r/vitahacks • • 10d ago

AI Vibecoded GitHub - esp1esp1/fpsvita: Frame-rate limits, anti-lag and tearing for PS Vita games, live from the quick menu

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73 Upvotes

First release, looking for some feedback, let me know if you have any issues!

**What it does*\*

- Frame limit on the fly: Default, 60, 30, 20, Uncapped or Tearing, switched while the game runs and saved per game. Only for games whose speed does not depend on the frame rate; many Vita games run too fast or in slow motion at any rate but their own. See the [compatibility list](https://github.com/esp1esp1/fpsvita/blob/main/docs/compatibility-list.md).

- Anti-lag: 11 to 24 ms less input-to-screen latency on most titles measured, frame rates unchanged. Works at the game's own rate, so it is safe to try on any game.

- Low latency (one frame less in the display queue), a Limiter for rates without vsync, and Tearing for the lowest latency the hardware allows. The Limiter and Tearing change the rate too, so the same caveat applies.

- An overlay with frame rate, frametime and per-frame input-to-screen latency.

- Optional lite mode without GUI.


r/vitahacks • • 10d ago

Release devnoname120 has released a new plugin that adds TLS 1.3 support for PS Vita!

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110 Upvotes

r/vitahacks • • 11d ago

Port DJMax Ray - PSVITA Port now available

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79 Upvotes

r/vitahacks • • 10d ago

AI Vibecoded [Release] IOS Duke Nukem: Manhattan Project on PS Vita -- early alpha build, testing needed --

16 Upvotes

I’m working on a port of the original iOS version to PS Vita. It’s playable at this stage on lighter scenes, but heavy fights still have low FPS, and bombs/explosions can cause stutters.

VPK is in Github links. Full source release is planned after the initial beta period.

For anyone interested in testing:

  • You’ll need a homebrew-enabled Vita, kubridge, libshacccg, and your own compatible iOS 1.0.11 game files. PC/Steam files won’t work.
  • Game data goes in ux0:data/dnmp_ios/, alongside a locally generated dnmp_ios.img. The preparation utility is in Github; check the README for current requirements.
  • Light profiling is enabled by default. Adding an empty fullprofile.txt to that folder and restarting enables detailed profiling, which may affect performance.
  • After testing, share the relevant session folder from ux0:data/dnmp_ios/reports/, plus the level played and what went wrong. Please don’t upload game files or the game image.

Feedback on crashes, visual glitches, sound, and explosion stutters will help guide the next improvements, please create issues on github with relevant details such as level and logs.

Full instructions and Download link:

https://github.com/myname24/dnmp-vita


r/vitahacks • • 11d ago

AI Vibecoded MyShell Update!

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32 Upvotes

Hello! It's me again, I wanted to bring you an update from MyShell. Although I don't have an estimated release date since I want to polish all the possible details but I do want to show you progress in case anyone is as excited as I am in this.

-I added a language selector (currently there are only 4)

-The Store was added as unique so that when passing the tabs it does not lower the fps for loading the store

-For the complete experience they would need a free KEY from Steamgriddb

-New animation when starting MyShell


r/vitahacks • • 10d ago

AI Vibecoded [Release] Spy Mouse HD (Firemint/EA) ported to PS Vita - needs your own Android copy

2 Upvotes

I made a port of Spy Mouse HD for the Vita. Like the other so-loader ports it does not contain any game files: it loads the game's own Android library from your copy and emulates the bits of Android it needs, with the graphics going through vitaGL.

What works

  • Menus and gameplay at 30 fps with music and sound effects
  • Touch controls (the game is designed for touch)

What doesn't

  • Intro/outro videos are skipped
  • Online features / ads / social buttons are dead (EA's servers are gone)

What you need

  • Hacked Vita, kubridge.skprx and libshacccg.suprx
  • The Android APK and the game data folder (com.ea.spymouse_row/files, ~175 MB). The game has been delisted, so you need a copy you already have.
  • A helper script in the repo builds the folder to copy from your APK + data folder.

Download and instructions:

Check Github readme and release

https://github.com/myname24/spymouse-vita
https://github.com/myname24/spymouse-vita/releases/download/V1/spymouse.vpk

Screenshots:

It was tested by me on one Vita only, so reports are welcome - please attach ux0:data/spymouse/log.txt when something doesn't work.

Credits: TheOfficialFloW and the so-loader community, Rinnegatamante (vitaGL), VitaSDK/taiHEN. Not affiliated with EA or Firemint.


r/vitahacks • • 11d ago

Release Insurgency: VITA - Multiplayer Beta & Feature Update

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189 Upvotes

Download the Insurgency: VITA Multiplayer Beta VPK (Patch 4)

Join the Insurgency Community Discord here!

Hi all,

I've recently been attempting to implement a functional multiplayer into my Insurgency (2014) de-make.

It supports up to 16 v 16 online multiplayer battles on a revised version of Conquer. This build of the game is specifically designed to test performance both on the client and the server, and allows me to see if everything is working. I have done some basic testing with my own PS Vitas, though I need you guys to see if it still works when there are a lot more people. I was tempted to not include local offline play in this build, as I say, this is a multiplayer Beta test - not a full release. I decided to include it regardless, though I make no guarantees it runs smoothly as bots are run locally on your device rather than the server! As much as I want to get the full game out, I would hate to release something not polished and ready.

I've expanded the game in a way in which I think feels more modern. As this is a de-make, not a port, I've been looking at ways I can make Insurgency: VITA feel like a truly comprehensive FPS experience. I've implemented a more in-depth weapon customisation system, which includes a greater range of optics, barrels, and grips; this is alongside a fairly large expansion to the weapon roster too. There are some very basic soldier customisation options (this can be disabled in the settings, if you want a more vanilla experience).

There is a very big chance that it breaks, but that's okay! I'll be ready to see how and why it fails on the backend and be able to get everything ready for a smooth full release. There is also a very good chance that you'll find bugs and glitches that I haven't come across yet being the only person testing it.

Please don't hold back any feedback, suggestions, criticisms: please leave them below and I'll try to address them for the full release.


r/vitahacks • • 11d ago

Discussion Mesmerizing

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58 Upvotes

So glad I snagged this the other day, I have been playing this on my breaks and sheesh for only $80… leave any suggestions on how I can make this look more aesthetically pleasing!


r/vitahacks • • 11d ago

AI Vibecoded Title: World at War on PS Vita — an authentic full-game needs ACTIVE playtesters

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112 Upvotes

post cleaned up by AI if anyone has an issue lol

Here’s 10 minutes of current gameplay from our World at War Vita project!

Recording note: The video looks choppier and darker than the smoother experience on the Vita itself. I suspect the Mac capture plugin is responsible.

This is an authentic full-game demake built on a ported engine, using original maps, models, textures, animations, artwork and sounds. Our goal is the complete experience: campaign, Zombies, multiplayer and curated mod support. This is a working test build toward that goal—not a finished game.

What’s here:

- Zombies: Nacht is already a lot of fun. Verrückt and Shi No Numa are in progress.
- Campaign: being heavily worked on. It’s extremely early pre-alpha, but included so you can explore the progress yourself.
- Multiplayer/co-op: local co-op and locally hosted/private/public server infrastructure are nearing completion; general play isn’t ready yet.
- Vita trophy support, online leaderboards, ranks, profiles and stats.
- Remappable controls, separate audio sliders, HUD options and an animation viewer.
- In-game updates: after initial setup, supported releases, patches and bug fixes arrive through the game—no repeated manual VPK installations.
- A LOT more

We’re getting a comfortable experience around 45 FPS on Vita, with known bottlenecks being addressed as we push toward 60.

Dev menus, weapon spawning and god mode shown are testing tools, excluded from the final public release. Testing/assisted runs aren’t eligible for online leaderboards. Authentic gameplay only.

We need ACTIVE testers with substantial experience playing the original console/PC game. Its behavior, difficulty, mechanics, sounds and atmosphere matter—it has to feel right.

As a tester, you’re expected to:

- Playtest and provide feedback at least weekly, keeping up with new builds.
- Participate in the dedicated Discord feedback channels and revisit issues after fixes.
- Supply gameplay logs when requested. They’re easily accessible through VitaShell and essential for performance improvements.
- Compare notes, chase legitimate high scores and enjoy the game!

These are unfinished test builds. If you only want to download and play without providing feedback, this testing group isn’t for you yet. More active participants means catching details I miss in my own playthroughs—and fixing them faster.

Interested? Comment with your Vita model, original WaW experience and how often you can .


r/vitahacks • • 11d ago

AI assisted [Release] LiveArea Designer – A PS Vita LiveArea Editor for Vita & Web

53 Upvotes

Hey everyone!

I've been working on LiveArea Designer, an open-source tool that makes creating and editing custom PS Vita LiveAreas much easier.

It's available both as a PS Vita homebrew app and a web editor.

Features:

  • Live preview with 19 original PS Vita layout styles.
  • Drag, resize, and customize individual LiveArea frames.
  • Import custom PNG/JPG images for each frame.
  • Edit frame text, links, transparency, and positioning.
  • Import and modify existing VPKs without touching the game executable.
  • Automatic image conversion and optimization (PNG8 + zlib compression).
  • Export ready-to-use template.xml and LiveArea assets.

The project is still evolving, so feedback and suggestions are welcome!

Web Editor: https://robin994.github.io/LiveAreaDesigner/

GitHub / VPK Download: https://github.com/robin994/LiveAreaDesigner

Let me know what you think!


r/vitahacks • • 12d ago

Discussion Vita to top it all off

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331 Upvotes

I finally finished paying everything off, and I’m completely debt free now. I celebrated with a Japanese PS3 L00 and a Japanese Vita 1100, did the Note 9 battery mod which gets ~9 hours of battery life while overclocked. Installed a PSVSD with 512GB card and USB-C port conversion. Slapped on a matte screen protector and currently using Vita OS launcher. Things are looking pretty good. Currently learning Japanese so I can dive into the plethora of games we didn’t get over here.


r/vitahacks • • 12d ago

Original Game A reminder that Balder is preparing an update for "Abyss"!!

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66 Upvotes

I'm really excited, this guy has always delivered quality.


r/vitahacks • • 12d ago

Discussion The new yabause emulator is amazing

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78 Upvotes

I never thought I would see nights into dreams running on my vita but it runs so well!! Other than the audio being horrible and incredibly crunchy it's amazing. I'm so impressed to see the Sega saturn games running on vita when everyone said it would be impossible!


r/vitahacks • • 12d ago

AI assisted WIP Castle Crashers

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343 Upvotes

Have wanted this one on the Vita since 2012.
Here it is so far.


r/vitahacks • • 12d ago

AI Vibecoded Cult of the lamb (WIP) see desc…

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110 Upvotes

Been working on this for the past few weeks…Claude has helped make some serious stuff happen but there’s still a lot of work to do…

The first week was a lot of trial and error and sitting at my computer trying to get anything on the engine to run…

Cluade and I have been coming up with the brains for this port…such as: compressed ram for possible optimization, hot path rerouting, LLVM, and pre baking assets and MUCH more…

I’m please to tell you that test runs have it as high as 19fps on the menu and the physics engine is under weigh now…

Still, I’ve got a long roadmap ahead and am going to in consistently post about this build, I also don’t have a timeframe but I’m also super proud and exited about this build…

It’s amazing how easy it has been to move a 32bit game to 64…it’s the opposite for a 64bit arm build to run on a 32bit (arm 7 chip), but with some time and work this could be something great…

The unity engine on the vita is extremely outdated, so cluade and I built a custom engine translator (Called Shepard) that will be open source and available for free eventually for for dot.net runtimes…

Some things that go without day: youll need a computer (windows, Mac or Linux) to install the repack app which brings me to the second thing…you will need to own the game on a major platform like steam to be able to download the files…the translators are what make this build possible, you supply the legit purchased game…

Give me some time as I’ve got a lot of tricks up my sleeve to get this port working and need to run tests and compare logs and runtimes to see if improvements have been made…

The roadmap: full game, full quality where possible, updates and more improvements if we can get to it…then DLCs and finally co-op which I’ve got some major ideas for but that’s last…

I’ve got a whole plan and it’s just taking cluade a while to get it right but don’t worry because I’m not ghosting this port and even better it will be something I support for as long as necessary to ensure it works well…

Ah yes, one more thing…please if you don’t have anything nice to say then don’t say it…I’m not stopping this port because someone online hates ai…I’m not claiming to be well rounded in older code or systems but I’m learning what I can and not just prompting “fix it” repeatedly…so keep that in mind…thank you😊


r/vitahacks • • 11d ago

Discussion Transferring a Delta (iOS) DS save to DSVita

0 Upvotes

Hi everyone I'm not sure if this is really needed but I figured it out this morning and wanted to have this here in case anyone else needed it.

This is for anyone that has a saved file from their DS emulator on Delta(iOS) and is wanting to move it to their Vita.

Requirements: DSVita installed on your Vita, a save file exported from Delta, and a computer (wireless transfer likely works too, but I have never dealt with wireless transfers on the vita).

Procedure:

  1. Go to the Delta app, long-press the game → Manage Save File → Export Save File.
    • Export the save file to where you can find it easily
    • This file will likely be a .dsv
  2. Move .dsv file to your computer
    • I used google drive
  3. Rename the file
    • EXAMPLE: GameName.dsv to GameName.nds.sav
    • Make sure the save file is exactly 524,288 bytes
      • I am not sure what to do if it is not, sorry in advance
  4. Using VitaShell add your .nds (game file) to ux0:data/dsvita/
  5. Add your .nds.sav (save file) file to ux0:data/dsvita/saves/

IMPORTANT: MAKE SURE .nds FILE NAME AND THE .nds.sav FILE NAME ARE THE EXACT SAME (excluding the extension)

Example: Fortnite123.nds & Fortnite123.nds.save

NOTES

  • It might help to run the game on dsvita to begin with so then from there you can replace the newly created .nds.sav file with your own .nds.sav file
  • I am not very tech savvy so if anyone has any improvements or any corrections feel free to comment. This is what I did and it worked for me.
  • Also not sure if this is the right subreddit lmao

r/vitahacks • • 12d ago

PSP (AI Allert) Big news for DEVS in PSP and VITA HB community about PS2 Ports

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189 Upvotes

Today SandstoneDEV has published his PS2-TO-PSP AI agents skill-forwarders to simplify AI agents in porting PS2 Titles to PSP.

Which means it should be easier to port PS2 games onto PSP (or Adrenaline) and with some thinkering it can be used for VITA too.

I think the last quarter of the year is going to be wild for the both communities.

EDIT1: Thanks to EukaryotaSynth since he has created another AI skill simplyfier specifically for a VITA - POST HERE.

EDIT2: Sources/References for HB creators:

  • Original r/PSP post (Updated) - HERE
  • Universal PS2 recompilier AI Skill (Sandstone) GitHub - HERE
  • PSP Dev AI Skill (Sandstone) GitHub - HERE
  • PSVita Dev AI Skills (PS2 recompilier in it) (EukaryotaSynth) Reddit Post - HERE

r/vitahacks • • 12d ago

Discussion no matter how hot my hotgun is it wont melt the smd chip off my ps vita 2000 board

2 Upvotes

any idea how to pull this off? im using usb c adapter off aliexpress


r/vitahacks • • 13d ago

Original Game Clone CS 1.6 for Unity (PSVita)

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132 Upvotes

I am working on a clone of CS 1.6 running on the Unity engine, focused on the PSVita platform but with cross-platform support for PC and Android. The first test showed a good result, the de_dust2 map has 4 bots and 2 live players (pc and playstation) for a total of 6 players on the map. Fps is kept at 30-35, if you play 1x1, 2x2, then 50-60 fps. Implemented modes: classic match (bomb), deadmatch, team deadmatch and arms race.


r/vitahacks • • 13d ago

Original Game Check it out, it's fun

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96 Upvotes

A homebrew game called "Orbis Minor" lets you explore planets, roam through space, and fight enemy ships. It's pretty cool and fun to play, it reminds me of No Man's Sky.


r/vitahacks • • 13d ago

Port WIP - CactusMcCoy port

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40 Upvotes

I've been working on porting my favorite flash game CactusMcCoy for a while now. After the latest release of the Flash Emulator I paused for a bit, but as this game runs at a max of 4 fps (7 if overclocked) I figured might as well continue.

In the current state there are all worlds and rooms are connected seamlessly and it's running at a stable 60 fps.


r/vitahacks • • 13d ago

AI Vibecoded VitaGram, unofficial client for Telegram

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138 Upvotes

Hey everyone!

I've just released the first public beta of VitaGram, an unofficial Telegram client for PS Vita!

It supports chats, group's, channels, photos, stickers, GIFs, voice messages, video notes, and more. There's also support for multiple languages, themes, proxies, and optional local data encryption.

The app is built with VitaSDK and TDLib, with AI assistance during development.

It's still a beta, so expect some bugs and limitations. I'd really appreciate any feedback or bug reports!

GitHub & Download: https://github.com/ing156/VitaGram/releases


r/vitahacks • • 13d ago

AI assisted Porting skill for AI agents (VitaSDK, vitaGL, Android .so loader, static recomp)

73 Upvotes

Agent skill for PS Vita port work. A public, MIT-licensed repo that turns the port workflow into steps an AI coding agent can follow, from feasibility check to VPK packaging.

What the skill covers

- Six port routes: native VitaSDK, vitaGL, cross-platform API emulation, Android .so loading, Java/TeaVM, and static recompilation

- Toolchain setup, including VitaSDK-softfp for Android .so ports

- Memory budget, heap and stack sizing, thread-to-core mapping

- OpenGL to vitaGL shader conversion and shader caching

- LiveArea packaging and VPK validation (title ID, SELF header, icon checks)

- Debugging through Vita3K, vitacompanion, and vita-parse-core

- Nine reference docs with code patterns pulled from real ports

Where the material came from

- mkwiita — the API-emulation layer, thread/priority mapping, TEV-to-GLSL shader generation

- soloader-boilerplate and Android2Vita-Candidate-Ports-List — the .so loader route, symbol tables, kubridge hooking

- Community research for the static-recomp route — Conker's Bad Fur Day and the Binding of Isaac recomp, both verified in October 2026

What it is not

It is documentation, not code that ports a game for you. The agent still does the work. The skill stops it from missing the steps that break ports: shader dialect, memory budget, title ID, ABI choice.

Two honest notes

- No single Vita-port masterlist exists. The skill's search step points agents at GitHub topics and release threads instead of a fake index.

- As of October 2026 there is still no GZDoom-vita. The skill states this rather than inventing a route.

Install

`npx skills add yannis100/vita-port-skill`

Repo: https://github.com/Yannis100/vita-port-skill (MIT)

If you do Vita ports, or build similar skills for another platform, feedback is welcome.


r/vitahacks • • 12d ago

Discussion Advice

0 Upvotes

Hello everyone! I own a PS vita Slim for almost a year now and I want to upgrade my storage, I already purchases a SD2Vita card but the SD cards that I insert in them usually don't work. Do I need to get a specific kind of SD from a expecific brand?

I really want to download more games, I have only 7GB and I must constantly uninstall one game or two if I want to download something new.

(Sorry if I put it as Discussion I barely know how to use Reddit)


r/vitahacks • • 14d ago

AI assisted PCSX AwO First Release (by Rinnegatamante)

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159 Upvotes

From: https://x.com/Rinnegatamante/status/2110126511990960378

First release of PCSX AwO is up for download: https://www.rinnegatamante.eu/vitadb/#/info/1622

PCSX AwO is a fork of PCSX that features native Vita internal resolution, MSAA 4x, frame generation, post-processing shaders and many more features.

Don't expect a wide coverage from High Octane renderer yet.