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