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  1. vitaXash3D

    A port of Xash3D-FWGS to the PSVita.
    This port is still a work in progress. Expect graphics and sound glitches, crashes and gameplay oddities.
    VitaSDK (in PATH and with VITASDK set); Latest version of vitaGL. Running
    Copy the desired game directory (e.g. valve for Half-Life) to ux0:/data/xash3d/. Obtain appropriate game libraries (cl_dlls/client.suprx and dlls/server.suprx) and copy them to the game directory. See below for list of game libraries ported to the Vita. Copy the build/data directory to ux0:/ on your Vita. Replace everything if asked. Install the VPK obtained after building the port. Run it.
    The console log is saved to ux0:/data/xash3d/engine.log when debug mode is enabled.
    If you don't have any GoldSrc games, you can use the data files from Half-Life Uplink, HL's free demo version. To do so, just extract this archive to ux0:/ instead of doing step 1 from the guide above.
    Keep in mind that the game can hang for a long time when saving or autosaving (see issue #7), so don't kill it if it suddenly hangs when you enter a map or cross a checkpoint. You can disable autosaves in the "Game options" menu or with sv_autosave 0.
    Multiplayer seems to work, but it hasn't been tested much. You can connect to any Xash3D server as long as it is compatible with this port, meaning it has to be running the same mod as you on Xash3D-FWGS v0.19 or Xash3D build 3366.
    The mod launcher detects all directories you have inside ux0:/data/xash3d/, including valve, except launcher and directories that have names starting with a dot.
    Installing mods works the same as with PC Half-Life: you just have to copy the mod directory (e. g. darkstar) into ux0:/data/xash3d/. Keep in mind that you'll also need Vita ports of the mod's game libraries, if it has any. For available ports, see list below.
    If you're trying to run a mod that has no game libraries, Xash will try to fall back to the HL ones, so it's best that you have them installed at all times.
    If you don't have the full version of HL and are using the Uplink archive linked above, multiplayer and other mods won't work. If you have the full version of HL, you can also install Uplink as a mod by copying only the uplink folder from the same archive.
    If you're trying to connect to an online server from the server list and you get dropped back to main menu, then either you're banned on that server or it took too long to connect, in which case you just have to retry.
    Some Xash servers automatically ban people connecting from a device other than an Android or iOS smartphone, nothing can be done about that.
    Changing the video mode (screen resolution) immediately restarts the game. You can also change it by editing your mod's video.cfg. Keep in mind that some mods, like Counter-Strike, were not meant to be played in a resolution smaller than 640x400.
    To change your name either enter name my_name in the console or change name in your mod's config.cfg.
    You can change the layout of on-screen touch buttons by using the "Editor" function in the "Touch buttons" menu.
    Expect every new release to invalidate at least some of your old save files. Pretty much nothing can be done about this right now, as saves are function offset based, and those offsets change with almost every code change.
    Available game libraries
    Half-Life (included in vitaXash3D releases after v2) Blue Shift (included in vitaXash3D releases after v2) Opposing Force (included in vitaXash3D releases after v2) Counter-Strike client (included in vitaXash3D releases after v3) Counter-Strike server (ReGameLite, includes ZBot, unstable) Credits
    Uncle Mike & co for Xash3D and FWGS team for Xash3D-FWGS and game DLL source code; Vita SDK Team for the Vita SDK; Rinnegatamante for vitaGL, vitaQuake/vitaQuakeII and general advice; ArkSource for the Live Area stuff; KINGGOLDrus for some launcher graphics; everyone on the #henkaku and #vitasdk IRC channels for help and/or testing. by fgsfdsfgs.
  2. vitaGL

    vitaGL is a wrapper between openGL and sceGxm. It allows to use a subset of openGL functions with fully hardware acceleration by translating the code to sceGxm equivalent.
    Build Instructions
    In order to build vitaGL use the following command: make HAVE_SBRK=1 install. If you already have a newlib sbrk replacement in your app (eg. RetroArch), use instead this command: make install.
    Projects actually using vitaGL
    Here you can find a list of projects using vitaGL:
    Direct OpenGL Usage:
    vitaQuake - Port of Quake I and mission packs vitaQuakeII -Port of Quake II and mission packs vitaQuakeIII - Port of ioquake3 (Quake III: Arena, Quake III: Team Arena, OpenArena) vitaRTCW - Port of iortcw (Return to Castle Wolfenstein) vitaHexenII - Port of Hexen II vitaXash3D - Port of Xash3D (Half Life, Counter Strike 1.6) Fade to Black - Port of Fade to Black vitaVoyager - Port of lilium-voyager (Star Trek Voyager: Elite Force) Daedalus X64 - Port of Daedalus X64 (N64 Emulator) RetroArch - Vita's GL1 video driver of RetroArch vitaET - Port of ET:Legacy (Wolfenstein: Enemy Territory) Libraries:
    sdl12_gl - SDL 1.2 Vita port adapted to work with vitaGL as renderer imgui_vita - Port of dear imGui sdl12_gl Apps:
    SuperMarioWar - Port of Super Mario War ZeldaOLB - Port of Zelda: Oni Link Begins ZeldaROTH - Port of Zelda: Return of the Hylian Zelda3T - Port of Zelda: Time to Triumph ZeldaNSQ - Port of Zelda: Navi's Quest vitaWolfen - Port of Wolf4SDL meritous - Port of meritous by Rinnegatamante.
  3. h-encore

    h-encore, where h stands for hacks and homebrews, is the second public jailbreak for the PS Vita™ which supports the newest firmwares 3.65, 3.67 and 3.68. It allows you to make kernel- and user-modifications, change the clock speed, install plugins, run homebrews and much more.
    A technical explanation of the h-encore exploit chain is available here.
    Your device must be on firmware 3.65, 3.67 or 3.68. Firmware 3.69 and higher are not supported. If you're on a lower firmware, please decide carefully to what firmware you want to update, then search for a trustable guide on /r/vitahacks (if you know how and want to contribute, you can edit this readme and make a pull request, such that fellow readers have got an easier life). Remember that on firmware 3.65 you have got the possibility to install enso, the permanent hack, whereas on 3.67 and 3.68 you don't. If your device is a phat OLED model, you need a Memory Card in order to install. There's no need for a Memory Card on Slim/PS TV models, since they already provide an Internal Storage. Make sure you have got at least 270 MB of free space. Your device must be linked to any PSN account (it doesn't need to be activated though). Installation
    Note that the following guide is for advanced users and a bit more complicated than the previous hack that only required you to visit a website. If you don't understand the guide below or how to use these tools, you should neither file an issue here nor annoy me on twitter, but rather seek help on /r/vitahacks (check for duplicated questions first!) or wait for an easy installer by somebody else.
    Download h-encore and extract it on your computer.
    Download and install qcma, psvimgtools and pkg2zip (check the releases section for the binaries).
    If you don't know where to put psvimgtools and pkg2zip binaries, just put them in the h-encore folder.
    Download the vulnerable DRM-free demo of bitter smile (yes, that's the user entry point).
    Extract the demo using this command in terminal/cmd:
    pkg2zip -x PATH_OF_PKG This will output the files to app/PCSG90096.
    Copy the contents of the output app/PCSG90096 to the folder h-encore/app/ux0_temp_game_PCSG90096_app_PCSG90096(such that the files eboot.bin and VITA_PATH.TXT are within the same folder).
    Copy the license file app/PCSG90096/sce_sys/package/temp.bin to the folder
    h-encore/license/ux0_temp_game_PCSG90096_license_app_PCSG90096 and rename the just pasted file temp.bin to 6488b73b912a753a492e2714e9b38bc7.rif. Be careful with the file extension, it should not be .rif.bin. Again, this file should be in the same folder as VITA_PATH.TXT.
    Start qcma and within the qcma settings set the option Use this version for updates to FW 0.00 (Always up-to-date)to spoof the System Software check.
    Launch Content Manager on your PS Vita and connect it to your computer, where you then need to select PC -> PS Vita System, and after that you select Applications. If you see an error message about System Software, you should simply reboot your device to solve it (if this doesn't solve, then put your device into airplane mode and reboot). If this does still not work, then alternatively set DNS to to block updates. This should create a folder at PS Vita/APP/xxxxxxxxxxxxxxxx on your computer (see qcma settings where this folder is), where the folder xxxxxxxxxxxxxxxx represents the AID (account ID that is 16 characters long) that you need to insert here. If the AID is valid, it will yield a key that you can now use to encrypt the demo.
    Change directory to the h-encore folder in terminal/cmd and use the key to encrypt all folders using (make sure you don't confuse the key with the AID, the key is 64 characters long!):
    psvimg-create -n app -K YOUR_KEY app PCSG90096/app psvimg-create -n appmeta -K YOUR_KEY appmeta PCSG90096/appmeta psvimg-create -n license -K YOUR_KEY license PCSG90096/license psvimg-create -n savedata -K YOUR_KEY savedata PCSG90096/savedata The folder h-encore/PCSG90096 should then contain sce_sys and all 4 folders from above, and within these folders you should find files called X.psvimg and X.psvmd, where X has the same name as the folder. Backup this folder, since if everything has been done correctly, you don't need to redo all the steps to install it onto another device with the same PSN account.
    Copy the folder h-encore/PCSG90096 to PS Vita/APP/xxxxxxxxxxxxxxxx/PCSG90096 and refresh the database under qcma settings.
    The h-encore bubble with a size of around 243 MB should now appear in the Content Manager and that's what you finally need to transfer to your PS Vita. If the size does not match or you get the error C2-12858-4, then it's because you did not do it correctly! Please re-read the instructions more carefully then. If you get the error You can only copy applications that your account is the owner of, then it's because you have used an AID that is not of your account, go back to step 8.
    Launch h-encore to exploit your device (if a message about trophies appears, simply click yes). The screen should first flash white, then purple, and finally open a menu called h-encore bootstrap menu where you can download VitaShelland install HENkaku. If it prompts the error Cannot start this application. C0-11136-2, then it's because you did not do step 6. correctly.
    Enjoy. Note that you have to relaunch the exploit everytime you reboot or shutdown your device. Of course if you only put your device into standby mode, you don't need to relaunch.
    Getting rid of the trophy warning
    Since the savedata that I provided is not linked to your account id, launching h-encore would eventually show a warning message about trophies. To get rid of that you must do this on your PS Vita:
    Enable Unsafe Homebrews under HENkaku Settings in the Settings application to grant VitaShell full permission. Launch VitaShell and navigate to ux0:user/00/savedata/. Press triangle on the folder PCSG90096 and select Open decrypted (you should NOT see the folder sce_pfs within this folder when opened decrypted). Copy system.dat out of the folder and remove the folder ux0:user/00/savedata/PCSG90096. Close VitaShell and launch h-encore (this will now not trigger the exploit anymore, since we've removed the savedata). Close the game after you see the first screen and return back to VitaShell. A fresh folder of PCSG90096 at ux0:user/00/savedata should have been created. Copy system.dat back to ux0:user/00/savedata/PCSG90096/system.dat where you need to open the PCSG90096 using Open decrypted (you should NOT see the folder sce_pfs within this folder when opened decrypted). Now if you launch h-encore you should not see the trophy warning anymore and exploiting your device is therefore even faster. FAQ
    "When I launch h-encore, it stays at a white screen." - Due to the nature of the kernel exploit, this can sometimes happen. If it stays white for more than 5 seconds, you can simply close the application which will result in a crash and your device will be rebooted or shutdown after 10 seconds. If it doesn't, hold the power button down for over 30 seconds to force a shutdown. Then try the exploit again. The success rate of the kernel exploit should be at 80%. If I find time I will eventually try to improve the success rate. "When I launch h-encore, it flashes white quickly and then crashes." - Again, this is due to how the kernel exploit works. "I get a C2-12828-1 error when launching h-encore" - This does sometimes (but very rarely) happen. Just retry the exploit. "When I launch h-encore, it launches the bitter smile demo instead." - Your savedata is either corrupted or not installed correctly, please follow the installation guide above to reinstall it. "I have installed a bad plugin and launching h-encore doesn't work anymore, what should I do?" - You can either reset taiHEN config.txt or skip plugins loading by holding the L trigger while exiting the h-encore bootstrap menu. HENkaku Settings
    "I don't see all folders in VitaShell." - Launch the Settings application and select HENkaku Settings, then select Enable unsafe homebrews. This will grant you full permission in VitaShell. "I can't find the HENkaku Settings." - Launch the exploit and reset taiHEN config.txt and reinstall HENkaku. enso/permanent hack
    "Can I install enso on 3.67 or 3.68?" - Not yet, since molecule's bootloader exploit has been patched there. "Can I install enso on 3.65?" - Yes, you can use h-encore to hack your device and then install the permanent hack using this. Compatibility
    "Are Adrenaline/NoNpDrm/Download Enabler supported on 3.65/3.67/3.68?" - Yes, check them in my repositories. "Can I use SD2VITA using this hack?" - Yes, I have made a pull request on gamecard-microsd that fixed the freeze when using it without enso. If you're using an other plugin and it freezes on exitting h-encore bootstrap menu, then there's the trick where you can simply press the PS Button and return back to finish the boot process. "Can I use psvsd using this hack?" - Yes, people confirmed that it is working finely. "Does this work, does that work? Is this compatible, is that compatible?" - I don't know, and it is not my task to update these tools for you, so don't dare and file an issue here. General
    "Can I switch the PSN account after having h-encore installed?" - Yes, since the demo is DRM-free it does not depend on your account. "Are there any risks involved in using h-encore?" - No, since it does not modify the OS, but only insert temporary patches into the system. "Can I install it without USB connection?" - You can also connect your PS Vita with your computer using Wi-Fi (there's an option in the Content Manager). Donation
    If you like my work and want to support future projects, you can make a donation:
    via bitcoin 361jRJtjppd2iyaAhBGjf9GUCWnunxtZ49 via paypal on patreon Thank you!
    Thanks to Freakler for finding the crash in the demo and designing the h-encore icon. Thanks to molecule for their initial work on the PS Vita. Thanks to xyz for giving me some tips on choosing an exploit target. Thanks to Davee and Proxima for http://cma.henkaku.xyz/. Thanks to yifanlu for psvimgtools. Thanks to codestation for qcma. Thanks to mmozeiko for pkg2vita. Thanks to the PS Vita hacking community. Thanks to Sony for this awesome device.
  4. ScummVM PSP

    ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the game, allowing you to play them on systems for which they were never designed!
    Originally it was designed to run LucasArts' SCUMM games, such as Maniac Mansion, Monkey Island, Day of the Tentacle or Sam and Max. SCUMM stands for 'Script Creation Utility for Maniac Mansion', which was the first game for which LucasArts designed this system. And much later it gave its name to ScummVM ('VM' meaning Virtual Machine).
    Over time support for a lot of non-SCUMM games has been added, and ScummVM now also supports many of Sierra's AGI and SCI games (such as King's Quest 1-6, Space Quest 1-5, ...), Discworld 1 and 2, Simon the Sorcerer 1 and 2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword I and II, Flight of the Amazon Queen, Gobliiins 1-3, The Legend of Kyrandia series, many of Humongous Entertainment's children's SCUMM games (including Freddi Fish and Putt Putt games) and many more. You can find a full list with details on which adventures are supported and how well on the compatibility page. ScummVM is continually improving, so check back often.
  5. mGBA for PS Vita

    mGBA is an emulator for running Game Boy Advance games. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack. It also supports Game Boy and Game Boy Color games.
    - Highly accurate Game Boy Advance hardware support[<sup>[1]</sup>](#missing).
    - Game Boy/Game Boy Color hardware support.
    - Fast emulation. Known to run at full speed even on low end hardware, such as netbooks.
    - Qt and SDL ports for a heavy-weight and a light-weight frontend.
    - Local (same computer) link cable support.
    - Save type detection, even for flash memory size[<sup>[2]</sup>](#flashdetect).
    - Support for cartridges with motion sensors and rumble (only usable with game controllers).
    - Real-time clock support, even without configuration.
    - Solar sensor support for Boktai games.
    - Game Boy Camera and Game Boy Printer support.
    - A built-in BIOS implementation, and ability to load external BIOS files.
    - Turbo/fast-forward support by holding Tab.
    - Rewind by holding Backquote.
    - Frameskip, configurable up to 10.
    - Screenshot support.
    - Cheat code support.
    - 9 savestate slots. Savestates are also viewable as screenshots.
    - Video and GIF recording.
    - Remappable controls for both keyboards and gamepads.
    - Loading from ZIP and 7z files.
    - IPS, UPS and BPS patch support.
    - Game debugging via a command-line interface and GDB remote support, compatible with IDA Pro.
    - Configurable emulation rewinding.
    - Support for loading and exporting GameShark and Action Replay snapshots.
    - Cores available for RetroArch/Libretro and OpenEmu.
    - Many, many smaller things.
    #### Game Boy mappers
    The following mappers are fully supported:
    - MBC1
    - MBC1M
    - MBC2
    - MBC3
    - MBC3+RTC
    - MBC5
    - MBC5+Rumble
    - MBC7
    The following mappers are partially supported:
    - MBC6
    - MMM01
    - Pocket Cam
    - TAMA5
    - HuC-1
    - HuC-3
    ### Planned features
    - Networked multiplayer link cable support.
    - Dolphin/JOY bus link cable support.
    - M4A audio mixing, for higher quality sound than hardware.
    - Re-recording support for tool-assist runs.
    - Lua support for scripting.
    - A comprehensive debug suite.
    - e-Reader support.
    - Wireless adapter support.
    Supported Platforms
    - Windows Vista or newer
    - OS X 10.7 (Lion)[<sup>[3]</sup>](#osxver) or newer
    - Linux
    - FreeBSD
    - Nintendo 3DS
    - Wii
    - PlayStation Vita
    Other Unix-like platforms, such as OpenBSD, are known to work as well, but are untested and not fully supported.
    ### System requirements
    Requirements are minimal. Any computer that can run Windows Vista or newer should be able to handle emulation. Support for OpenGL 1.1 or newer is also required.
    Downloads can be found on the official website, in the [Downloads][downloads] section. The source code can be found on [GitHub][source].
    Controls are configurable in the settings menu. Many game controllers should be automatically mapped by default. The default keyboard controls are as follows:
    - **A**: X
    - **B**: Z
    - **L**: A
    - **R**: S
    - **Start**: Enter
    - **Select**: Backspace
    Compiling requires using CMake 2.8.11 or newer. GCC and Clang are both known to work to compile mGBA, but Visual Studio 2013 and older are known not to work. Support for Visual Studio 2015 and newer is coming soon. To use CMake to build on a Unix-based system, the recommended commands are as follows:
        mkdir build
        cd build
        cmake -DCMAKE_INSTALL_PREFIX:PATH=/usr ..
        sudo make install
    This will build and install mGBA into `/usr/bin` and `/usr/lib`. Dependencies that are installed will be automatically detected, and features that are disabled if the dependencies are not found will be shown after running the `cmake` command after warnings about being unable to find them.
    If you are on macOS, the steps are a little different. Assuming you are using the homebrew package manager, the recommended commands to obtain the dependencies and build are:
        brew install cmake ffmpeg imagemagick libzip qt5 sdl2 libedit pkg-config
        mkdir build
        cd build
        cmake -DCMAKE_PREFIX_PATH=`brew --prefix qt5` ..
    Note that you should not do a `make install` on macOS, as it will not work properly.
    #### Windows developer building
    To build on Windows for development, using MSYS2 is recommended. Follow the installation steps found on their [website](https://msys2.github.io). Make sure you're running the 32-bit version ("MSYS2 MinGW 32-bit") (or the 64-bit version "MSYS2 MinGW 64-bit" if you want to build for x86_64) and run this additional command (including the braces) to install the needed dependencies (please note that this involves downloading over 1100MiB of packages, so it will take a long time):
    For x86 (32 bit) builds:
        pacman -Sy base-devel git mingw-w64-i686-{cmake,ffmpeg,gcc,gdb,imagemagick,libelf,libepoxy,libzip,pkg-config,qt5,SDL2,ntldd-git}
    For x86_64 (64 bit) builds:
        pacman -Sy base-devel git mingw-w64-x86_64-{cmake,ffmpeg,gcc,gdb,imagemagick,libelf,libepoxy,libzip,pkg-config,qt5,SDL2,ntldd-git}
    Check out the source code by running this command:
        git clone https://github.com/mgba-emu/mgba.git
    Then finally build it by running these commands:
        cd mgba
        mkdir build
        cd build
        cmake .. -G "MSYS Makefiles"
    Please note that this build of mGBA for Windows is not suitable for distribution, due to the scattering of DLLs it needs to run, but is perfect for development. However, if distributing such a build is desired (e.g. for testing on machines that don't have the MSYS2 environment installed), running `cpack -G ZIP` will prepare a zip file with all of the necessary DLLs.
    ### Dependencies
    mGBA has no hard dependencies, however, the following optional dependencies are required for specific features. The features will be disabled if the dependencies can't be found.
    - Qt 5: for the GUI frontend. Qt Multimedia or SDL are required for audio.
    - SDL: for a more basic frontend and gamepad support in the Qt frontend. SDL 2 is recommended, but 1.2 is supported.
    - zlib and libpng: for screenshot support and savestate-in-PNG support.
    - libedit: for command-line debugger support.
    - ffmpeg or libav: for video recording.
    - libzip or zlib: for loading ROMs stored in zip files.
    - ImageMagick: for GIF recording.
    - SQLite3: for game databases.
    - libelf: for ELF loading.
    SQLite3, libpng, and zlib are included with the emulator, so they do not need to be externally compiled first.
    <a name="missing">[1]</a> Currently missing features are
    - OBJ window for modes 3, 4 and 5 ([Bug #5](http://mgba.io/b/5))
    - Mosaic for transformed OBJs ([Bug #9](http://mgba.io/b/9))
    <a name="flashdetect">[2]</a> Flash memory size detection does not work in some cases. These can be configured at runtime, but filing a bug is recommended if such a case is encountered.
    <a name="osxver">[3]</a> 10.7 is only needed for the Qt port. The SDL port is known to work on 10.5, and may work on older.
    mGBA is Copyright © 2013 – 2018 Jeffrey Pfau. It is distributed under the [Mozilla Public License version 2.0](https://www.mozilla.org/MPL/2.0/). A copy of the license is available in the distributed LICENSE file.
    mGBA contains the following third-party libraries:
    - [inih](https://github.com/benhoyt/inih), which is copyright © 2009 Ben Hoyt and used under a BSD 3-clause license.
    - [blip-buf](https://code.google.com/archive/p/blip-buf), which is copyright © 2003 – 2009 Shay Green and used under a Lesser GNU Public License.
    - [LZMA SDK](http://www.7-zip.org/sdk.html), which is public domain.
    - [MurmurHash3](https://github.com/aappleby/smhasher) implementation by Austin Appleby, which is public domain.
    - [getopt for MSVC](https://github.com/skandhurkat/Getopt-for-Visual-Studio/), which is public domain.
    - [SQLite3](https://www.sqlite.org), which is public domain.
  6. SDLPoP for PS Vita

    An open-source port of Prince of Persia, based on the disassembly of the DOS version.
    by David.
  7. Vita Moonlight

    This is a vita port of Moonlight Embedded. Moonlight is an open source implementation of NVIDIA GameStream.
    by xyzz.
  8. Adrenaline 6.61

    A software that transforms your PS Vita into a two-in-one device
    What is Adrenaline?
    Adrenaline is a software that modifies the official PSP Emulator using taiHEN CFW framework to make it run a PSP 6.61 custom firmware. Thanks to the power of taiHEN, Adrenaline can inject custom code into the IPL which allows unsigned code to run at boottime.
    How to install
    Download Adrenaline.vpk and install it using VitaShell. Launch Adrenaline and press X to download the 6.61 firmware. After finishing it will automatically terminate. Relaunch Adrenaline, this time it will go into pspemu mode. Follow the instructions on screen. How to update
    If you have already been using Adrenaline and want to quickly update, simply open Adrenaline.vpk as zip file and copy all modules from sce_module to ux0:app/PSPEMUCFW/sce_module.
    Getting rid of double launch bug
    Adrenaline has been redesigned in 6.61 Adrenaline-6, so you'd need to launch Adrenaline twice everytime you reboot your device. To get rid of that, simply write this line to *KERNEL
    *KERNEL ux0:app/PSPEMUCFW/sce_module/adrenaline_kernel.skprx Network update
    For 6.61 Adrenaline-6.4 or higher, you can use the System Update in the XMB to update Adrenaline to the latest version.
    Choose 'System Update' in XMB, then click Update via Internet. If a connection name does already exist, skip to step 5. Otherwise select [New Connection], then Enter Manually, press RIGHT three times until you need to enter a connection name. Type any connection name and press RIGHT two times. You'll now see the message Press the X/O button to save settings. Press X/O on any connection name. Follow the instructions to update Adrenaline. After updating and rebooting you can then delete the update file. Changelog
    Changelog v6.7
    Added support for PS1 multiplayer on PS Vita using an upcoming DS3/DS4 plugin. Changelog v6.6
    Fixed bug from previous update that caused black screen in other DJ max games. Inferno driver was not included correcty, now it is. Tekken 6 can now be played with any CPU speed. Changelog v6.5
    Added updated inferno driver by codestation which improves performance of CSO reading. Added option to choose USB device. Added xmc0: option. Fixed stupid mistake that made DJ max portable 1 crash. Install it again, because this has been added post-release Fixed little bug in msfs. Removed savestate version restriction, old savestates will not disappear anymore. Changelog v6.4
    Added ability to fast forward in PS1 games by pressing L+SELECT. Fixed double launch bug when using without enso. You need to add the kernel module to config to do so. Changelog v6.3
    Added support for 3.68. Added ability to freely adjust the screen size to your desire in both psp and ps1 modes. Removed 'Screen Mode' and 'Screen Size' from menu. Improved Adrenaline Menu. Changelog v6.2
    Added f.lux by Rinnegatamante. Fixed PS1 framerate when using custom screen. Fixed bug where exiting a game with 'High memory layout' would crash. Fixed compatiblity with 'Kingdom Hearts: Birth by Sleep' english patch, again. Changelog v6.1
    Added support for 3.65/3.67. Changelog v6 fix
    Fixed bug where CSO games freezed up the system. Changelog v6
    Redesigned boot process. Adrenaline does now not require any basegame or activation anymore. Added 'uma0:' to 'Memory Stick Location'. Added support for longer ISO filenames. Fixed Memory Stick free space integer overflow in games like Outrun. Fixed bug where ISO games did not show up when the folder 'PSP/GAME' was missing. Improved core and fixed some small bugs. Changelog v5.1
    Added ability to skip adrenaline boot logo. Added message for original filter. Fixed bug where payloadex was not updated and caused some bugs. Fixed '20000006' bug on PS TV. Network update will work on PS TV in the future. Changed CPU clock back to 333 MHz. Changelog v5
    Added 'Hide DLC's in game menu' functionality. Readded 'Original' graphics filtering, since PS1 games have got framedrops using custom filters. Fixed corrupted icons bug that was introduced in the previous update. Fixed bug where the framebuffer was corrupted after loading savestate. Adrenaline icon is now hidden in game menu. Changelog v4.2
    Added support for ISO sorting using 'Game Categories Lite' plugin. Fixed compatiblity with 'Kingdom Hearts: Birth by Sleep' english patch. Changelog v4.1
    Fixed bug where holding R trigger while launching Adrenaline didn't open the recovery menu. Fixed msfs truncation bug that caused savedata corruption for Little Big Planet and maybe other games. Fixed wrong scale of PS1 games on PS TV. Changelog v4
    Added custom graphics filtering support for PS1 games. Added screen mode adjustment for PS1 games. If you're using this feature on a PS Vita, select 'Original' screen mode in the offical settings, then apply the custom screen mode. On the other hand, if you want to the screen mode of the official settings, select 'Original' screen mode in Adrenaline settings. On a PS TV this will finally allow you to play your games in fullscreen. Added screenshot support in PS1 games. Added network update feature for future updates. Fixed a bug in msfs driver that caused weird behaviour in XMB after resuming from standby. Removed 'Official' graphics filtering in order to support the features mentioned above. Changelog v3.1
    Added support for cwcheat in PS1 games. Fixed sound problems after exiting a PS1 game. Fixed 'Please wait...' bug in some games. Fixed problem where mounting ur0: as USB device would cause problems in livearea. Changelog v3 fix
    Fixed bug where 'Cannot find application' would show up instead of returning to livearea. Fixed bug where you couldn't access the Adrenaline Menu after enabling/disabling wifi. Changelog v3
    Added ability to launch PS1 games from XMB and play them with full sound. Added ability to save and load states using the 'States' tab in the Adrenaline menu. Added possiblity to connect USB in XMB and added 'Toggle USB' option to recovery menu. Added ability to return to livearea by double tapping the PS button. Added Adrenaline startup image designed by Freakler. Added option to force high memory layout. For 'The Elder Scrolls Travels: Oblivion' Demo. Added option to execute 'BOOT.BIN' in UMD/ISO. For 'Saints Row: Undercover' Demo. Added correct enter and cancel buttons assignment. Fixed volatile memory allocation bug that made 'Star Wars: The Force Unleashed', 'Tony Hawk's Project 8' and maybe more games crashing. Fixed bug that was introduced in v2 which caused some games to crashed at PMF sequences. Fixed NoDrm engine bug where fan translated games couldn't load PGD decrypted files. Fixed msfs directory filter bug that caused some games not to recognize savedatas. Fixed compatiblity of base games, any game should now be able to use Adrenaline to the fullest. Changelog v2
    Added 64MB RAM support for homebrews. Added ability to use the 'ur0:' partition as Memory Stick. Added Advanced AA filter (disable 'Smooth Graphics' for that filter). Added ability to change smooth graphics (GPU internal bilinear filter). Added ability to change screen size (2.0x, 1.75x, 1.5x, 1.25x, 1.0x). Fixed sound issue in 'MotorStorm' and some other games. Fixed bug where 'ms0:/MUSIC' and 'ms0:/PICTURE' were not found in XMB. Fixed bug where changing options in the official settings menu didn't have any effect.
  9. taiHEN

    taiHEN is a CFW framework for PS Vita™. When loaded with a kernel exploit, it acts as a common substrate for patching the system. taiHEN provides three main facilities:
    It disables code signature checks to allow unsigned executables. It exposes kernel peek/poke syscalls to user applications and allows loading of kernel modules. Most importantly, it provides an API for hooking and replacing functions based off of substitute. The last point means that developers can add custom patches to kernel, system applications, and games alike.
  10. VitaShell

    VitaShell is an alternative replacement of the PS Vita's LiveArea. It offers you a file manager, package installer, built-in FTP and much more. This homebrew was an entry of the Revitalize PS Vita homebrew competition and won the first prize. HENkaku's molecularShell is also based on VitaShell.
    How to use an USB flash drive as Memory Card on a PS TV
    Format your USB flash drive as exFAT or FAT32. Launch VitaShell and press ▲ in the home section. Select Mount uma0: and attach your USB flash drive. You can now copy stuff from/to your USB stick. Once uma0: is listed under the partitions, press ▲ again and choose Mount USB ux0:. This will copy important apps like VitaShell, molecularShell, and other files. Your USB flash drive is now acting as a Memory Card. To sync all your apps on your USB flash drive, press ▲ and choose Refresh livearea. This will NOT refresh PSP games. If you wish to revert the patch, press ▲ and select Umount USB ux0:. Note that this patch is only temporary and you need to redo the procedure everytime you launch your PS TV. by TheOfficialFlow.

  11. PSMPatch

    Allows you to modify PSM Games, and also can be used to load PSM Homebrew.
    Simply put patched files into ux0:psm/TITLEID/Documents/p 
    files here will be read instead of the files in /Application
    Think of it as PSM Repatch..
    How to decrypt PSM Games tho??!
    Use FuckPSSE
    to decrypt the PSSE Layer on PSM Games and then you can modify whatever you want!
    For executables, you can use dnSpy or ILLSpy to decompile and modify the executables.
    About loading homebrew?
    Well this is a bit of a hack-y system. but it should work.
    if you compile an app using the PSM SDK there is an unsigned copy of it created.
    you can simply copy the unsigned files into the patch folder and it'll load the homebrew instead of the original game! PS: if u get compile errors while using the PSM SDK try running 'setx MSBUILDENABLEALLPROPERTYFUNCTIONS 1' in CMD.
    Place the plugin under the *ALL section of your config.txt and your good to go,
    NOTE: Do not use this plugin at the same time as FuckPSSE. you will break the universe
  12. FuckPSSE

    To install:
    This plugin installs under *ALL
    (*ALL is the only way to attach to the runtime)
    when you run a PSM game, the screen will go RED.. While the screen is RED. the game files are being dumped
    There is no progess indicaton (doing pretty much anything requires aditional DLL's that the game might not have)
    however. once it is done, the screen will go GREEN at this point you can close out of the game.
    and look in the ux0:/PSM/<TITLEID>/Temp folder and there will be a complete (Now decrypted) mirror of the Application/ folder.
    Games decrypted can be run on PC using the PSM Simulator found in the PSM SDK, simply drag n drop app.exe onto psm.exe and play!
    What this will enable:
    1) PSM Game/Application Modding
    2) Inspecting PSM Game/Application files
    3) Running retail PSM Games/Applications in the PSM Simulator
    4) Reverse Engineering of PSM Games/Applications
    5) Probably more things too
    6) Run Retail PSM Games in the PSM Developer App (LOL)
    What this will NOT enable
    1) Vita Game Emulation (no. j-just stop the simulator isnt even emulating anything)
    2) Running PSM games you dont have a license for (dumper requires you to RUN the game in the first place!)
    3) PSM Dev or PSM Unity applications.
    How to unset system attribute (thanks vitashell)
    open CMD in the folder. type "attrib -S -H /S /D" and press enter.
    this'll un-set all the files and folders as SYSTEM
    probably not needed if you grab the files over FTP.
    Main Developer: SilicaAndPina
    PSM_Handle Help: DOTS_TB
    Biggest Tester: @FUCK_S3CURITY
  13. MakePSMGreatAgain

    Modifications to the PSM Developer applications.
    Re-Enables USB Serial Mode, and gives PSM Developer Applications infinite publishing licenses.
    Install under *KERNEL.
  14. Vita HomeBrew Browser

    PSP2SHELL: automatically send and reload app after compilation, see Running. debugnet: real-time logging that can be viewed from your computer, see Logging. Building
    To build VHBB, you'll need to have the vitasdk installed and working.
    Then run the following commands:
    mkdir build cd build cmake .. -DDEBUGNET=OFF -DCMAKE_BUILD_TYPE=Release make -j4 Running
    To run VHBB:
    send the generated .vpk to your vita: start an FTP server on your vita, for example VitaShell. upload the vpk to the vita using a FTP client. install the .vpk on your vita using a vpk installer, for example VitaShell. a new folder will be created under ux0:/app/ named /VHBB00001/. You can also use PSP2SHELL in order to send and reload the application easily after compilation:
    put the IP of your PS Vita in a new file psvitaip.txt every time you do modifications and want to test them, you can execute make psp2shell which will automatically compile, send, and reload the application. Logging
    Debug code prints text in order to help the debugging. Currently debugnet and file logging are supported.
    Instructions to use debugnet:
    install debugnet set the local IP of your computer in debugnetip.txt compile VHBB using cmake .. -DDEBUGNET=ON on your computer, listen to the port 18194 with netcat: nc -u -l -p 18194 with socat: socat udp-recv:18194 stdout install VHBB on your PS Vita and start it. The logging should display in the terminal. Instructions to enable file logging:
    close VHBB launch it by pressing the special text (image) Notes
    icon0.png, startup.png and bg.png must be using indexed palettes. PNG files created in some image editors will cause the .vpk intallation to crash. You may use PNGO to optimise addition PNG files (included under /tools/), or pngquant.

    psp2shell is an utility/remote shell (plugin+client, wifi) to ease the development process on ps vita devices. You should be able to print debug output over the shell (sceClibPrintf), send files, send/restart your application at anytime saving some precious time for the real stuff.
    Building the plugins
    mkdir cmake-build && cd cmake-build cmake -DCMAKE_TOOLCHAIN_FILE="$VITASDK/share/vita.toolchain.cmake" -DCMAKE_BUILD_TYPE=Release .. make Building the client (linux/deb)
    sudo apt-get install libreadline-dev cd psp2shell_cli && mkdir cmake-build && cd cmake-build cmake .. make Installation
    Tipcal usage
    Enable debug print in your application/module
    Use "sceClibPrintf" in your application/module to print debug messages to the shell.
    Get a shell, get messages
    Connect to your ps vita device from your computer with the client (replace "ip" with your ps vita ip address) :
    ./psp2shell_cli ip 3333 From there, you'll be able to see your sceClibPrintf messages coming in. Note that, to not miss some messages, the module wait for the shell on every print. This means your application will run slower if you use a lot of debug output.
    Update, restart your application
    Re-build your application then, from the shell, you can send the newly complied version of your application, and restart it automatically :
    reload /path/to/my/app/build/eboot.bin Note that if your application is not running (or crashed), you'll have to specify the title id (9 chars) of your application (so we know where to put the new eboot.bin) :
    load TITLEID01 /path/to/my/app/build/eboot.bin A little more
    There are a few more commands available, like "ls", "rm", "send", "modlist", "modinfo"... You can type "help" in the shell for a list of available commands.
    consolex-bordeaux.fr, ScHlAuChi, noname120, motoharu, xyz, yifanlu, frangarcj, Rinnegatamante, davee and people i may forget for what they do for the ps vita.
  16. Sharpscale

    Sharpscale plugin + config app set was created by cuevavirus to allow PS VITA and PS TV to run in High Definition (HD).

    Sharpscale is a PSTV and PS Vita plugin that changes the framebuffer to display scaling method to provide a cleaner and sharper image.

    This plugin is the only method to obtain native resolution video capture with accurate colours at 60fps. A hardware capture kit for the Vita was previously available from Japan for $450 USD, but due to changes in Japanese laws, this is no longer available.

    This is the first time in history a Vita nuova bounty organised by Rinnegamante has been filled. I want to thank the donors ScHlAuChii, eleriaqueen, mansjg, TG, as well as the excellent members of CBPS for the support they have provided.

    I also want to thank rinne for diligently updating each bounty issue with the bounty total whenever someone else donated.

    Use the latest version of AutoPlugin 2 to install the plugin + config set on your homebrew enabled PS VITA or PS TV. by cuevavirus.
  17. Shortcuts Enhancer

    Simple app to enhance the shortcuts on the PS Vita index menu.
    Based on QuickLaunch Installer by 1upus and IndexMenuMaker by Moody_Blues.
    With this app, you can create custom images linked to any PS Vita app/game for the shortcuts shown in the PS Vita index menu, also, you can select between the icon or the startup image of your app/game to create the shrotcut preview.
    When creating the preview images, you can choose between a bunch of colorfull backgrounds (when icon0 is selected, thanks to moody b) to make your shortcuts look the way you want them.
    Controls are as follows:
    The front touch pad is enabled in this app for some functions :)
    Up/Down (Dir Pad)Scroll trough game/app list. Right/Left (Dir Pad)Change preview background. R/L or Touch Pad (Or tap the preview highlight it)Switch shortcut preview. Square Switch between Icon0/Startup/Custom image. Accept Set the selected preview to appear in the index menu (restart required). Triangle Set all 3 previews to appear in the index menu (restart required). SELECT or Touch Pad (Or double tap at the bottom of the screen) To show controls menu START Go back to Livearea (when doing changes a restart is needed for changes to take effect). Just in case you want to create your own images with PS or any other image editor, all you have to do is resize them to 282*108, rename them to the game id in upper case letters,save them as png format and place them in the following path
    ux0:data/SHORTCUTS/1MENUVITA.PNG (as an example XD)
    Also, if you want to use your own font for the previews you can place your font file at
  18. Henkaku Enso

    HENkaku Ensō is the evolution of the HENkaku jailbreak that opened the PS Vita and PSTV to a new universe of customization and user created content. Install it once and your Vita will be permanently hacked--no need to apply it after each reboot. Just enable HENkaku, install the following vpk, launch it, and follow the on-screen instructions.
    Does this work with firmware 3.61/3.63/3.65?
    How do I use this "vpk"?
    You need to install HENkaku first. Then open up molecularShell and press "Start" to enable the FTP server. Then connect using a FTP client and copy the vpk to "ux0:/data". On your Vita, browse to "ux0:/data" and select the vpk to install it. Then you should have a new bubble in LiveArea which you can launch to install ensō.
    Will this harm my Vita?
    The short answer is "not likely." The long answer is that it does make permanent modifications to your system so there's always the chance that something goes wrong. However, we had months of testing done by over a hundred testers without any major problem so we are fairly confident in the code. Nevertheless, we will not provide any warranty if something wrong does happen so if you do not wish to take the risk, we recommend using the HENkaku offline installer as a risk-free alternative.
    How do I uninstall ensō?
    First, note that you can "deactivate" ensō without uninstalling it by deleting "ur0:tai/boot_config.txt". You can "reactivate" it again by opening the ensō installer and using the Square option to fix the boot config. Otherwise, you can fully uninstall ensō with the Triangle option. Note that if you no longer wish to use HENkaku, you should clean up any installed homebrew before uninstalling ensō.
    Help! I installed a bad taiHEN plugin and my Vita doesn't boot anymore!
    You can disable taiHEN plugin loading by holding L during boot.
    Help! I messed up something else and my Vita doesn't boot anymore!
    You can reset all Vita settings (including non-hack related ones) from safe mode by selecting "Restore the PS Vita System". You can also enter safe mode by disconnecting and reconnecting the battery during a failed boot loop. Note this does not uninstall ensō but keeps it inactive. To reactivate it, you must run the ensō installer and use the Square option to fix the boot config.
  19. HENkaku Offline Installer

    To install the exploit (You need internet connection to install the exploit, but not to run it):
    First, install and activate HENkaku Install the vpk Make sure unsafe homebrew is allowed (molecularShell->press Start button->Enable unsafe homebrew->on) Launch offlineInstaller bubble Follow the instructions: press CROSS to install NOTE: Do not delete the bubble after the exploit is installed. You should redo the installation when you have internet access to ensure that you get the latest version of HENkaku.
    To run the exploit:
    Reboot your PS Vita Disable Wi-Fi Open Email app. If at some point it asks you to enable wifi, press "No". If you have wifi switched on, the message list will not load. If you have multiple email accounts, select "HENkaku Offline" Select "Inbox", then click on the first email Wait about 10-20 seconds. You might get a "Please wait" screen multiple times. You might also get an "An error has occurred" screen multiple times. If you get any of these more than five times in a row, reboot your Vita and try again. You should see the same screen as with online installation (black screen with text and molecule logo) Uninstalling
    To uninstall the exploit:
    Launch offlineInstaller Press CIRCLE to uninstall
  20. iTLS Enso

    Adds TLS v1.2 to devices with enso installed.
    Install the provided VPK file. Start the app, select "Install/Uninstall iTLS" and wait til it finishes. You may want to only install/uninstall the new root certs, to do it select "Install/Uninstall the latest CA certs" Reboot. Credits
    Team Molecule Testers from the HenKaku discord server FAQ
    Can i use it without enso? Yes for browser-only patch, but it is strongly recommended to use enso. Where can I find the CA certs? vs0:/data/external/cert/CA_LIST.cer Notes
    Since version 3.0 iTLS also patches apps-side TLS stuff. Updating CA certs may fix some problems with web sites, apps (like netflix), etc. by skgleba.
  21. PKGj

    pkgj allows to install original pkg files on your Vita.
    This homebrew allows to download & unpack pkg file directly on Vita together with your NoNpDrm fake license.
    easy way to see list of available downloads, including searching, filter & sorting. standalone, no PC required, everything happens directly on Vita. automatic download and unpack, just choose an item, and it will be installed, including bubble in live area. Differences with PKGi:
    queues multiple downloads. supports the TSV file format. installs DLCs, PSM, PSP and PSX games. Current limitations:
    no background downloads - if application is closed or Vita is put in sleep then download will stop. Setup instructions
    Setup games databases URLs in ux0:pkgj/config.txt. The file format is the following:
    url_games http://thesite/games.tsv url_dlcs http://thesite/dlcs.tsv url_psx_games http://thesite/psxgames.tsv url_psp_games http://thesite/pspgames.tsv url_psm_games http://thesite/psmgames.tsv url_comppack http://thesite/comppack/ Attention: The PS Vita has an imcomplete HTTPS support and most sites will not work, prefer HTTP in these cases.
    The url_comppack URL must point to the folder containing the entries.txt file.
    Make sure unsafe mode is enabled in Henkaku settings.
    Then start the application and you are ready to go.
    Using application is pretty straight forward. Select item you want to install and press X. To sort/filter/search press triangle. It will open context menu. Press triangle again to confirm choice(s) you make in menu. Or press O to cancel any changes you did.
    Press left or right button to move page up or down.
    Where to get zRIF string? You must use NoNpDrm plugin to dump existing games you have. Plugin will generate rif file with fake license. Then you can use either web page or make_key to convert rif file to zRIF string.
    Where to get pkg URL? You can use PSDLE to find pkg URL for games you own. Then either use original URL, or host the file on your own server.
    Where to remove interrupted/failed downloads to free up the space? In ux0:pkgj folder - each download will be in separate folder by its title id. Simply delete the folder & resume file.
    Download speed is too slow! Typically you should see speeds ~1-2 MB/s. This is normal for Vita hardware. Of course it also depends on WiFi router you have and WiFi signal strength. But sometimes speed will drop down to only few hundred KB/s. This happens for pkg files that contains many small files or many folders. Creating a new file or a new folder takes extra time which slows down the download.
    I want to install PSP games as EBOOT file. Installing PSP games as EBOOT files is possible. It allows to install games faster and make them take less space. However, you will need to install the npdrm_free plugin to make them work.
    To install PSP games as EBOOT files, just add the following line to your config:
    install_psp_as_pbp 1 If you want to switch back to the other mode, simply remove the line. Writing 0 is not sufficient.
    I can't play PSP games, it says "The game could not be started (80010087)". You need to install the npdrm_free plugin in VSH, or install games as ISO.
    I want to install PSP and PSX games on another partition. You can change the partitions these games are installed to with the following configuration line:
    install_psp_psx_location uma0: The default value is ux0:
    I want to play PSM Games! You need to install the NoPsmDrm plugin and follow the setup instructions. After installing a PSM game, you'll need to refresh your livearea. You can do that by booting into the recovery menu and selecting Rebuild Database. This will also reset your livearea layout. To enable psm downloads and prove that you read this readme, add "psm_disclaimer_yes_i_read_the_readme" and the name of the needed plugin to the config file.
    The PSM Games don't work. If you followed the instructions for NoPsmDrm, you can try to activate your account for psm games using NoPsmDrm Fixer.
    I don't want to loose my livearea layout/This is too much effort, there should be a better way. Warning: This method may format your memory card, if you're not careful.
    Well yes, there is. You can trigger a database refresh by removing ux0:id.dat and rebooting.
    But: When using a Slim or a PS TV and an official memory card, you'll be asked if you "want to transfer the data on the internal memory card to the removable memory card". If you press "Yes" here, your memory card will be formatted. Just press "No". In case you're using a Fat, SD2VITA or USB storage, there's no risk.
    I want to disable version checking on start Add no_version_check 1 to your config file
    pkgj uses conan and cmake to build. The setup is a bit tedious, so the recommended way is to run ci/ci.sh. It will create a Python virtualenv with conan, setup the configuration for cross-compilation, register some recipes, and then run cmake and build pkgj for your vita and pkgj_cli for testing.
    pkgj will be built in ci/build, you can rebuild it anytime you want by running ninja in that same directory.
    You can set environment variable PSVITAIP (before running cmake) to IP address of Vita, that will allow to use make sendfor sending eboot.bin file directly to ux0:app/PKGJ00000 folder.
    To enable debugging logging pass -DPKGI_ENABLE_LOGGING=ON argument to cmake. Then application will send debug messages to UDP multicast address To receive them you can use socat on your PC:
    $ socat udp4-recv:30000,ip-add-membership= -
  22. NoNpDrm Plugin

    Exports PS Vita content license keys as fake licences. Bypasses expiration of PlayStation Plus and other timed licenses. Allows you to run trial versions as full versions. Allows sharing PFS encrypted content (unmodified non decrypted games) across multiple PS Vita accounts and devices using generated fake license files. Imported games behave as purchased games and allow the use of game updates seemlessly downloaded from the Sony Interactive Entertainment Network (PlayStation Network) as long as these updates run on firmware 3.68 and lower. Games can also be stripped of their PFS encryption using tools such as Vitamin just as any other purchased games would. Using purchased applications on deactivated devices. In a nutshell, this plugin allows you to bypass DRM protection on any PS Vita content.
    This software WILL NOT
    Allow modifications to your games/applications. Work with PFS decrypted content (such as games dumped using applications such as Vitamin or MaiDumpTool). Enable you to run applications/use content without a valid license or a fake license file. Work with PlayStation Portable or PlayStation 1 titles (should you wish to play such titles, you may want to look into the Adrenaline software). Legal Disclaimer
    The removal and distribution of DRM content and/or circumventing copy protection mechanisms for any other purpose than archiving/preserving games you own licenses for is illegal. This software is meant to be strictly reserved for your own PERSONAL USE. The author does not take any responsibility for your actions using this software. Software Requirements
    This software will only work on PlayStation Vita, PlayStation Vita TV, PlayStation TV devices running on firmware 3.60-3.68 the taiHEN framework and HENkaku need to be running on your device.
    For all the possibilities described below, you should use VitaShell v1.6 or higher for faster transfers.
    VitaShell lets you mount your PS Vita's Memory Card or Game Card to your PC over USB.
    On a PS TV device, you can mount a USB flash drive and copy files to uma0:.
    Download the latest nonpdrm.skprx, copy it to ux0:tai and modify the ux0:tai/config.txt file to add the path to the module under *KERNEL as follows
    *KERNEL ux0:tai/nonpdrm.skprx Don't forget to reboot your device, otherwise the plugin will have no effect yet.
    If you know what you are doing, you may change this path to an arbitrary location as long as it matches the exact location of the module. You may also edit the ur0:tai/config.txt instead assuming you do not have a config.txt file inside the ux0:tai/ folder
    Creating the fake license
    In order to generate a fake license file containing the application's rif key, you must first launch the application with the NoNpDrm plugin enabled.
    The fake licenses for the applications will then be stored at
    ux0:nonpdrm/license/app/TITLE_ID/6488b73b912a753a492e2714e9b38bc7.rif ux0:nonpdrm/license/addcont/TITLE_ID/DLC_FOLDER/6488b73b912a753a492e2714e9b38bc7.rif (for additional content) Sharing Digital Applications
    If you wish to use the application on the same device but on a different account, simply copy the fake license 6488b73b912a753a492e2714e9b38bc7.rif to ux0:license/app/TITLE_ID/6488b73b912a753a492e2714e9b38bc7.rif. If you wish to use the application on a different device, transfer the content of ux0:app/TITLE_ID to your PC and copy the fake license ux0:nonpdrm/license/app/TITLE_ID/6488b73b912a753a492e2714e9b38bc7.rif file as TITLE_ID/sce_sys/package/work.bin You need to overwrite the original work.bin Note: on games obtained through the PlayStation Store, work.bin is tied to your Sony Interactive Entertainment (also known as PlayStation Network) account and contains your account ID. The fake license does however NOT contain any personal information.
    Sharing Game Cards
    Transfer the gro0:app/TITLE_ID folder and its content to ux0:app/TITLE_ID or to your computer and save the fake licenseux0:nonpdrm/license/app/TITLE_ID/6488b73b912a753a492e2714e9b38bc7.rif as TITLE_ID/sce_sys/package/work.bin.
    For faster transfers you can mount the Game Card over USB. To do so, open VitaShell (See the Software Requirements section of this documentation), press the START button of your PS Vita, in the Main settings menu, select Game Card next to the USB device option and press START once again to close the settings tab.
    Now connect your PS Vita to your computer over USB and press the SELECT button.
    Note: Mounting Game Cards over USB does not work on PlayStation TV or PlayStation Vita TV devices.
    Sharing Additional Content
    You may share any additonal content across devices from ux0:addcont/TITLE_ID/DLC_FOLDER or, on selected card games, from grw0:addcont/TITLE_ID/DLC_FOLDER
    To do so, copy the fake license ux0:nonpdrm/license/addcont/TITLE_ID/DLC_FOLDER/6488b73b912a753a492e2714e9b38bc7.rif to ux0:license/addcont/TITLE_ID/DLC_FOLDER/6488b73b912a753a492e2714e9b38bc7.rif.
    Sharing Game Updates
    While you may simply copy the content of ux0:patch/TITLE_ID or grw0:patch/TITLE_ID (in the case of selected card titles), game updates can be downloaded and installed directly from the PlayStation Network (unless the newest update is not compatible on 3.60-3.68).
    Installing shared applications
    Digital Application and Game Cards must be stored at the following location: ux0:app/TITLE_ID Additional contents must be stored at the following location: ux0:addcont/TITLE_ID/DLC_FOLDER and their associated licenses must be copied to ux0:license/addcont/TITLE_ID/DLC_FOLDER/6488b73b912a753a492e2714e9b38bc7.rif. Game Updates must be stored at the following location: ux0:patch/TITLE_ID. Open VitaShell (version 1.6 or later) and press △ in the home section of VitaShell and choose Refresh livearea.
    This will trigger the installation if the files have been placed correctly and the licenses within work.bin files are valid.
    Should you decide to store your game contents on your computer, it is recommended to use the same structure as ux0: as shown below:
    ├───addcont │ └───TITLE_ID │ │ └───DLC_FOLDER ├───app │ └───TITLE_ID │ │ └───sce_sys │ │ └───package │ │ └───work.bin (copied or overwritten from ux0:nonpdrm/license/app/TITLE_ID/6488b73b912a753a492e2714e9b38bc7.rif) ├───license │ └───addcont │ │ └───TITLE_ID │ │ └───DLC_FOLDER │ │ └───6488b73b912a753a492e2714e9b38bc7.rif (copied from ux0:nonpdrm/license/addcont/TITLE_ID/DLC_FOLDER/6488b73b912a753a492e2714e9b38bc7.rif) ├───patch │ └───TITLE_ID Source code
    The source code is located within the src directory and is licensed under GPLv3.
    "I am getting a C1-2758-2 error when trying to run a game/application" - Your game has not been copied properly and at least one of the file is corrupt, please copy it again and retry. "I am getting a C1-6703-6 error when trying to run a game/application" - You are running NoNpDrm from a Devkit/Testkit (PDEL/PTEL) these devices are not currently supported. "I am getting a C0-9250-6 error when trying to run a game/application" - The nonpdrm.skprx module is not loaded, make sure the path to the module is written in ur0:tai/config.txt or ux0:tai/config.txt if the later exists on your device. "I am getting a NP-6182-7 error when trying to run a game/application" - This error occured only once during our test while attempting to run an expired PlayStation Plus timed application, attempting to run the game once more fixed the issue, we never managed to reproduce this error, should you manage to consistently reproduce this issue, please open an issue on github. "My game/application displays as a trial version in the livearea" - This happens because you copied a game/application featuring a trial mode, without or with an invalid/corrupt work.bin. "I somehow messed up the installation, how can I reinstall a game?" - You can delete the (fake) license at ux0:license/app/TITLE_ID and use the refresh option in VitaShell. Changelog
    Added support for 3.65/3.67/3.68 firmware. v1.1
    Fixed bug where fake license files of addcont on grw0: were not created. v1.0
    Initial release Special thanks
    Thanks to Team molecule for HENkaku and thanks to yifanlu for taiHEN Thanks to Mathieulh for beta testing and helping me writing this readme
  23. NoPsmDrm Plugin

    Exports PSM content license keys as fake licences. Bypasses expiration of PSM game licenses. Allows sharing PSM content across multiple PS Vita accounts and devices using generated fake license files. In a nutshell, this plugin allows you to bypass DRM protection on PSM game content.
    This software WILL NOT
    Allow modifications to your games/applications. Enable you to run PSM content without a valid license or a fake license file. WARNING !!!
    For those with valid PSM activated Vitas and licenses, BACKUP EVERYTHING inside tm0 and ux0:/psm before using this plugin. If there's no backup and some files get removed / erased there is no way to get them back Legal Disclaimer
    The removal and distribution of DRM content and/or circumventing copy protection mechanisms for any other purpose than archiving/preserving games you own licenses for is illegal. This software is meant to be strictly reserved for your own PERSONAL USE. The author does not take any responsibility for your actions using this software. Software Requirements
    This software will only work on PlayStation Vita, PlayStation Vita TV, PlayStation TV devices running on firmware 3.60, the taiHEN framework and HENkaku need to be running on your device.
    Installing PSM runtime
    When running a game for the first time, it will ask to install psm runtime. In order to download and install it, you need to change your DNS to Henkaku Update Server
    Download the latest nopsmdrm.skprx, copy it to ux0:tai and modify the ux0:tai/config.txt file to add the path to the module under *KERNEL as follows
    *KERNEL ux0:tai/nopsmdrm.skprx If you know what you are doing, you may change this path to an arbitrary location as long as it matches the exact location of the module. You may also edit the ur0:tai/config.txt instead assuming you do not have a config.txt file inside the ux0:tai/ folder
    Creating the fake license
    In order to generate a fake license file containing the application's keys, you must first launch the application with the NoPsmDrm plugin enabled.
    The fake licenses for the applications will then be stored at
    ux0:data/EM0041-NPOA00013_00-0000000000000000.rif using content id as filename Sharing PSM Games
    If you wish to use the application on the same device but on a different account, simply copy the fake license ux0:data/EM0041-NPOA00013_00-0000000000000000.rif to ux0:psm/NPOA00013/RO/License/FAKE.rif. If you wish to use the application on a different device, transfer the content of ux0:psm/TITLE_ID to your PC and copy the fake license ux0:data/EM0041-NPOA00013_00-0000000000000000.rif file as ux0:psm/TITLE_ID/RO/License/FAKE.rif You need to update / rebuild database If the game is "Powered by Unity" then you must ALSO create a folder in ux0:/license/app/PSM_TITLE_ID and place the 6488b73b912a753a492e2714e9b38bc7.rif included in this repo into that folder.
    Installing shared games
    PSM games must be stored at the following location: ux0:psm/TITLE_ID You must update / rebuild database Source code
    The source code is located within the src directory and is licensed under GPLv3.
    All my work is voluntary and nonprofit, however you can make children happy by making a small donation to Fundación Juegaterapia. Let me know if you donate something. Thanks!!!
    Note: I'm not affiliated, sponsored, or otherwise endorsed by Juegaterapia. I just like their work.
    Special thanks
    Thanks to Team molecule (Davee, Proxima, xyz, yifanlu) for HENkaku, taiHEN and everything else they have done for the scene. Thanks to Motoharu for all his work on NpDrm. Thanks to CodeRobe, Devnoname120 and Rinnegatamante for supporting me during beta testing. Thanks to TheFlow for NoNpDrm Thanks to everyone that helped at vitahacks thread1,thread2 by Frangarcj.
  24. Adrenaline Updater

    The developer Sam created a simple but effective application for our PSvita to quickly update Adrenaline to the latest version (currently version 6.7).
    Install the VPK and launch it. Launch the application. Press X to install on UXO or O to install on URO.
  25. Adrenaline Bubble Manager

    Create and organize your direct adrenaline bubbles.
    This useful application allows you to make personalized bubbles with 'icon' and 'title' of your PSP content (HBS/PSX/ISO/CSO) quick and easy, using the 'LMAN' plugin, forgetting completely of the tedious and long manual method.
    Adrenaline Bubbles Manager (ABM) purpose is to create the bubbles and necesary links to boot chosen psp iso/cso/pbp files with adrenaline v6.x through Lman's plugin adrbblbooter, all done within the ps vita, but, ABM does not change cpu speed, any issue related with that should be mentioned to Lman or the_flow.
    Install Adrenaline v6.7 Make sure Adrenaline works correctly, to be able to boot Adrenaline opening it just once, it is highly recommended to add the following line below the kernel line in ur0:tai/config.txt. *KERNEL ux0:app/PSPEMUCFW/sce_module/adrenaline_kernel.skprx After taking care of step 1, then you can start using Adrenaline Bubbles Manager to create bubbles for your PSP/PSX content.
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