, and a clean render pipeline. The models now successfully transition out of the T-pose. The game loop has stabilized at ~36 FPS while processing 716 models simultaneously, utilizing a dual-pass system for transparency. This establishes the foundational architecture for the engine. The next steps involve mapping the controls and implementing the audio system. The development involved resolving the GameCube chip register bug (-33) and configuring the environment in Vita3K. The engine has progressed to rendering 15 characters with real-time skeletal animations, initialized physics, and a clean render pipeline. The models now successfully transition out of the T-pose. The game loop remains stable at ~36 FPS while processing 716 models simultaneously, utilizing a dual-pass system for transparency. This establishes a functional baseline for the engine's architecture. The immediate next steps consist of mapping the controls and implementing the audio system.

Statistics • 22 total crashes resolved • 15 animated characters on the field • 342 stadium models rendering • ~40 stable FPS • 9 files modified

u/axetor — 8 days ago

Might be the first one to unlock everything in the new smash bros melee port

Now i just hope we'll get another character to fill the gap at the bottom left (please don't be master hand and be a mod or smtg 🥹🙏🏻)

u/Pitiful_Money_8751 — 9 days ago
▲ 39 r/PSVitaHomebrew+1 crossposts

Update on the Plague Inc Port!

So , after a little bit of time

i decided the port wont be released or finished

which i know sounds bad

BUT

something better is coming

port of the PC/Console Unity version! ( Plague Inc Evolved)

i have looked at the differences and realized plague inc evolved is a much better candidate

Plague Inc Evolved has
Native UI ( so no need to rewrite Java code)
Unity (So no need to use the .so loader which can decrease performance slightly)
Controller support ( So people with PS TV can play it normally)
AND better graphics ( aswell as other differences i am too bored to discuss)

i will start working on the Plague Inc Evolved port when i get Claude Pro so yeah! this is gonna take a while tho

reddit.com
u/LefterisDaGamer — 8 days ago
▲ 1 r/PSVitaHomebrew+1 crossposts

Help pls can’t mount sd2vita

Really having trouble I tried everything that I could think of when I first got a device. It was working perfectly fine jailbroken and the 32 GB car was working. It seems like it’s a cheap aftermarket card, but I did change it to a sand disk and I did change it to other sd cards. I bought another adapter as well. Still no luck.

u/DeepRecord9020 — 7 days ago
▲ 17 r/PSVitaHomebrew+1 crossposts

LISA: The Painful Vita Port ( Alpha release)

Hi guys, I've been working on a PS Vita port of Lisa The Painful and I've finally reached a point where I can publically post a working build after completing the game on real hardware for the first time.

There are still some issues I'm working on:

  • FPS is mostly stable at 60 fps but in bigger maps with many parallel events running you can experience some FPS drops and occasional stutters ( Settlements or events-heavy maps like Garbage Island )
  • Memory management, I've tested many sessions lasting 2 to 3+ hours and game is mostly stable but with longer sessions with lots of battles you might eventually encounter a crash ( I suggest to save whenever you can, I'm working on it as it's very limiting when playing Pain mode)
  • Some stutter during combat the first time you use a new skill as the animation is going to be loaded and then cached, it happens only the first time.
  • MP3 and MIDI aren't supported, so the few sounds in those formats stay silent.

PSVshell is reccomended, the game is playable without overclocking but I did most of my test with a 500/222/222/166 MHz profile.
The project is still a work in progress, but the game is already quite playable on Vita and I'm hoping to keep improving it.

GitHub: https://github.com/Pinol0/LISA-Vita

Any feedback, bug reports or suggestions are very welcome!

u/PinYolo — 8 days ago

3DS emu on PSVita

Hi! I’ve been working independently on a 3DS emulator for the PS Vita. If anyone is interested in giving it a try and providing some feedback to help me improve it, I’d really appreciate it!

At the moment, it’s a really early beta let’s say something like version 0.0.5. It can already render images in several titles, but the performance is extremely slow, so it’s nowhere near playable or enjoyable yet. There’s still a lot of work to do!

Emulator Link: https://github.com/TutuiFC/azaharvita

u/TutuiRl — 8 days ago

Can express sd cards work on ps vita

I just bought a ps vita 2000 recently and accessories are coming and I want to know it express sd cards work.

u/ntt4seenpanda — 8 days ago
▲ 8 r/PSVitaHomebrew+1 crossposts

Cry Of Fear PS VITA

So... since Cry of Fear uses the same engine as Half-Life 1, I’d like to know if there’s a possibility of someone creating a port for the PS Vita, something like Xash3D.

u/Massive-Deal-5110 — 7 days ago
▲ 17 r/PSVitaHomebrew+1 crossposts

SKALD vita port: combat update

Here are some screenshots of the first combat implementations, seems to run well. I'll make a video when combat is fully integrated.

u/Lazy-Discussion9870 — 8 days ago
▲ 2 r/PSVitaHomebrew+1 crossposts

Adding Titles To Vita... Correctly

Citizens of Reddit,

I added Metal Gear Solid to my Vita, it appears in Adrenaline with the imageI added but no metadata. The image does not look perfect but it at least appears.

I would prefer to have it in VitaHex, which I find more convenient.

How do I add the correct metadata, but more importantly have it appear in VitaHex?!

Please help Reddit!

Also, unrelated, but while MGS plays just fine, it is not full screen (meaning the screen is boxed on all sides in this case). I understand not being widescreen for PS1 titles, but why the black bars at the top and bottom? Just asking in case this is my fault. Thanks.

reddit.com
u/godemperorPOUNCE — 8 days ago