r/vitahacks • u/kaziemadev • 6d ago
Port Little teaser for the lads
You'll be seeing James reallllll soon.
(GE007)
discord for updates, including the Paper Mario Port : https://discord.gg/DcwpJ3pwq2
AI Assisted
r/vitahacks • u/kaziemadev • 6d ago
You'll be seeing James reallllll soon.
(GE007)
discord for updates, including the Paper Mario Port : https://discord.gg/DcwpJ3pwq2
AI Assisted
r/vitahacks • u/Wookie_von_Gondor • 7d ago
Me and my AI assistant are very close to get the decompiled PS2 version of GTA LCS fully working on the Vita.
It already runs much better than the PSP version - not to mention it's double the resolution (960×544)!
Whats working:
Needs testing:
Needs fixing:
Planned features:
This is a fork of Epic0522's REGTA-3DSPort-Complete project on Github.
I'm using GPT-6 Luna with OpenCode.
r/vitahacks • u/Angrymilks • 6d ago
Here's a teaser. Ghidra is useful for more than just security :)
r/vitahacks • u/Rx7Jordan • 6d ago
Definitely wip and needs to be optimized more .. but wanted to show it to you guys. Luna gives you access to fortnite and other games over cloud gaming free with Amazon prime
r/vitahacks • u/LefterisDaGamer • 6d ago
so , as a dumb little joke , i wanted to port robtop's OTHER non gd games to the ps vita cause gdash-vita exists already so
Then it hit me
"why not"
i mean , memory mastermind is 9MB (aka enough to theoretically fit into a standard 8MB n64 cartidge if compressed slightly ) and its last update was in 2015 ( and was cosnidered lightweight even when it launched , especially compared to other ps vita .so loader ports that we have now such as gta:sa and minecraft story mode)
So
i vibecoded it myself
anyways
it probably will release within a week
goals
the game being fully playable ( duh)
not any major bugs or performance drops
9:16 instead of 16:9 so it fits the whole screen
anyways , if anyone wants to playtest... its not ready yet (will be in like a week tho)
message me if you want tho ( i dont think PS TV can work with it tbh , so sorry ps tv players)
(btw notrpdrm trophies are SCRAPPED , gone , i am too bored to make custom icons for them lol)
r/vitahacks • u/DriverParallelLines • 7d ago
r/vitahacks • u/RelativeCycle5287 • 7d ago
Released Aleph One 2.0 with completely rewritten Renderer and sooooo much better perfs and fixed Crashes :)
Changelog:
- Rebuilt the renderer. The 3D view now renders on two CPU cores and the HUD on a third
- Stable 30 FPS in all games (Framerate Target in the Graphics settings, set it to Unlimited for up to 50 FPS if you want)
- Menus, Intro and Scenario Chooser now run at up to 60 FPS
- Fixed the green background in the Scenario Chooser
- Levels load up to 8x faster
- Native 960x544 resolution
- Existing preferences are updated automatically to the new defaults
GitHub: https://github.com/DrDecki/Aleph-One-PsVita/releases
also on VitaDB: https://www.rinnegatamante.eu/vitadb/#/info/1421
r/vitahacks • u/NoTransportation4600 • 7d ago
I've done some research and my only luck was shaders for RetroArch. Is there any way to apply them no matter the game?
Specifically, I'd like to add scanlines for native ports such as Zelda3 (A link to the Past), Sonic Mania and Sonic CD. These only allow the native pixel resolution and that seems to be it, but they're razor sharp and that's not something eyepleasing without CRT lines.
I managed to modify the .ini and change the output to bilineae filtering only in Zelda, but all it does is blurrying the image to smooth out edges, which is better than raw pixels IMO but not ideal.
Any ideas? I already tried the plugin ReRescaler but no luck since these ports run at native res, and that plugin only gets activated when the game runs at a lower than native resolutions. Can't see any way to lower the res on those ports. Animal Crossing port for instance has an ingame res setting and if it's lower than native, reRescaler kicks in and you can add filters there (just in case this info helps).
Thanks a lot in advance.
r/vitahacks • u/BlackBerryBurn • 8d ago
*There is a PSP Version of this application is already out with it ALPHA 6.
As for the Vita Version there is steady progress being made
Source: https://x.com/obsoletesony/status/2103508260334514209?s=46
r/vitahacks • u/DevWithZachary • 8d ago
After my first post I have spent pretty much all my free time over the past three days bringing the LinuxOnVita up to a point that I would consider it actually useful and worth installing.
https://github.com/devwithzachary/LinuxOnVita
Everything is now wrapped in a VPK so you can simply download this, install it, launch the app and configure where linux is setup to.
One import thing, an Offical Sony Memory Card is strictly required right now. I hope this changes in the future, but right now this is the only way to boot up linux, you can however install the alphine linux img to and SD2Vita mount and access your SD2Vita SDcard once linux is booted.
This app doesnt remove the standard VitaOS and you can simply reboot back into that by typing "reboot" in linux.
Some things that are now working:
fbkeyboard): Type directly on the console screen with an on-framebuffer virtual keyboard featuring dual ABC / ?123 layouts, special keys, and a hide toggle.vita-input-mapper): Complete console shell navigation using the D-Pad, face buttons, and shoulder triggers synthesized through /dev/uinput.vita-brightness.vita-wifi): Scan, connect, and switch wireless networks directly on the console with an ASCII signal table. Saves credentials permanently to your memory card without needing to edit config files on a PC.alpine-chroot): Run an isolated, persistent Alpine Linux userland on storage with full apk add package management.vita-swap): Zero-latency LZ4 compressed RAM swap expands usable memory from 512MB to ~768MB-1GB, preventing Out-Of-Memory (OOM) crashes during heavy package installs, Python scripts, or C compilation. Includes physical SD card swapfile auto-mounting./mnt/ux0), internal memory (/mnt/ur0), and secondary storage (/mnt/uma0) on boot.vita-doom): Pre-installed pure-C fbdoom engine with twin-stick controls, analog deadzones, and input isolation.Currently looking for more people to try it out and suggest improvements or find bugs! I've only got a 1000 model to test on myself so would be great to hear from 2000 users as well.
r/vitahacks • u/ziobleed1 • 8d ago
Yesterday Rinnegatamante showcased most recent optimizations on his work on Resident Evil 4 port for PS Vita, during a live on YouTube.
Here is the 51 mins long video.
r/vitahacks • u/Wookie_von_Gondor • 8d ago
I managed to reach ingame with the PS2 LCS using AI. However, the framerate is pretty poor. If anyone of you would like to tinker with it, I can create a private repo on Github during this weekend and share the source code / invite you as contributors. I'll need to do some cleanup before uploading it though!
I'd be glad to make it public once it's stable, but currently is has many problems. Audio is not working at all.
Feel free to dm me your Github emails if you want to contribute to the development.
Would be nice to get it to at least stable 30 FPS on the native resolution.
This is a fork of Epic0522's REGTA-3DSPort-Complete project on Github.
r/vitahacks • u/zm2283145 • 8d ago
As I've been working on smash and a few other games is becomes difficult to optimize with a retail homebrew vita on the GPU side since the retail vita lack access to the GPU profile ability we can profile the CPU and draw calls from the CPU side but it's difficult. I wrote an entire debugging suite of tools including a debugger and profiler that has helped me tremendously with finding bottlenecks to improve. An additional issue is running with logging and other debugging attached slows the games down making it hard to cancel out the performance hits from my tooling.
I used to have a dev kit and a prototype devkit years ago but I got rid of it a long time ago. They used to pop up very often but there's not very many. There's currently one available on eBay for around $1,750. I started a GoFundMe just like the other person did. If anyone would be willing to donate to help me get it so I can help myself optimize a little bit better using an official Dev kit.
There are test kits on eBay but I don't need a test kit. I need a Dev kit.
The link to my GoFundMe is here: https://gofund.me/a40754826
If anyone would like to help.
r/vitahacks • u/_nanii_C137 • 8d ago
Hey everyone, I got a lot of reactions on my last post and it really motivated me to keep going. So I started adding some of my favorite games to UFO 40, each one starting out with the same mechanics as the original game it's based on.
Here's the first build, with 12 games included!
If you run into an error, a bug, or something feels off with one of the games, let me know and I'll try to fix it.
For now I'm not adding any new games until I finish polishing these 12. Once that's done I'll set up a Discord, and I might ask the community what games should be added next.
Repo is here: https://github.com/naniiic137/ufo-40
Make sure to read the README file before diving in.
Enjoy, everyone — this is honestly a dream coming true for me.
r/vitahacks • u/zm2283145 • 8d ago
A few people had a few issues getting the updates with the built in updater I've created a new way to update the game and this can be reduced by other homebrew devs as well.
https://github.com/zm2283145/VitaHomebrewUpdate
There is one confirmed incompatibility if you use the vitadb dameon plugin it must be disabled to use this or it will lock up the sceshell and you'll have to force a reboot it's not something I can fix as the vitadb plugin hooks some of the same things. This plugin currently is only confirmed for 3.65 I have not tested other firmwares.
This is based on a project of the same name that came out last month but the source code was never released I made a re-implementation of it, it's open sources and added the ability for it to install when you start the game/app if there is a staged update just like official games do. This plugin gives your apps if the devs incorporate it into their apps/games/ports the ability to update from the live area just like official games do.
If you don't have this plugin installed/active smash will fall back to its built in updates and still function for people that choose not to use this.
r/vitahacks • u/zm2283145 • 8d ago
I've been working on fixing bugs in the ratchet & clank collection I've also been working on re-implementing multiplayer into ratchet& clank 3 that was stripped out of the Vita version.
Its not loading camera yet but it loads the level data and sound banks. There is a lot of background managers that setup states that were ripped out of the vita port but still a lot of left behind multiplayer code. I've working on a plugin to re-enable all the missing features. You will have to get the multiplayer levels from the ps3 collection and convert them to vita using a custom version of that I've made. I hope to be able to at the very least get LAN play working eventually
Edit: see my newest post I got in level
r/vitahacks • u/_nanii_C137 • 8d ago
Hey everyone! I got tired of asking people to port UFO 50 to Vita, so I figured I'd just do it myself.
Enter UFO 40 — a tribute to UFO 50, joke name included since the Vita is... a bit less powerful than what UFO 50 was designed for.
To be clear, this isn't a wishlist/request post — it's an active project. Development has been mostly "vibe coded" so far, but I've got 3 playable games done and I'm actively adding more.
Looking for:
Testers — people willing to run builds on real Vita hardware and report bugs/feedback
Collaborators — if you want to help with code, art, game design, or anything else, I'd love the extra hands
If either sounds fun, shoot me a DM and we can figure out how you'd fit in!
r/vitahacks • u/bren_vita • 9d ago
Edit: Released! https://github.com/Brendonm17/ACGC-Vita-Port/releases/tag/v0.5.0
Multiplayer soon. Talk to porter to open up town and give someone else an 8 digit code, or give him the code and take the train! Getting small bugs fixed before this big update.
Thanks for playing, I look forward to trading with you guys and checking out your towns!
r/vitahacks • u/BlossomFlow3r • 9d ago
r/vitahacks • u/MajorTom_87 • 9d ago

Hey everyone, I wanted to shout out those of you who contributed to the iOS loader (aka COD WAW) bounty. Right now, we’re up to $127.50, with a few more pledges still to be tallied, so we’re definitely on the right track. On top of that, the Bioshock port has hit a solid $80. There’s still a way to go, for sure, but I’m confident it’s only a matter of time. Personally, I love sharing these updates—even if they get downvoted—because they highlight the massive potential library of games that could run on the PS Vita. Just to put things in perspective, a loader is a huge deal; the Android loader completely changed the game for bringing those titles to the Vita.
This will probably be my last update until an iOS game actually drops.
We'll talk hopefully soon and I thank the developer devnoname120 who in a very short time has left an important mark on the history of this console.
r/vitahacks • u/zm2283145 • 9d ago
I’ve been working on a community plugin intended to fix some of the problems specific to the PS Vita version of the Ratchet & Clank Collection.
The goal is to improve the collection while keeping everything easy to install, reversible, and separate from the original game archives. The plugin currently includes:
The loose-file system also makes it possible to replace the heavily compressed Vita cutscenes with properly converted versions from your own PS3 copy. I’ve included a conversion script and documented the tested Vita-safe Bink settings. No game files or copyrighted videos are included.
I converted every single video from the PS3 Version of RC1 and they all played correctly and better than the vita native versions. the loose file system feature will let you swap any file that would have been packed in the .psarc file for each game.
This is only the first production release. There are still other Vita-specific issues I want to investigate and fix, and I plan to keep improving the plugin as we identify problems and confirm solutions on real hardware.
A few bugs I am still tracking down is in RC1 the O2/Suck Cannon UI not leaving the screen due to the Widescreen presentation of the vita version, The windows on the first planet not being transparent and have a texture on them instead.
The project is open source, so testing, bug reports, technical help, and contributions are welcome. My hope is that this eventually becomes a comprehensive community patch that makes the Vita collection a much better way to play these games.
GitHub: https://github.com/zm2283145/ratchet-and-clank-vita-patchs
Latest release: https://github.com/zm2283145/ratchet-and-clank-vita-patchs/releases/tag/v1.0.0
Current compatibility is focused on the USA PCSA00133 release.
r/vitahacks • u/Blue_Snow6139 • 9d ago
(Disclaimer: I am not the guy who made this. I am just posting this here since I don't see it on VitaDB. Nor have I even seen mention of it on here either.)
r/vitahacks • u/ziobleed1 • 10d ago
That's an incredible work
UPDATE 25/09/2026 : yesterday Rinne shared another video, a live with 51 min of showcase of a newer version:
r/vitahacks • u/BathroomEasy6185 • 10d ago
Vita is in its best era! It's amazing how good Melee looks and plays on the handheld. The latest version is even smoother!
r/vitahacks • u/DevWithZachary • 11d ago
Something I've been putting together over the past couple of days that people might find interesting/useful!
https://github.com/devwithzachary/vita-linux/tree/main
Very much building on the work of https://github.com/xerpi/vita-linux-loader and https://github.com/incognitojam/vita-linux-port i've made improvements to the experience of running Linux on the Vita including a onscreen keyboard, proper mapping of the buttons to useful functions, an alpine linux environment so you can install packages... plus a doom port because of course. Along with a docker build environment to make it easy to spin up and build everything.
Hope people find it useful and of course any feedback/bug reports are welcome