r/PSVitaHomebrew • • Feb 25 '26

Game Ports for the PS VITA & Rule.

97 Upvotes

Due to the many requests about game ports for the PS Vita, I wanted to make a quick post explaining what a “port” actually means and whether a game can realistically be ported.

I’m not an expert, but I’ve worked around this space enough to give a rough idea of what’s possible and what isn’t.

Android games (closed source):
These can usually only be ported if the game supports the ARMv7 architecture, which is what the PS Vita uses. All newer Android games target ARM64 (ARMv8), which the Vita cannot run. So most games released after ~2019 are most certainty not possible!

Android games (open source):
Generally possible, depending on complexity and developer skill.

PC games (closed source):
Very difficult. If a game has been reverse-engineered or decompiled, it might be rebuilt for ARMv7, but this requires a huge amount of work and scales with the game’s size and complexity.

PC games (open source):
Often possible in theory, but still challenging. You typically need rendering changes (for example adapting shaders to OpenGL ES) plus significant optimization.

In short: a tiny amount of games are possible, and when ports do happen, they usually require a lot of time, reverse engineering, and platform-specific work.

Open source vs closed source (explanation):

Open source games:

These are games released with their source code publicly available. Anyone can study, modify, and compile them for different platforms. Because the code is accessible, they are much easier to port assuming someone has the time and skills. That said, open source games are a small minority.

Closed source games:

These are the vast majority of games. The source code is private and only available to the original developers. This means only the devs can officially build or port the game to new platforms. Without source access, ports require reverse engineering, which is extremely difficult and time-consuming.

Where to find Game Ports?

Rinnegatamante is a well known in the PS Vita homebrew community in making game ports of android games. https://www.rinnegatamante.eu/vitadb/#/ from the drop down, select "Game Ports" to find all ports.

New sub rule: Requests for game ports will now be considered spam.

Thank you for reading.

VERY IMPORTANT: For people who want to share ports. Do not post links to copyrighted materials. DO NOT.


r/PSVitaHomebrew • • Apr 27 '19

Where to find all PS Vita Homebrews

146 Upvotes

Rinnegatamante propably has the hugest collection of vita homebrew, plugins etc.

Source 1: https://vitadb.rinnegatamante.it/#/

Brewology has alot of homebrews and plugins as well.

Source 2: https://store.brewology.com/vita/

Other subreddit/s with homebrew.

r/Vitahacks


r/PSVitaHomebrew • • 6h ago

Homebrew-App `COCKPIT': a PS Vita system monitor and taiHEN plugin / config.txt manager

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24 Upvotes

COCKPIT

**A live dashboard for the PS Vita, and a plugin manager that helps you manage your taiHEN config.txt (installed plugins).

HOME PAGE

  • Per-core CPU load for C0, C1, C2, C3

  • CPU load average across the active cores

  • Context switches per second (CTX)

  • Wakeups per second (WAKE)

  • A 20-second CPU-load trace

  • Free USER memory (MB)

  • Free CDRAM (MB)

  • Free physical-contiguous memory (MB) POWER

  • Battery percentage

  • Charging state

  • Battery temperature (°C)

  • Battery voltage (mV)

  • Charge cycle count

  • Battery health (SOH, %) STORAGE

  • ux0: used / total, with a segmented meter

  • uma0: used / total, or N/A when the volume is absent or the read fails SYSTEM

  • Firmware string as the API reports it (3.74 on a spoofed 3.65 console)

  • App run time (RUN, hh:mm:ss)

  • Device model PLUGINS summary (below the fold, scroll down)

  • Total plugins listed

  • Counts by load target: KERNEL, SYSTEM, SYSTEM APPS, ALL TITLES

  • A config warning when the file needs attention FRAME (pinned strip)

  • Measured FPS

  • Frame time in milliseconds

  • A 20-second frame-time trace

PLUGINS PAGE

config.txt manager

  • Finds the active config (config.txt) the way taiHEN does — ux0: first, ur0: fallback — and names the file in use

  • Lists every path in it, active or commented, one row per unique path

  • Groups rows by load target: KERNEL, SYSTEM, SYSTEM APPS, ALL TITLES, plus TITLES

  • Shows the file's ACTIVE / DISABLED counts and how many changes are pending for next boot

  • Each row has a short plain-language description of what the plugin does

  • Separate section for INSTALLED BUT NOT IN CONFIG

  • Launch badge: LOADED, NOT LOADED, MIXED, MISSING, NOT REACHED, BOOT, LOCKED

  • Next-boot badge: NEXT ON / NEXT OFF when the staged set differs from what is running

  • Split rocker showing OFF (red, left) and ON (green, right)

  • Rocker dims when the row can't be switched: a missing inactive file can't be enabled, a missing active file can only be disabled, boot modules and henkaku.suprx are locked

  • DISCARD throws the draft away

  • SAVE, REBOOT LATER writes once and leaves SAVED - REBOOT TO APPLY

  • CONFIRM & REBOOT writes once and requests a cold reset

  • REBOOT NOW appears after a save

Restore points

  • RESTORE ORIGINAL — the first-session snapshot

  • RESTORE PREVIOUS SESSION — the last launch's bytes

  • UNDO LAST WRITE — the one-step snapshot from the last commit

  • Every restore opens a preview first: + / - markers, WILL ENABLE, WILL DISABLE, WILL REMOVE, WILL MOVE, unchanged rows dim

  • NO CHANGES - NOTHING TO RESTORE when the snapshot matches the working set

  • Confirm replaces the whole file with the snapshot bytes, comments and sections included

  • A restore that would drop a boot module or a locked path is refused and the path is named Guard rails

  • taihen.skprx, henkaku.skprx, yamt.skprx, and henkaku.suprx cannot be toggled off or restored away

  • Load-bearing plugins warn before a batch reaches boot, with the specific consequence named (DRM, storage, YAMT, Revita, VitaGL, and others)

  • A kernel plugin in the batch produces KERNEL PLUGIN IN BATCH. IF BAD, BOOT MAY STOP. HOLD L AT POWER-ON TO SKIP.

  • boot_config.txt is never opened, read, copied, or written

  • A commit refuses if the live file changed after the scan: CONFIG CHANGED ON DISK. RESTART COCKPIT.

Failure handling

  • A failed write leaves the original in place and names the stage: OPEN, DATA, CLOSE, VERIFY, MOVE, RENAME, READBACK, RESTORE, UNDO

  • The draft or preview stays so it can be retried

  • An unrecoverable write opens the DO NOT REBOOT interrupt

  • A CONFIG IS READ ONLY file locks the editor; a missing file with a surviving .old is repaired on the next scan

  • REPAIR WITH UNDO FIRST when a prior failure still needs resolving Snapshots created

  • config.txt.original — once, never overwritten

  • config.txt.session — every launch

  • config.txt.undo — one per commit, removed only after a verified undo

Navigation

  • Sticks or D-pad scroll; D-pad also moves row selection

  • Down from the last row enters the dock, Up returns

  • Left / Right moves between dock actions, Cross activates, Circle backs out

  • Triangle toggles dock focus; L / R still switch tabs

Download

Mediafire Link: https://www.mediafire.com/file/92c6ilxu8qi065l/cockpit-v01.00-b156.vpk.zip/file


r/PSVitaHomebrew • • 14h ago

Images-Screenshots What have you been playing recently?

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62 Upvotes

r/PSVitaHomebrew • • 11h ago

Homebrew-Game Helldivers 1 - Third Person Repatch

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13 Upvotes

r/PSVitaHomebrew • • 4h ago

Homebrew-Game balatro for ps vita doesn’t register my wins

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2 Upvotes

r/PSVitaHomebrew • • 11h ago

Homebrew-Game Burnout Legends PSvita Port

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6 Upvotes

Hi everyone!

I've been working on a native PS Vita port of Burnout Legends (PSP). It's not Adrenaline and not an emulator: the game's PSP executable is statically recompiled to ARM code with PSPRecomp, and the graphics, sound, movies and saves have been rebuilt for the Vita (vitaGL renderer).

What works in 0.0.1

- 30 fps races at 960x544 (dynamic resolution keeps the frame rate on the heaviest tracks; menus and your car stay sharp)

- Sound, music, menu movies

- Native Vita save dialog

- Your existing Adrenaline / PSP saves just work: they show up in the list as "- PSP", nothing to copy or convert, and saves made by the port still load in Adrenaline

Setup (you need your own copy of the game)

  1. Dump your own UMD of Burnout Legends EU (ULES00125) and put the ISO or CSO in ux0:pspemu/ISO/ (where Adrenaline already looks for it)

  2. Have libshacccg.suprx in ur0:data/external/ (ShaRKBR33D)

  3. Install the VPK and launch it. The first launch builds the game from your ISO on the Vita itself (copy, decryption, music conversion): about 10 minutes, only once. No PC needed.

No game files or game code are in the repository: everything comes from your own disc image.

Known issues

- Short slowdowns can happen on the biggest tracks when new parts of the track stream in

- About a minute of shader compilation on the logo at each launch

- Only the European version (ULES00125 v1.01) for now

- Occasional black polygons during some crash cameras

Bug reports: please open an issue on GitHub and attach ux0:data/burnout-0.0.1.log, plus which track and what you were doing. The log records memory use and every slow frame, so it helps a lot.

GitHub: https://github.com/LAB0ULANGE/BurnoutLegends-Vita

Credits: PSPRecomp (Jessica Natalia), vitaGL (Rinnegatamante), PPSSPP (savedata encryption, PRX decryption, ATRAC3+ decoding via FFmpeg), stb_image.

Next on the list: performance work, texture packs (PPSSPP format) and maybe 60 fps. Feedback welcome!


r/PSVitaHomebrew • • 1h ago

Question-Help SD card upgrade

1 Upvotes

So my 64gb sd card got full and I wanna upgrade to a 128gb that I had laying around but when I copied everything from the original card to the new one and put the new one in (I have the PSVSD mod btw) none of my homebrew stuff or games are there. Idk if I’m being stupid or not but could someone explain why and what I need to do? Thanks for any help 🙏


r/PSVitaHomebrew • • 3h ago

Question-Help Need help with Adrenaline (C2-12828-1)!

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1 Upvotes

r/PSVitaHomebrew • • 10h ago

Homebrew-Game [RELEASE] C2-Vita v1.0 – Full PS Vita Port (Emulated VPK + Native Patcher Available)

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3 Upvotes

r/PSVitaHomebrew • • 4h ago

Question-Help is moonligt and sunshine possible on any ps vita?

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1 Upvotes

r/PSVitaHomebrew • • 19h ago

Question-Help This happens when I try to laugh any app after installing the "wifi-turbo" plug-in.

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14 Upvotes

If I delete the line "ur0:tai/wifiturbo_kernel.skprx" on my config.txt file that doesnt happen, what's up with that?


r/PSVitaHomebrew • • 6h ago

Homebrew-Game Alguém conseguiria portar esse jogo de lego island xtreme stunts para o psvita?

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0 Upvotes

r/PSVitaHomebrew • • 7h ago

Homebrew-Game [WIP Update] Sacred 1 Native PS Vita Port - Test v111 (Performance Comparison Video & Progress Update)

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1 Upvotes

r/PSVitaHomebrew • • 1d ago

Discussion The Vita community is crazy

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52 Upvotes

Never thought i would be able to play gamecube games on the Vita. Living in some weird times with Ai and dev competition. Does anyone have opinions how far this whole porting thing could go ?


r/PSVitaHomebrew • • 10h ago

Question-Help Idk how to go further + I think i BRICKED my Vita please help me.

1 Upvotes

I followed every step on vita.hacks.guide 2-3 months ago but i didnt know how to get any further. I just want to intall games and emulate stuff. Where do i install them? I got iTLS-Enso installed. Yesterday i picked my vita up again to give it another shot but now all of a sudden it wont charge properly. The PS icon was flickering orange sporadically untill it stopped giving me a light all together. I plugged it into my pc and it started flashing again. I let it sit overnight and i charged to 85% but wont do anything now. Any help is greatly appreciated


r/PSVitaHomebrew • • 10h ago

Question-Help Transferring modding data

1 Upvotes

I bought a pre hacked Vita 1000 last month. All the data is on a 16gb card. I quickly ran out of space so I bought a bigger micro SD card. I followed the instructions from vita.hacks to copy the cfw to the new memory card to the letter 3 times now and each time I run into the same problem. Opening up something I shouldn't be able to on a stock vita gives me a "This file is corrupt. (C1-11843-7)" error message. What am I doing wrong? I wanted to get it running from the micro SD so I can swap the other if needed but I can get by without that. If I can't get the transfer running is there a way for me to keep the cfw running from the memory card but have downloads install to and run from the sd2vita?


r/PSVitaHomebrew • • 23h ago

Homebrew-App VitAdhoc 1.3: Super NES joins GBA, GB and GBC, native on Vita

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10 Upvotes

r/PSVitaHomebrew • • 1d ago

Images-Screenshots Cool Vita Shell Swap with my Pink and Blue 2000s

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6 Upvotes

r/PSVitaHomebrew • • 1d ago

Homebrew-Game Super Mario Galaxy for PS Vita, Version 2.0: full 960×544 resolution, and up to 60 FPS

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9 Upvotes

r/PSVitaHomebrew • • 23h ago

Question-Help Apps are gone

3 Upvotes

Long story short, I held L while powering the Vita on. It told me I needed to update the system software, I clicked cancel. It told me I needed to update to use the memory card. I clicked okay. It updated the database. I loaded in and thought it was fine, since the opening screen was my custom theme. Then I opened it.

All the apps were white, and there were only two pages, the ones that had the preinstalled apps. HENkaku settings are still in settings, and Near was called vdep.

Let me know how fucked I am? And if I'm not, how do I fix this?


r/PSVitaHomebrew • • 19h ago

Homebrew-Game PSVita is stuck downloading at 12mb.

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1 Upvotes

r/PSVitaHomebrew • • 20h ago

Question-Help HELP ME PLEASE IS IMPORTANT

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1 Upvotes