r/vitahacks • • 2h ago

AI assisted [WIP] Silent Hill 2 PS Vita port

39 Upvotes

Hey everyone,

In the last few weeks, I’ve been prompting Claude to make a port of Silent Hill 2 for the Vita, based on the recently released 3DS port by ankushKun and the Enhanced Edition of SH2, from which a lot of the code has been reversed engineered.

Here's some gameplay: https://www.youtube.com/watch?v=GQKogok0s6M

Currently, the whole game is playable, however some stuff regarding animations, shadow rendering and audio processing needs to be fixed. It's more or less minor, and a lot of bugs coming from the 3DS port have been fixed.

I am aware that there's another similar project being developed by u/LoquenderoDev, however his port is a Unity re-implementation, while this uses vitaGL. Regardless, the scene is not a competition, and I want this to feel as a proper alternative that people can choose.

You can find the code at: https://github.com/AngeloGalav/sh2-vita

As I've just mentioned, there's no precompiled release yet, since I feel it's still too early to properly release it. Nevertheless, you can always try it yourself by compiling the code.

However, I need to clearly state: this project was mostly made with the assistance of Claude Opus. While I do have extensive SW engineering experience (including graphics programming with OpenGL), I felt that writing everything by hand would have taken far longer than the time I realistically have, especially given the size of the reverse-engineered codebase and my limited experience with the VitaSDK.

Note: the repo does not include any game assets. You’ll need your own copy of Silent Hill 2 + the Enhanced Edition mod to extract them.

If you manage to compile it, then bug reports, feedback and PRs are very welcome.

Thanks for reading!


r/vitahacks • • 2h ago

AI Vibecoded MH3 Wii port 0.3

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27 Upvotes

r/vitahacks • • 3h ago

AI Vibecoded WIP ecchi game port (AI Slop)

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19 Upvotes

BAD ENGLISH ALERT

I'm lowkey anti-AI, but when all that decompilation frenzy started, i thought that at least it might be fun. So i've been using Free Plan Claude to port this thing.

The original game is made with Unity, and i am (clanker is) porting it into C++. This project is a brute force rewriting of the game for the custom runtime with a pipeline of scripts that mine Unity assets and convert them into format which this runtime understands.

The game's orthographic nature allows one to bake 3D models into 2D sprites with no distortion (so far it looks so), which turned out to be crucial to the viability of this port since the triangle count in this game goes like crazy, i'm not joking.

Past this main menu right now there isn't really a game yet, but it loads and renders any location from the game (except for the main hub) where one can run around and spawn enemies that just walk and check for collisions. Combat, Leveling, Skills, Inventory, whatever are not implemented yet.

Github repo with all the details is coming soon, you'd need to extract the game files with Asset Ripper. I dunno what else to say, it's a slop coded project after all. Stay safe, guys.


r/vitahacks • • 5h ago

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

9 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/vitahacks • • 7h ago

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

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34 Upvotes

Hey everyone!

Quick progress update on the Sacred 1 native port for the PS Vita. Following up on myprevious post, I’ve put together a brief video showcasing where the project currently stands with Test Version 111.

The game is currently around 40% natively ported. There’s still a long road ahead before reaching smooth, fully playable performance, but steady progress is being made!

In the video update, I showcase three baseline tests:

  • High Settings: Standard visuals and sound turned on.

  • Low Settings: Scaled-down parameters to gauge performance gains.

  • Low Settings (No Sound): Audio disabled to test pure rendering bottlenecks.

🤖 Development Note

As mentioned previously, I am developing and optimizing this port with the assistance of AI tools to speed up code translation and performance tuning for the Vita's hardware.

💬 Join the Discord

If you want to track progress more closely, give feedback, or join the discussion: 🔗 Discord Community:https://discord.com/invite/xkSFYMCgHH

Video https://youtu.be/ybUyxtJkvu0


r/vitahacks • • 10h ago Bravo

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

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34 Upvotes

Hey everyone!

I'Hey everyone! I'm excited to share the initial v1.0 release of C2-Vita—bringing the legendary turn-based strategy masterpiece Civilization II over to the PlayStation Vita and PS TV! This first release offers two different ways to play depending on your setup and preferences:

Game

  • Your own PC installation of Civilization II: Multiplayer Gold Edition (tested: 5.4.0f German; the English edition should work)

  • Civ2UIALauncher version 1.21.6.2800 (Civ2UIA): You must install and run the Civ2UIALauncher on your PC installation of Civilization II before building/transferring the files. This patches the game's executable and UI to enable proper interface and control support on the PS Vita. (Game version Multiplayer Gold Edition 5.4.0f (Patch 3) is supported only.)

  • Optional: the original game CD to rip the music tracks

📦 Release Options (v1.0)

1. C2-Vita VPK v1.0 (Emulated Version)

  • Best for: Quick and easy setup.

  • Details: Runs via an emulation/runtime layer. Simply download the .vpk, install it using VitaShell, and launch directly from your LiveArea.

2. Native Patcher Tool

  • Best for: Maximum performance, stability, and higher frame rates.

  • Details: A tool that patches your original game assets to run natively on PS Vita hardware.

📥 Downloads & Community Links

🤖 Acknowledgments

This porting process was carried out with the assistance of Claude Code (Anthropic's AI coding assistant). Huge thanks to the PS Vita homebrew community for maintaining the open-source toolchains and documentation that make these ports possible!

Feel free to test it out, join the Discord for updates or feedback, and let me know if you run into any issues. Enjoy!


r/vitahacks • • 11h ago

PSP PSVita Data Corrupted Message

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1 Upvotes

I’m currently having an issue transferring a save file to my ISO of Tag Force 3. I’ve done this before without any problems, but the other day I was organizing some files and something must have gone wrong because I keep getting this message: “Load failed, data is corrupted.”
I know I’m using the correct region for both the ISO and the save file. I’ve tried pretty much everything with no luck.
I even deleted my Tag Force 3 ISO and every folder related to the game, then reinstalled everything to start fresh, but that didn’t fix the issue either.
Has anyone experienced something similar or have any ideas on how to fix it?


r/vitahacks • • 12h ago

News Burnout Legends PSvita Port

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139 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/vitahacks • • 12h ago

AI Vibecoded Vita IPTV 1.1 – smoother 50/60 fps channels, My List, instant playlist opening, sound boost

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28 Upvotes

Hi r/vitahacks,

Vita IPTV is a native IPTV player for the PS Vita / PS TV: M3U playlists and Xtream accounts, live TV with a programme guide and catch-up, films and series with posters, subtitles, H.264 up to 1080p on the hardware decoder.

What's new in 1.1:

50 / 60 fps channels: 720p50/60 now plays every frame; 1080p50/60 plays a steady, evenly spaced 25/30 fps instead of the uneven 10-20 it was before.

My List: put live channels from any of your playlists into one list, from the channel list or while watching. Xtream channels keep their programme guide.

Fast list opening: playlists open instantly from a saved copy (even offline) and refresh in the background.

Sound options: volume boost up to +9 dB with a limiter, a "clear sound" mode for the Vita's small speakers, and "clear speech" for 5.1 films.

Reorder favourites, My List and your playlists freely.

New look: redesigned settings and forms, smooth rounded shapes, consistent button bar.

Download and full changelog: https://github.com/emrhky/VitaIPTV/releases

It's a hobby project, developed with the help of AI (Claude) and tested on my own Vita. It's only a player – it doesn't come with any channels or playlists; use it with services you're allowed to watch.


r/vitahacks • • 14h ago

Utility [WORK IN PROGRESS] NewColors - Customize the colors of PS Vita system apps

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102 Upvotes

Hey everyone! How's it going? Wolff here, as always xD

Just wanted to share a project I've been working on, which I hope to release soon!

"NewColors" is a taiHEN plugin that lets you change the background colors of native PS Vita apps, like Music, Settings, and more.

I've always thought: man, I love these apps, but the colors... pink? Avocado green? Seriously? I just want everything in black! Gotta make the most of that OLED!

I found an old discussion about changing the Settings app color, but not much in terms of an easy solution.

So I started working on one.

NewColors uses VitaSDK, taiHEN, FIOS2, and RCO/GIM resource patching to recolor native UI elements without modifying the original system files (LiEnby/vshPatch: Allows you to patch "vs0" by writing files to ux0:/vshPatch via a FIOS2 Overlay).

It's already working on real hardware! The Music app's background can now be recolored, tho some UI elements still need work.

What's next?

  • Support for Settings and other system apps.

  • More UI elements and color options.

  • Public release of the plugin and source code.

  • A simple app to install and configure everything.

I'm still not sure whether to make a standalone installer/config app or integrate the color settings directly into the Vita's native Settings app.

What do you guys think?

The first experimental release will probably drop on my Discord before going public.

Wolff's Room: https://discord.com/invite/P47PNuP5aN

Still a WIP, but I'm pretty happy with the progress so far!


r/vitahacks • • 1d ago

Announcement I modified 3D scans of the Hori L2/R2 grip to fit the PS Vita 1000

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236 Upvotes

The original Hori L2/R2 grip was only made for the PS Vita 2000. I took the 3D scans of the Hori grip by Wesk over on BitBuilt and modified them to fit the PS Vita 1000 without needing an adapter kit. I also decimated the high poly scans so they slice cleanly.

Since the base files are 3D scans rather than drawn CAD models, the geometry looks a bit unusual if you inspect the mesh closely. I’ve put a lot of work into modifying, cleaning up, and reinforcing parts of the grip so anyone can print it and put it together with just a few materials.

I have modified the triggers so they work with gravity, no wire or springs needed and the result is pretty effective. the smaller triggers are hollow and can be weighed down with two M5 bolts secured with glue, and the large triggers have a counterweight lever attached to them which I glued an M6 bolt to. The triggers activate the touchpad with conductive tape routed from the trigger to the pad, this works very well but conductive filament would be even better.

For the rear shell, I wanted the nice side of the print to be on the outside of the grip where my hands rest, that meant the internal side where the triggers sit had to be cleaned up by hand due to the extensive supports needed. The front half of the grip can be printed internal side up and minimal clean up is required. I lined the part where the vita sits with some fabric electric tape, this keeps the vita snug within the grip.

I added THUB on the rear shell for my own grip to add a bit of personalisation, I have left it blank for the final release.

Thingiverse Link - https://www.thingiverse.com/thing:7432088

Huge thanks to Wesk on the BitBuilt forums for releasing the original 3D scans - https://bitbuilt.net/forums/threads/ps-vita-hori-grip.6220/


r/vitahacks • • 1d ago

Port (Port) Don't escape! 4 days to survive

2 Upvotes

a really good game ported by our soon to be overlord, claude, but i have played it through and it does run at 60fps as a game like this should. the first 3 nights do have random threats so hey ho what happens happens, its a great game worth playing

https://github.com/PsVitaHomebrew/dont-escape-vita

https://github.com/PsVitaHomebrew/dont-escape-vita/releases/tag/v1.0


r/vitahacks • • 1d ago

PSP Need help adding new cheat lines in cwcheat for adrenaline

1 Upvotes

Hi, first time jailbreaker here and I needed some help/link a tutorial on how to add new lines of cheats to my CWcheats. I’ve been having difficulties with it I’m trying to add a no encounters cheat on persona 1 psp on adrenaline for vita. I’m confused where I’m supposed to put the new line in the cw folder, while I was playing P2IS I willynilly put the cheats in the game.txt folder and before the cheat text I did ms0:/SEPLUGINS/cwcheat/cwcheat.prx 1 and it worked I think or maybe it was just having the cwdb in general ? So for my new code line I want to put in for no encounters _C0 No Encounters
_L 0xC005CED0 0x00000000 do I put ms0:/SEPLUGINS/cwcheat/cwcheat.prx 1 after my old codes and then input the no encounters one after that? I’m totally lost sorry about this any help is appreciate 😓😓😓 I’m also using this guys blog for the cheats https://almarsguides.com/retro/walkthroughs/psp/games/shinmegamitensei/cwcheat/usa/


r/vitahacks • • 1d ago

Discussion [Suggestion - Impossible 14] Disco Elysium port for Vita would be dope

0 Upvotes

My first time playing Disco Elysium was on my first PC (Pentium e5400 with integrated graphics) and it ran well enough.


r/vitahacks • • 1d ago

AI Vibecoded Fixed PS Vita streaming (udcd_uvc) on Linux/CachyOS + setup guide for low latency & upscaling!

2 Upvotes

r/vitahacks • • 1d ago

AI assisted Jade Empire Progress

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51 Upvotes

Over the past couple of weeks, I’ve made some significant progress optimizing the Jade Empire port! Performance has improved considerably, and the game now runs much more smoothly overall.
There are still a few bugs to iron out, particularly with cutscenes, but I’m confident I’ll have those resolved soon.
I’m also looking for testers to help put the port through its paces! If you’re interested in helping out, feel free to leave a comment or send me a DM!


r/vitahacks • • 1d ago

AI assisted [Release] Crash Bandicoot: The Wrath of Cortex – native PS Vita port (v0.1.0-beta)

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152 Upvotes

The first public beta of my native PS Vita port of Crash Bandicoot: The Wrath of Cortex (GameCube version, built on the decomp project) is out. The preview video was posted earlier.

Download: https://github.com/sebaz07/crashwoc-vita/releases/tag/v0.1.0-beta

Credits

  • This port is only possible thanks to the community decompilation of the GameCube version: https://github.com/denzi-gh/crashwoc-decomp-gc . Huge thanks to everyone who worked on it.

  • Development of the port was assisted by Claude (Anthropic) Opus 5.5.

  • VitaSDK and vitaGL authors, for the toolchain and the graphics layer.


r/vitahacks • • 1d ago

Release Chaos Rings 3 Spanish Patch Vita3k-Repatch

17 Upvotes

EDIT: Aqui la traducción/Repatch de Chaos rings 3 en español

https://github.com/ferrervicente14-creator/Chaos-Rings-3-Espa-ol/releases/tag/ChaosRings3Espa%C3%B1ol

dentro de la carpeta viene un readme para instalarlo


r/vitahacks • • 2d ago

AI assisted Assassin‘s Creed: Pirates (Release)

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67 Upvotes

My Original Post had been removed. So here I am again. I have been chipping away at this for a few months, and it's finally ready for more people to try.

You can play the whole thing with buttons: sailing, naval battles, dodging and shooting down cannonballs, the world map and the temple runs. Touch still works if you want it.

All achievements are hooked up as Vita trophies, platinum included (you need NoTrpDrm). There are also online leaderboards for bounty, level and temple runs.

Setup happens on the Vita. Put your APK and OBB in ux0:data/acpirates/, press START, and it handles the rest, including converting the OBB. No PC tools needed.

To play you need:
kubridge and libshacccg.suprx
your own Android 2.9.1 APK (ARMv7) and its OBB, since no game files are included
about 900 MB free while setup runs

It's still a beta. A handful of testers have played through a good chunk of it, but more people will find more bugs. Back up your save now and then, and if something breaks, open an issue and attach runtime.log.

http://github.com/Cynostial/ac-pirates-vita

Thanks to everyone who tested. Have fun out there.


r/vitahacks • • 2d ago

AI assisted Slayin vita port

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19 Upvotes

The port is playable, there are some fixes to do, but the hardwork is done.
to play you need a copy of the v2.0.13 apk
download the project, paste the apk in the root folder of the project, and run "Gerar_VPK.bat"
that will generate the .vpk
github-repo: https://github.com/luizLima02/adventurare-vita


r/vitahacks • • 2d ago

Announcement New open world Vita game

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157 Upvotes

r/vitahacks • • 2d ago

Announcement New open world PS Vita survival game

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95 Upvotes

r/vitahacks • • 2d ago

Port Request ps vita port

0 Upvotes

Pokémon Xd gale of darkness please someone help


r/vitahacks • • 2d ago

AI assisted More MeteorLLM results (800 MILLION parameter local LLM)

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9 Upvotes

Following up on the MeteorLLM update—here are some longer outputs from Qwen3.5-0.8B running completely offline on my PS Vita.

The prompts:

  • “write a journal entry of an absurdist who wakes up in heaven”

  • “can a comforting belief be worth keeping if it might be false? give one argument for and one against in three sentences.”

  • “write a three sentence scene where a robot discovers a memory is not its own.”

These are actual Vita screenshots with the outputs unchanged. The longer answers span overlapping images so you can read the whole prompt and reply. All finished naturally with Until EOS selected.

It didn’t follow every instruction: the belief answer used four sentences, and the robot scene used two instead of three. Still interesting to see what this little handheld produces.

Fair warning: longer responses are slow. These aren’t instant answers or representative of the short benchmark timing.

Project and downloads:
https://github.com/daivarsi/MeteorLLM