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 đ
AI disclosure: AI assistance was used to help me with this task.
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.
At some point, my Minecraft started looking like this. To be honest, this happened a long time ago, so I donât recall the root causeâback then, I just decided to ignore it. Itâs possible it was triggered by an improper game update in the past, and perhaps I need to delete some specific filesâIâm 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? Iâm open to testing any hypothesis. (Reinstalling didnât help.)
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:
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 EnsĹ with no additional plugins or mods installed. Behaviour on other configurations is not guaranteed.
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. :)
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:Â 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.
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.
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 nileusrâs repo and VitaGL .
Note: Barabboâs 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 âone-upâ their (or anyone elseâs) 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 - itâs by no means finished, and does not look especially great. Itâs 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 - donât pirate games!), along with a few homebrew plugins to run this.Â
This has not been tested on PSTV or on firmwares other than 3.65 - but I see no reason why it wouldnât 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 didnât 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. Iâll probably be picking up a copy of the Game Engine Black Book soon to actually get a grasp on how all this stuff works.
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.
Not gonna lie, this newer version is vibe coded.
Still ironing out some bugs.
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/EnsĹ 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.
- 196 sets including Ninja Baseball Bat Man, Hook, R-Type, R-Type II, Image Fight, Undercover Cops, In The Hunt, Gunforce, Dream Soccer '94, Vigilante and Kung-Fu Master
Performance
- PSP-3000 (333 MHz): most tested games run at full speed (60 fps, or the board's native 55 fps on M72). Dream Soccer '94 is close, with about 1.6% of frames late in the heaviest scenes.
- Getting there took dynamic recompilers for the NEC V33/V30/V35 and Z80, sound or rendering on the PSP's second CPU (Media Engine), and tile layers drawn by the GPU.
- PS Vita (444 MHz): the main CPU, sound and rendering run on separate cores.
Features
- Game list grouped by board, with Playable / All / Favorites filters
- Save states (10 slots + quick save), DIP switches, button remapping with a turbo button
- FinalBurn Neo format cheat files, aspect ratio and filter options, border artwork
This is a release of a project I was working on a while back. Decided to finally get around finishing it.
You will have to source the game yourself of course, latest steam copy and all that. But thankfully it runs at a stable 60 fps without OC on my PSVITA-1000.
The plan is to port a PSP version and add multiplayer , among other cool things later on.
Just released TweebboVita, a native PS Vita port of Tweebbo, my open-source recreation of the classic Habbo Hotel experience.
You can explore rooms, chat, trade, play minigames, and interact with players on PC, mobile, and Nintendo 3DS through crossplay.
It's still in active development, so expect some bugs or features not similar to the PC and 3DS Version, constantly being updated, but you can update it directly in the app or download the latest version from GitHub!
Been seeing this game a lot over the past few days. Apparently itâs a free PC game project that has been ported to psp and playable on the vita via adrenaline
Hi, I made a manga reader for my Vita, mostly for myself, and figured Iâd share it in case anyone else finds it useful. Not sure how many people still read manga on the Vita, but here it is.
Quick disclaimer: this is vibe coded. I built it with a lot of help from AI. Iâve been testing it on my own Vita and it works well for me.
Itâs for reading your own local files (cbz/zip or folders of images), no online sources. Itâs built on top of NOBORU (thanks Creckeryop) with a lot of ideas taken from Komikku. The main thing I wanted was lots of settings to tweak, so pretty much everything is customizable.
Preview in the video.
Library
One cover per series, open it to see the volumes
Understands messy folders (loose v01, v02 files get grouped, long scanlation names get shortened to Vol. 2 etc)
Uses cover.jpg from the folder if you have one, and cover.gif works too (animated)
Continue button that takes you back to the exact page
Fit screen, width, height, smart fit, original, stretch
Two-page spreads, split or rotate wide pages, auto-crop borders, trim margins
Pinch and double-tap zoom, custom tap zones
Page tone, night filter, brightness (swipe the screen edge)
Save your own presets or use the built-in ones (manga, comic, webtoon...)
Vita specific
**These are probably my favorite features that I added, because I want to utilize the Vita's rear touchpad and also the vertical hold for the most comfortable reading.
Full portrait mode, either way round, with auto-rotate and a rotation lock
ReSys12 is a dedicated emulator for the Namco System 12 arcade board on the PS Vita, built on the PlayStation core of pcsx_rearmed and the System 12 board drivers of MAME.
Namco System 12 Arcade Emulator `ReSys12`GamelistTekken 3Tekken Tag Tournament 1Tekken Tag Tournament 1Soul CaliburMr. Driller
What it runs
- Namco System 12 (PlayStation-based arcade hardware, 1997â2001)
- 52 of the 59 MAME sets, including Tekken Tag Tournament, Tekken 3, Soul Calibur, Ehrgeiz, Fighting Layer, Point Blank 2, Ghoul Panic, Golgo 13, Mr. Driller, Techno Drive and Tenkomori Shooting
Performance
- PS Vita (444 MHz): Tekken Tag Tournament runs at about 60 fps with short drops in a few stages. Ehrgeiz is about 53 fps in fights and Toukon Retsuden 3 about 57 fps.
- Getting there took the ARMv7 dynamic recompiler and NEON GPU of pcsx_rearmed, idle loop skipping for the main CPU and the H8/3002 sound CPU, and uploading only the parts of video memory that changed.
- The main CPU, the GPU rasterizer and the C352 sound run on separate cores. No frame skipping.
Features
- Game list grouped by controller type (Buttons / Gun / Wheel-Lever), with Playable / All / Favorites filters
- Save states (10 slots + quick save), service mode, button remapping with turbo and combo keys
- Gun games aimed with an analog stick (with crosshair), driving games with a wheel or lever on an analog stick
- Aspect ratio and filter options, border artwork, per-game settings
I am pleased to announce that this Saturday, October 24, I will launch the MyShell V1! Everything is almost ready to launch it
I have deleted the Video app since it generated certain problems and I didn't want this to take long. I have added Polish and Italian as an eligible language. News, Store and Music are all ready! I'm sure you'll be updating the app with more languages and details. Although I would like to be able to add the Video player in the future for a more complete experience!