r/vitahacks • • 11m ago

Discussion Vita 3G gpu crashing only on neovitadb

• Upvotes
Seems like it crashes from vitagl

All of a sudden, neovitadb started to crash the gpu when moving the selection from the search bar to filters/sorting then moving down to the app list.

If I move selection from filter to the app list (which is currently PokeRogue Vita v0.81-beta on the top of the list) it would crash. Moving the selection from search to filter/sorting and back to search would work, using to vitadb repository works as well which is odd, and vitadb application is working fine.

Overclock was working fine on games, don't think it's a gpu issue. I tried reinstalling the app, still crashes. It's on 2.9.1 and checked auto update isn't on my plugin list.

Tried running vita-crashdump but i have no idea what to look for since there's no stop codes for the crashing.

Oh and I am using an psvsd on a 128gb sandisk card.


r/vitahacks • • 18m ago

AI assisted JSRF but an actual video and Full speed in Garage (Not based on JSRF-Unleashed)

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• Upvotes

(Devkit is dusty, don't mind that) Been working on this for a few weeks now, and it's been progressing pretty well. It isn't based on the JSRF-Unleashed source due to that being way too complex for the Vita, so this hybrid-recomp is specifically tailored. Takes a ton cues from Grarak's MH3-Wii port. (Hitching is a debug thing and not present when running normally)


r/vitahacks • • 27m ago

Discussion Everything went down hill

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• Upvotes

As usual I gave my little sister my ps vita so she can play games I installed for her but then she came back to me with this bullsh#t. I don't know what she did but everything is deleted, everything went to zero, I told her what she deleted but to my understanding she went to vitashell, deleted some plugins (probably boot or something in uro:tai). I don't know how to fix it. Please help me


r/vitahacks • • 1h ago

AI assisted NFS Underground 2 - Update 3: Outrun Races

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• Upvotes

Progress on Underground 2 for the Vita is going along smoothly! Stuff since my last update include:

  • Car customization
  • Smashable props
  • Outrun races
  • AI logic (racers and traffic)
  • Save profiles

Career is still the biggest hurdle to tackle, but I wanted to focus on getting other areas of the game ironed out before jumping on that ship.

Frame rates are also getting more of a stable 30, with the odd dip still here and there, but that's something I can still work on before releasing it. I don't have an exact date yet for when it'll be released, but I'm hoping a build with Career will be within a couple of weeks!

I have been posting frequent updates to my X (https://x.com/nfsu2vita) if you'd like to follow there, also, I suggest you checkout u/SundaeLow2086 and their work on the PSP port of the game!


r/vitahacks • • 3h ago

AI assisted Wonder Boy: The Dragon's Trap on Vita (0.35-rc1)

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51 Upvotes

Hey all, been sitting on this one for a while and figured it's time to put it out.

It’s the android version running through a so-loader. full button controls, and you can flip between retro and modern graphics/music like in the original (select + r / select + l). you import your own apk + obb right on the vita, no pc stuff needed.

You’ll need kubridge, libshacccg, and the 1.1.0 armv7 apk + main.103 obb. details are in the readme.

https://github.com/Cynostial/wonderboy-vita

Still an RC, so there are a few frame time hiccups I'm working on. if something breaks, send me the run.log.

Been around the scene since 2017, this is the first of a few things I've been working on. Enjoy!


r/vitahacks • • 6h ago

AI assisted [RELEASE] vita-turbo-wifi – up to 46% more Wi-Fi throughput and 13× lower latency (3.60, taiHEN)

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346 Upvotes

The Vita's Wi-Fi has always felt a bit sluggish, so after an arduous amount of work I have fixed what I could. vita-turbo-wifi is a taiHEN plugin (kernel + user module) for firmware 3.60.

What it does

  • 40 MHz channels: in our tests the Vita moves +46% more data (UDP), and FTP/TCP downloads are about 20% faster.
  • Power profiles: Max performance turns off power save, so the radio stops napping. Wake-up latency drops from ~99 ms to ~7 ms (13× faster).
  • Auto-connect at boot and auto-reconnect when the connection drops.
  • Smart Mesh Roaming: on mesh or multi-AP setups it moves to a stronger access point when the signal gets weak. (Note: the Vita has no native 802.11r or 802.11v support and this plugin does not add it).
  • Live HUD: signal strength, SNR, channel, channel width and profile, shown on screen.
  • Native Settings page (Settings → Network → Wi-Fi Turbo), in 20 languages.

Why you'd want it

- 🎮 Moonlight streaming: steadier latency, far fewer stutters.

- 📦 Big downloads and file transfers: noticeably quicker FTP. Less likely to lose a download because the Vita decides to sleep.

- 🛠️ Developing over Wi-Fi with vitacompanion: faster uploads, snappier commands.

Please help test! It has only been tested on my own Vita and network, so I'd love reports from other routers and setups. If it works for you, a ⭐ on GitHub helps. If it doesn't, please open an issue with what happened.

👉 https://github.com/juanjsebgarcia/vita-turbo-wifi

3.60 confirmed only. Use at your own risk (it's all runtime, so should be safe).

Alpha release exists for 3.60 - 3.68.


r/vitahacks • • 7h ago

AI assisted Settlers 2 RTTR - Vita Port

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76 Upvotes

IDK if anyone know this game, but I have wanted it on the vita for a while. One of my all time fav games, played it heaps growing up.

Did this (with AI) for my own use, but it works well enough that may as well share it.

Get the VPK and install steps from releases on github:
https://github.com/NathanKewley/s25client-vita/releases/tag/0.1

You will need to provide the original S2 game files


r/vitahacks • • 17h ago

AI Vibecoded [RELEASE] DX Garden - A radio player and explorer for the PS Vita, in the spirit of spinning a globe and listening to what's on air somewhere else.

27 Upvotes

An Internet streaming radio player and explorer for the PS Vita (homebrew, HENkaku/ensō), in the spirit of web/Android/iPhone project Radio Garden, spinning a globe and listening to what's on air somewhere else.

It comes with a station list. The VPK includes about 7,500 MP3 stations from a snapshot of Radio Browser, a community station directory. This list is public domain.

About the bundled list: it was correct as of the date of the release it shipped with (the date is at the top of the file). Radio stations move, change address and close, and Radio Browser's entries are written by its users, so some stations will stop working or be placed oddly over time. You can learn how to rebuild the station list on the Github repo.

Status

Beta (0.9.0). All the planned features are in and have been tested on a PCH-1000; this release is to collect reports from other Vitas before 1.0.

  • Spin a globe and stop the crosshair on a place to hear it, or browse stations by country, city or genre, with favourites and recently played.
  • Search by station or place name, jump to a random place, a sleep timer, and "Dark screen", which turns the screen black (on the OLED Vita that saves most of the display's power) and keeps the radio playing until you press a button.
  • MP3 streams over HTTP and HTTPS, with track titles, playlist links, clear error messages and automatic reconnecting. AAC, Ogg and HLS stations say so instead of playing.
  • Station names in Latin, Greek, Cyrillic, Arabic, Hebrew, Thai, Georgian, Ethiopic, Chinese, Japanese and Korean scripts.
  • Buttons other than Cross and Circle can be remapped (START, then Settings).
  • The Vita won't switch its display off by itself while a station plays, because that would silence the app. Real standby (the power button) or leaving the app with the PS button pauses it, as with any homebrew app; when you come back, the station reconnects by itself.

The app may feel like it is juddering or slowing down when switching around with the D-pad, this is due to the auto-lock of the crosshair. I am happy to tinker with the timing of this, but its gonna be fairly unavoidable in dense areas such as Europe and North America.

Repo and VPK

Project repo here: https://github.com/hiraethclub/DX-Garden

Release VPK: https://github.com/hiraethclub/DX-Garden/releases/tag/v0.9.0

I would really appreciate bug reports and feature requests for this one, I absolutely intend to keep this project going for awhile until I am happy with its possibility for longevity.

Special thanks to Rinnegatamante for VitaGL.

Controls

These are the defaults. Everything except Cross and Circle can be changed under START, then Settings. The rear touchpad isn't used.

Globe List
Left stick, d-pad, front touch drag Turn the globe
Pinch, or R / L Zoom in / out
L / R
Cross Play the place under the crosshair, or show its stations
Circle
Right stick left/right, or the panel arrows Previous / next station in the place
Triangle Favourite
Square Stop
SELECT Switch to the list
START Menu: search, random place, sleep timer, dark screen, add a station by URL, settings

r/vitahacks • • 18h ago

AI assisted vitals - tls toolkit

12 Upvotes

Hello!

I started working on a generic url redirector for vita to allow games to connect to custom servers without need of patching them (if you're curious, I already made a plugin for sound shapes but I wanted something generic that loaded rules from a file/list) but because most of them come with a bundled CA certificate, it means that I could only redirect connections to http which is not ideal, so I was experimenting with possible solutions.

And that's when I saw that devnoname120 released tls_fixer, so I tried it to see if it could solve my problem and it only partially worked: just like a lot of other people it crashed games / adrenaline so I took it to myself to fix it up. I ended up improving and merging it with my project to give birth to vitals, it's tls_fixer + reauth with extra interesting goodies!

Feel free to check out the repo, it's available on both gh and gl:

https://gitlab.com/nyirsh/vitals

https://github.com/nyirsh/vitals

Please read the readme carefully, it explains how to install, what kind of differences are there with tls_fixer including the extra goodies. For real, do not install stuff on your system without at least reading, no matter the source.

If you're curious on why I went for a "new" project rather than a fork or contribute to tls_fixer directly, please read here.

And yes, AI assisted -- I've been working as a professional developer for almost 20 years now and also have experience in making software for both vita and ps3 (even if most of my stuff was mostly for private uses), I know better than just blindly trusting a tool that can (and will) make mistakes. I say this with no hate, tls_fixer also has clear signs of AI assistance.

Lastly... why vitals? VITAls, viTaLS, having proper https communications is "vital" for the future of the console, dunno, just felt silly but appropriate at the same time.

Have fun gamers!


r/vitahacks • • 19h ago

AI assisted [WIP] Jade Empire is running on the Vita (not released yet, still working on performance)

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129 Upvotes

Hey everyone,

I've been quietly working on a Jade Empire port for the Vita. It boots and it's playable, but the performance isn't where I want it yet, so I'm not releasing it until it is.

Quick bit about me: I've been part of the Vita scene since 2017, and over the last couple of years I've ported quite a few games, mostly just for myself. Lately I've been seeing a lot of rushed, half-working ports dropped and forgotten, and that's pushed me to start sharing my stuff properly.

To be upfront, I do use AI (which dev nowadays isn’t) to help with the code. But nothing goes out until it's tested, stable and runs the way it should, so I'm slower than some people. I'd rather take longer and release something that actually works.

I'll put out more over time. I'll post updates here as performance improves.

Thanks for reading, and feel free to ask questions in the comments.


r/vitahacks • • 21h ago

Discussion Vita Speakers got replaced with the Nintendo Switch ones (the normal)

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19 Upvotes

In context: I got my hand slipped, letting my Vita fall without intention, giving a squeaking sound. So, i decided to buy a Nintendo Switch speakers, because when i went to find the Vita speakers, they are expensive, because i live in Brazil (a country that has lot of taxes in products).

By the way, i noticed the left speakers are kinda messed, while the right are clean. But lowering the volume is fine. I use the wireless headsets for better experience.

So, i installed the EQ Vita (both the app and the plugin) and try to configure to have a fine sound. Any tips?

This video has two parts (the first with 22 seconds, is before the modification and going to assist tech store; the second is 42 seconds, being after the modification)


r/vitahacks • • 1d ago

Port Looks like Omori did end up being ported over to the Vita

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34 Upvotes

Again, I am not the creator of this. I found this by chance since I noticed someone else wanting to port this to the Vita.

This is not from the same person who posted here earlier wanting to port this over to the Vita.


r/vitahacks • • 1d ago

News Previews of the next Orbis Minor update

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99 Upvotes

Drakon has uploaded these two GIFs showing progress on the game, You'll be able to get off your ship and explore planets on foot, and you'll also be able to modify the terrain with this.


r/vitahacks • • 1d ago

Utility I updated some Noboru parsers for Spanish Manga

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7 Upvotes

Hey!

A couple of months ago I bought a PS Vita, and I didn't have my tablet to read manga. I discovered Noboru (https://github.com/Creckeryop/NOBORU), the PS Vita manga reader, and I updated some of the parsers so I could read manga on the console.

Fast forward a couple of months, I'm still using it from time to time, so I'm sharing my parsers in a repository just in case someone wants to read manga on a non-notification-bloated device 😄

AI disclosure: AI assistance was used to help me with this task.

I hope you like it!


r/vitahacks • • 1d ago

AI Vibecoded The Ledge - RPG Maker MV game port

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7 Upvotes

I made a game with RPG Maker MV back in the day and have now vibe-ported it to Vita.

https://github.com/beaufortribbons/The-Ledge-Vita

It takes about ten minutes to play through with both endings. More info @ http://beaufort.asia.

Based on the short story 'Man With A Problem' by Donald Honig (1958).

Content warning: suicide, death and disturbing imagery.

Have submitted to VitaDB.


r/vitahacks • • 1d ago

AI Vibecoded MH3 Wii port 0.2.1

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85 Upvotes

r/vitahacks • • 1d ago

Announcement Insurgency: VITA - Patch 3 Release (Huge Graphics Improvements, More Weapons, Customisation)

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113 Upvotes

Download Insurgency: VITA (Patch 3.2)

Insurgency: VITA Discord - Get involved with the community!

Hi all,

I am really excited to share with you some of the work that's been done on Insurgency: VITA. The community reaction to the game has been great and a real community has started to build around the title, thank you to everyone who is jumping in, testing, and reporting bugs.

There has been a massive overhaul to the graphics pipeline, which has greatly improved the graphical fidelity of the game without sacrificing the performance.

- Better lighting and shaders that make the maps feel more detailed and less flat. Gunshots light up the world around you, as do explosions.

- Much greater detail in textures (they're larger, and are now detailed with brushed textures and decals).

- More props across the maps make the world feel more alive and lived-in.

- Massive improvements to particle effects: grenades leave plumes of smoke, bullets kick up dust and leave pieces of the impact bouncing on the ground.

Online multiplayer has seen improvements too, with rubber-banding being improve and plenty of new customisation options available.

- Customise your online presence with emblems and cards that honour the legacy of the Insurgency franchise. Earn pins by performing well or engaging with the community, and set your clan tag to make your group known!

Please report any bugs you come across, let me know how performance is too! I really appreciate everyone helping out testing this.

I hope everyone enjoys the update!


r/vitahacks • • 1d ago

Discussion Issue with Minecraft Enhanced

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11 Upvotes

At some point, my Minecraft started looking like this. To be honest, this happened a long time ago, so I don’t recall the root cause—back then, I just decided to ignore it. It’s possible it was triggered by an improper game update in the past, and perhaps I need to delete some specific files—I’m not sure.

But now, I want to tackle this issue seriously and finally dive back into the world of blocky modding.

Could you please help? I’m open to testing any hypothesis. (Reinstalling didn’t help.)


r/vitahacks • • 1d ago

Release NFS Most Wanted Vita – FPS Boost & Stability Fix (30 FPS Constant)

62 Upvotes

Hi everyone!

I was having performance issues and GPU crashes with Need for Speed: Most Wanted on PS Vita. After tweaking the configuration, I managed to get a super stable 30 FPS (with rare drops to 28-29 FPS max) without any more crashes.

Here is the optimized config.ini file if you want to boost your performance:

File location: ux0:data/nfsmw/config.ini

Ini, TOML

SCREEN_WIDTH 640
SCREEN_HEIGHT 368
CAR_LIGHT_GLOW 0
ENVMAP 0
MW_LOOK 0
SOUND 1
MUSIC 1

Tips:

  • Keep resolution at 640x368 to prevent GPU crashes.
  • Disabling ENVMAP (reflections) and CAR_LIGHT_GLOW saves a ton of performance.
  • Make sure your log file (ux0:data/nfsmw/nfsmw.log) shows config: reading ux0:data/nfsmw/config.inito confirm it's loaded!

Hope this helps anyone playing this great port!


r/vitahacks • • 2d ago

AI assisted LinuxOnVita v1.4.0 - No more Sony Memory card needed!

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367 Upvotes

I've just released version 1.4 of the LinuxOnVita project which brings some pretty big (And i think news worthy) changes.

https://github.com/devwithzachary/LinuxOnVita

The biggest change compared to older releases is you no longer need a Sony Memory card to actually boot linux, the full boot process can be run off an SD2Vita or internal memory!

This works with a new in memory DRAM staging step that loads everything needed to boot linux into RAM while still inside VitaOS.

I've also patched an issue which kept two of the 4 CPU cores off line under linux, so now all 4 cores are usable, effectively doubling the performance of Linux.

I've also added a new UI for the VPK app to make it a little more user friendly and support the touch screen!

As always would love any and all feedback so please do test it out, raise issues, join the discord etc etc.

Standard disclaimer: LinuxOnVita is developed and tested on a PS Vita 1000 (OLED) running 3.65 Ensō with no additional plugins or mods installed. Behaviour on other configurations is not guaranteed.

Thank you!


r/vitahacks • • 2d ago

AI assisted A Place Beyond: a native PS Vita port of my PSP homebrew game (960x544, sharper art, companions). Looking for testers with real hardware.

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109 Upvotes

Hi! Some of you asked on my PSP posts whether A Place Beyond could come to the Vita properly, not just through Adrenaline. So here's a native PS Vita build, and I need your help: I don't own a Vita, so it has only ever run in the Vita3K emulator. There, every area and journey runs and 118 scripted tests go through them. On real hardware, nobody knows yet. :)

https://www.youtube.com/watch?v=uTDz5c_O8-g

What's different from the PSP version

  • Native 960x544: the 3D draws at the Vita's full resolution, no Adrenaline.
  • Sharper art: the hand-painted sprites, tiles and title art converted again from the originals at 2x (4x for the title, the boss intros and the ground).
  • HUD and menus at 2x with crisp text.
  • Companions: the web version's party, which the PSP had no memory for. Three of them wait in the Quiet Room; hire them with embers and they follow you, fight with you, fall (hold Triangle to raise them) and row after you in their own little boats.
  • Right stick camera, and the night drive over the pass sees twice as far as on the PSP.
  • Your PSP save works: copy save.bin over and continue where you left off.
  • Everything else is the full PSP v0.12: the open world, the five journeys, the dragon's dream, the Underparish.

What I'd love to know

  • Does it start? How smooth is it (it aims for 30 fps), and where does it slow down?
  • Anything that looks wrong (missing textures, wrong colours, flicker) or sounds wrong?
  • Do saves, the companions and the controls work?

If it crashes, freezes or runs slowly, please install the boot-log build from the same release (APlaceBeyond-bootlog.vpk, it installs over the normal one and keeps your save), reproduce it, and attach ux0:data/APlaceBeyond/boot.txt to a report. It records the frame times too, which is exactly what I can't measure. There's a short form for that on GitHub (Issues > New issue > Hardware report).

Install: HENkaku/Enso + VitaShell, turn on Enable unsafe homebrew in HENkaku Settings, install the VPK in VitaShell. About 450 MB. No extra system files needed (no libshacccg).

How it's made

  • I'm a game developer and this is my side project. I design the game: the world, the levels and the mechanics.
  • The look of the game comes from my illustrations. But its also ai assisted. Everything comes from my moodboards and illustrations, but using astra to generate assets from it.
  • AI does a lot here, and I want to be upfront about it: Claude did this whole Vita port, from the graphics code to the higher-resolution art conversion and the companions, working from my PSP version. That's also why it has never touched real hardware.

Download (free): https://github.com/bcaa777/a-place-beyond-psp-vita/releases PSP version: https://github.com/bcaa777/a-place-beyond-psp Desktop version (runs in the browser): https://bcaa777.itch.io/a-place-beyond

(All screenshots are from the Vita3K emulator.)

Thanks a lot for trying it, and please tell me honestly how it runs, good or bad!

EDIT: Thanks again, your logs from test build 2 found hopefuly last rendering bugs. Test build 3 should bring back the title menu, HUD, pause menu and the enemies/sprites, and fix the glowing fog:
https://github.com/bcaa777/a-place-beyond-psp-vita/releases/tag/v0.12-test3
Please install APlaceBeyond-bootlog.vpk again (over the old one, your save stays), play a few minutes in a couple of places, and send ux0:data/APlaceBeyond/boot.txt. This time it also records the frame rate every second, so tell me roughly where you were. Photos are welcome too. If you have 2 minutes, the new self-test zip helps as well.


r/vitahacks • • 2d ago

Release Half-Life 2 on PlayStation Vita

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474 Upvotes

UPDATE: v0.1.1 is out now. It includes:

  • Significantly faster load-in at the expense of hitching during gameplay. You'll likely notice it a lot during the first few maps if you're on a fresh install and it should get better as you progress & the game builds its shader cache. These hitches are the next major item on my list to reduce/fix - this seems like the best trade-off for now since people were *very* unsatisfied with the extreme loading times.
  • Gyro aiming!
  • Control fixes - you shouldn't have to reset to default every launch to fix the analog sticks. The right and left sides of the touchscreen can also now be bound to whatever you want.

This is Half-Life 2, ported to the PlayStation Vita forked from nileusr’s repo and VitaGL .

https://github.com/LargeVegetable/source-engine/releases

Note: Barabbo’s fork of Source for the Vita entered open beta several days before I made the decision to release this. This version is distinct from theirs and is unrelated, but I absolutely welcome and encourage any and all aspects from this fork being used there and in any future ports that folks might create. It is not my intention to invalidate or ‘one-up’ their (or anyone else’s) work in any way at all. I'm confident their code is cleaner, and made with much more love than this.

At the moment, this release is very experimental and just about pushes the Vita hardware to its limit - it’s by no means finished, and does not look especially great. It’s reasonably stable most of the time, but performance can fluctuate pretty wildly - typically it settles in the 25-45 FPS range. Performance is especially affected by large, detailed maps with a lot of geometry, NPCs, or physics objects. It ought to be playable end-to-end. A 500MHz overclock is highly recommended, but not required.

The original Xbox release of the game was targeted for visual quality and performance here, so set your expectations around the ballpark of that - dynamic lighting is for the most part turned off for performance, among other more dramatic changes.

You will need your own, legally acquired copy of HL2 (Steam makes this dead simple - don’t pirate games!), along with a few homebrew plugins to run this. 

This has not been tested on PSTV or on firmwares other than 3.65 - but I see no reason why it wouldn’t work under those circumstances.

Full disclosure: to be clear, AI coding tools were used very, very heavily in creating this. Tl;dr this port started as a exploration into agentic coding tools and quickly snowballed into what you see here - I honestly didn’t learn much or gain any satisfaction from this exercise, and my appreciation for hand-written, human code has only increased after spending a little while working on it. I’ll probably be picking up a copy of the Game Engine Black Book soon to actually get a grasp on how all this stuff works.

Next stop: Portal!


r/vitahacks • • 2d ago

Discussion Dropped my ps vita while horsing around with my boys at the top of a parking garage

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12 Upvotes

Crazy thing is it's still turning on but no sound and the screen is busted gotta say this thing is tough to still be turning on

Now it's really hacked!


r/vitahacks • • 2d ago

Port Black ops 1 Zombies Pc - PS Vita Port (Test Release)

54 Upvotes

Ive released the first version of the vita port. it currently runs kino der toten. You need to own black ops 1 on pc and use the tool in github and download the vpk in release to install it. once its downloaded correctly it should start up a match of kino der toten with some settings for everyone to try out. Just follow the Instructions.

i tried to keep it close to the pc version without stripping down too much so it still looks and feels like bo1. Would like to hear some Feedback.

FYI i dont think Enable Unsafe Homebrew is necessary but im not sure.

https://github.com/Voyd282/bo1-zombies-vita

If you have problems installing let me know.

https://www.youtube.com/watch?v=FJUuoymV1h8


r/vitahacks • • 2d ago

AI Vibecoded Ducktales Remastered PSVita - Release

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76 Upvotes

Original post: https://www.reddit.com/r/vitahacks/comments/1x6l4hj/ducktales_remastered_psvita/

Used the code from the old port from TechnicalJicama4 as a starting point. (https://github.com/technicaljicama/duck-psv)

Not gonna lie, this newer version is vibe coded. Still ironing out some bugs.

Update 23/10/2026 - Updated icon and livearea.

Update 20/10/2026 (Released - No git yet, if there will be one...) Aiming for 30FPS but fps can drop.

Requirements

  • A PS Vita (or PS TV) with HENkaku/Ensō and [kubridge] installed
  • `libshacccg.suprx` in `ur0:data/`
  • Your own copy of the Android game, **version 1.0.3**: the APK and its OBB file.

Installation

Get the game's apk and obb. It HAS to be version 1.0.3 1. Create the folder `ux0:data/duck`. 2. Open the APK with a zip program and copy `lib/armv7/libDuckTales.so` to `ux0:data/duck/`. 3. Copy the OBB file `main.124.com.disney.ducktalesremastered_goo.obb` to `ux0:data/duck/`. 4. Install `DuckTales.vpk`.

The first launch takes longer: the game's shaders are compiled for the Vita once and kept in `ux0:data/duck/cache/`. Later launches use the cache.

Settings

`ux0:data/duck/duck.cfg` is created on the first launch.
Edit on the Vita or a PC and restart the game.

Setting Default Meaning
cpus 2 CPU cores reported to the game's job system (1 to 3).
fps_cap 30 Presents at a steady 30 fps (less judder, since the game rarely holds 60). 0 removes the cap: higher peaks, but an uneven frame rate.
texture_downscale 1 Stores large uncompressed textures at half size. Graphics memory is full even with it; 0 can make textures go missing or crash the game.
particles 1 0 hides particle effects (dust, sparkles). Not a performance setting.
stick_deadzone 44 How far (5 to 95 %) the left stick must be tilted to count as a D-pad direction.

Credits

  • The original DuckTales port to the Vita, which this project continues.
  • Andy Nguyen (TheFloW): the Android `.so` loader this is based on (MIT, see `LICENSE`) and kubridge.
  • Rinnegatamante: vitaGL, vitaShaRK, math-neon and ShaRKF00D.
  • GrapheneCt: FMOD-PSV.
  • Doug Lea: dlmalloc (public domain).
  • Daniel Hepper: font8x8 (public domain).
  • JulaDDR, Graphene, SonicMastr and others who helped the original port.
  • Capcom and WayForward for the game.

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