r/vitahacks

▲ 301 r/vitahacks

lumaXMB Alpha Demo: an XMB interface for PS Vita with integrated YouTube, Moonlight, and more

Here’s a demo of an alpha build of lumaXMB, a new PS Vita homebrew application that brings a refined PSP/PS3 XMB experience to PS Vita.

Primary completed features

  • Automatic library scanning for all games and media, with no library setup required.
  • Launching Vita games, PSP games, emulators, and homebrew.
  • Music and video browsing and playback.
  • Built-in file and FTP managers.
  • Smooth XMB transitions and breathing selection glow.
  • Fully integrated YouTube and Moonlight applications.
  • Dozens of high quality background gradient presets inspired by the PSP and PS3 including Pearl, Champagne, OLED Emerald, PS3 Navy, and PS3 Burgundy.
  • Eight intricate wave designs, including classic PS3 ribbons, soft PSP waves, layered silk, and glass styles. Additional background animations include liquid ribbons, aurora veils, prismatic silk, and floating light forms.

vitaTUBE provides an Apple TV inspired YouTube experience, while vitaLINK integrates Moonlight streaming with host browsing and in-stream controls. Both are fully integrated into lumaXMB now and will also be released separately as standalone apps. This is the slickest YouTube experience on the Vita today.

vitaLINK browses paired Moonlight hosts and their applications, stream games or your desktop, and access controls through the in-stream overlay. End the session and return directly to lumaXMB without going back through LiveArea. Performance on the Vita has been enhanced over the available apps today.

Planned enhancements

  • Built-in Discord functionality.
  • An FTP manager enhancement that opens a Sony/XMB themed web page on your PC for easier file access and transfers.
  • Enhanced game previews.
  • Enhanced customization settings.

The color banding in the video comes from recording compression. It looks immaculate on the actual Vita, especially the OLED model.

This is still an alpha. Feedback on the interface and features is welcome.

If you’d like the early build VPK for testing or tinkering, send me a message and I’ll share a Google Drive link. I’m looking for a few testers before publishing the project on GitHub.

Link to a higher quality/non-Reddit recording: https://www.youtube.com/watch?v=x5_Q0T7zWOs

u/VaxMerstappen00 — 4 days ago

I upgraded my vita 1000

Switch 2 speaker mod + 3 extra 😅

Just wanted to share my mods 🥳 Vita 1000 with 4600mah battery /( 2 )switch( 2 Oled )speaker😍 / ( 3 ) pixel 7 pro speakers 😅 , Bass is amazing ( surround sound ) Even with Grip Attachment , I also had to hair dry out the back touch panel 🫣 it's was relatively easy with the hair dryer making sure to heat while peeling off with a spudger ( metal ) helped more then plastic 🤷🏻 more grip I so pose .. These mods took about a hour n half ... Skin / decal took the longest ( anal ) with alignment 🫠

I wanted to thank everyone and the community for making / keeping the vita alive 💖💪🏼🙏🏼

Question for modders / battery hack

Beside 4600mah battery any other battery bigger that can fit in this tiny thing ?

Thank you for reading and looking 😎 any feedback would be appreciated 👍🏻

Edited .... Does anyone know a plugin or vpk to unlock / unlimited volume capacity ? I wish I could add a mini apm to this 🤯 one can only dream n make it happen 😶‍🌫️

u/Sufficient-Life2359 — 4 days ago

Little mods I did to my Vita 1000

Hello everyone, I'm posting this to show off some little mods I did to my Vita 1000 that I never seen someone do before.

I replaced the Charging LED from Orange to Blue and Main PS Button Blue to Red to fit my Initial D theme better.

I also noticed on the card slot that there's a Orange LED like in the PSP for the memory stick, so I decided to make a little hole and add a guide for the light to shine to the exterior of the game card slot. It acts as the Read/Write for the SD2Vita.

For anyone that wants to try this LED mod, the top pin is the - and the lower one is the +, I also recommend to solder the led sideways since the light will refract better on the PS Button membrane.

u/Rapadura981 — 4 days ago

Vita LiveArea

Could modern AI decompilation help reverse-engineer the PS Vita LiveArea to allow custom launchers?

With all the recent advancements in AI-assisted decompilation and recompilation, a question came to mind:

Has there been any effort to reverse-engineer or analyze the PS Vita’s native LiveArea shell using AI tools?

Historically, the consensus has been that replacing or deeply modifying the LiveArea is nearly impossible without Sony’s internal source code. However, seeing impressive community breakthroughs like PC decompilations and porting efforts for other platforms (e.g., Bloodborne), it makes me wonder about the Vita's system UI.

Is it technically feasible to reverse-engineer the Vita's shell modules so that custom launchers—like HexFlow or RetroFlow—could replace the stock LiveArea entirely, rather than just running as secondary homebrew apps?

I’d love to hear thoughts from anyone knowledgeable about Vita OS architecture or modern reverse-engineering workflows!

reddit.com
u/ThatGoodOtakuGuy01 — 4 days ago

Mars!

It's using real Martian heightmap data, this build is 1:1000 scale, however I will change it to 1:1. More to follow!

u/NecessaryTrainer9558 — 4 days ago
▲ 72 r/vitahacks+1 crossposts

[Release] Insaniquarium! Deluxe v1.00

Hi guys! I'm happy to announce the release of my Insaniquarium! Deluxe port for the PS Vita. The past few days have been lots of fun putting this all together and I hope you’ll have as much fun playing it as I did. The loading screen is a little slow, but I got the loading time down from 9 minutes to about 30 seconds as is. This is also the only part of the game where there are any framerate drops or audio stutters. After getting past the title screen, the game runs at a locked 36 fps almost 100% of the time. I've posted a video with gameplay footage on r/insaniquarium.

THERE ARE NO GAME FILES PROVIDED WITH THE .VPK BUILD!! You will need to buy your own copy of the game from Steam to use with the port. Install instructions are included in the readme section of the Github repository. The good news here is that the game is currently on sale for $0.99 (80% off!) until October 8th.

Here's the GitHub:
https://github.com/KartingSackboy06/insaniquarium-vita/

________________________________________________________________
Controls & Features

Touchscreen: feed your fish, collect coins, fight aliens, tap basically anything!
Rear Touchscreen: useful for feeding fish and fighting aliens. (harder to collect coins)

X BUTTON: tap on the glass...
SQUARE: bubbles!!!
TRIANGLE: opens the Presto Change-O
CIRCLE: basic navigation/back button
L/R: cycle through menu pages

START: pauses the game
D-PAD UP: hold down to open the keyboard

I’ve done a lot of optimization so far, and there’s a few quality of life improvements that I hope to make over the next few weeks, but I’m in the thick of university studies right now so it might take a little while. I'm the most proud of the button mapping which utilizes circle as the main navigation button and triangle to access the Presto Change-O menu if you make it that far in the game. That being said, here’s a list of currently known glitches that I plan to fix soon. If you notice anything else not working well, please leave a comment!

________________________________________________________________
Currently Known Glitches

DO NOT try to open the on-screen keyboard while in a pause menu, it will cause a soft lock.

------

I'll be adding more details to the readme and this post when I have more time, so keep an eye out for any edits on this post but it is 3:10 AM here and I need sleep. Hope you guys enjoy!!

u/KartingSackboy06 — 7 days ago
▲ 424 r/vitahacks

INSURGENCY: Vita - Gameplay Showcase & Information

Hi all!

I've been working on a Vita version of the tactical FPS game, Insurgency. It is based on the 2014 release, with all of its weapons, attachments, maps, and audio. I am aiming to get it to as close as possible to the original in terms of gameplay, with some slight adjustments. It runs between 40-60fps in 16 vs 16, and a pretty solid 60fps in 12 vs 12 and 8 vs 8. Right now, it is offline only and I've implemented a fairly decent bot system. Hopefully, as is the goal, a multiplayer implementation will be added.

Please excuse the fairly chaotic gameplay footage which is 16 v 16 Conquer! You can absolutely have a slower experience with 8 v 8, I just thought it would be a good way of getting some quick combat footage to show.

Right now, the game has these features:

• 29 Firearms: 24 primaries across several weapon classes including rifles and SMGs, 5 unique secondaries. All weapons feature customisation including barrels, muzzle attachments, optics, and ammunition type.

• 18 Maps: All maps from the original game are present, I'm looking at the feasibility of bringing over the night maps as well!

• Progression & Weapon Unlocks: Unlike the original game, I have included a simple career and weapon ranking system that gives you a sense of progression, allowing you to unlock the weapons via gameplay, and their attachments through use of each weapon.

4 Gamemodes: Conquer, with a slight adaption from the original version, plays similarly to Conquest from Battlefield or Domination from Call of Duty; secure and hold the majority of objectives to bleed the enemy team of tickets, each death your team suffers will cost your team a ticket too. Firefight, no respawns, eliminate the other team in a high intensity shootout across the map. Push, one team defends, the other attacks, three objectives to take sequentially. Survival, hold out on your own for as long as you can against increasingly larger and better trained waves of enemies.

There are still a few issues that I am working to solve before releasing a first version publicly, notably the magnified scopes have some issues, bots sometimes get stuck (though often correct themselves with built in recovery systems), and I'd like to clean up some of the audio too.

I’d like to note that this isn’t a port; this is a recreation of the game. It’s not a port of the source engine, rather it’s a ground up remake of the game.

I know Insurgency, at least the 2014 version, is a fairly niche game and that there might not be as big an audience for such a title on the Vita, though I hope a few of you guys will enjoy it!

u/OneDumbFox — 13 days ago

Insaniquarium! Port Help Requested

Hi guys, I'm working on making a wrapper for this Android port of Isaniquarium! because I really want to have the game on my PS Vita.
https://www.reddit.com/r/Insaniquarium/comments/1wvlncw/comment/pdjxcl4/?context=1&screen_view_count=2

I have an app bubble so far that writes crash log reports to a .txt file in ux0:data/insaniquarium.

On start-up, this is the error that I get so far. Does anybody know what this means? I've double and triple-checked that the file names and locations are all exactly correct.

log.txt:

insaniquarium-vita loader starting

text98000000-98508000 data 98508000-985c6000

kuKernelAllocMemBlock(so_text) failed: 0x80024804

FATAL: could not load ux0:data/insaniquarium/libmain.so

reddit.com
u/KartingSackboy06 — 12 days ago

Commander Keen 4 Vita

Keen4Vita v1.0 — Commander Keen 4 on PS Vita

Full disclosure: I am not good at coding or any sort of programming, to me it is wizardry and i have massive respect for those who know this craft. But for a long time i have wanted to play Keen on my vita, but the only viable option was Commander Genious, wich worked, but not well on the vita. But since AI has come along so much, so fast, that opened the door for me try and make keen on the vita happen. So this port is made with ChatGPT 6 Astra.

I was hesitant if i should even share this as i have only written promts to an AI and not done any real work beyond having a vision and some some requirements.

It’s based on Omnispeak, the open-source Keen engine reimplementation, built for Vita using VitaSDK and SDL2. It runs natively rather than through DOS emulation. Huge thanks to the Omnispeak contributors for the groundwork!

Most of the work has gone into the Vita controls, rendering, camera and menus. Here’s what’s been added:

  • Four display modes: Classic, Wide 2x, Native 1x and Classic Wide. Classic Wide keeps the original 200-pixel height and shows more of the level on the sides.
  • Smoother scrolling, with optional camera smoothing.
  • Sharp, Soft and Dither filters. Dither targets the checkerboard shading that can shimmer while scrolling.
  • Remappable controls with a Save Mapping button.
  • Return to World Map, so you don’t have to sacrifice a life to leave a level.
  • Updated menus, accessible cheats, and High Score/Credits shortcuts.
  • Optional touch screenshots, diagnostic capture and crash logging.

The default setup is Wide 2x + Smooth + Cam + Dither. Native 1x shows much more of the level, but it’s heavier and can drop to around 30–35 FPS.

You’ll need your own Keen 4 v1.4 EGA data. Install the VPK with VitaShell and copy AUDIO.CK4, EGAGRAPH.CK4 and GAMEMAPS.CK4 into:

ux0:data/Keen4Vita/games/keen4/

The ZIP includes installation instructions and source code. No original game data is included.

Keen4Vita

I have played trough the game without issues, but im not going to say its flawless, probably far from it, but feel free to let me know if you have issues and i will try to resolve them.

Spot a missing feature? let me know, any input is greatly appreaciated!

u/Boundish91 — 13 days ago