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  1. DevilutionX for PS Vita

    Port of DevolutionX for PS Vita.
    How To Play:
    Copy diabdat.mpq from your CD, or GoG install folder, to ux0:/data/DVLX00001/data ; Make sure it is all lowercase. Download DevilutionX. Install it in PS Vita using your favorite method Please keep in mind that this is still being worked on and is missing parts of UI and some minor bugs, see milestone 1 for a full list of known issues.
    F.A.Q.
    Wow, does this mean I can download and play Diablo for free now?
    No, you'll need access to the data from the original game. If you don't have an original CD then you can buy Diablo from GoG.com. Alternatively you can also use spawn.mpq from the http://ftp.blizzard.com/pub/demos/diablosw.exeversion and compile the with the SPAWN flag defined.
    Cool, so I fired your mod up, but there's no 1080p or new features?
    We're working on it.
    What about Hellfire?
    Hellfire was a bit of a flop on the developer's part. Support may come in the future once the base game is finished.
    Credits
    devnoname120 - for supporting me 🙂 Thank the people around me for enduring my obsession to get this through. Original developpers and collaborators for maintain this project ❤️ Reverse engineered by GalaXyHaXz in 2018 sanctuary - extensively documenting Diablo's game engine BWAPI Team - providing library API to work with Storm Ladislav Zezula - reversing PKWARE library, further documenting Storm fearedbliss - being awe-inspiring Climax Studios & Sony - secretly helping with their undercover QA 😛 Blizzard North - wait, this was a typo! Depression - reason to waste four months of my life doing this 😉 And a special thanks to all the support and people who work on Devilution to make it possible! ❤️ Legal
    Devilution is released to the Public Domain. The documentation and function provided by Devilution may only be utilized with assets provided by ownership of Diablo.
    Battle.net(R) - Copyright (C) 1996 Blizzard Entertainment, Inc. All rights reserved. Battle.net and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the U.S. and/or other countries.
    Diablo(R) - Copyright (C) 1996 Blizzard Entertainment, Inc. All rights reserved. Diablo and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the U.S. and/or other countries.
    Devilution and any of its' maintainers are in no way associated with or endorsed by Blizzard Entertainment(R).
    by gokuhs.
  2. DolcePolce

    This is a plugin that patches the PSTV Blacklist checks directly from SceShell, no more living like its 3.51- patch the launch checks directly from SceShell-
    No more messing with app.db- no modding list_launch_vita.dat-
    NONE OF THAT. you can download updates- you can install DLC- you can rebuild your database- whatever it is this plugin has you covered
    Better than all previous "whitelist" hacks.
    (btw its a blacklist. not a whitelist..)
    Works on ALL PSV/PSP/PS1/PSM Content on 3.60-3.73
    Place under your *main entry in config.txt
    La Dolce Vita!
    UPDATE: This also allows you to run PSVita blacklisted titles such as "torne(トルネ)™ PlayStation®Vita TV"
    which normally will only run on PlayStation TV - i didnt even intend for this. but hey ill take it!
    PS remove old whitelister v2 or your dlc & updates will still be broken..
    Developers:
    SilicaAndPina Beta Testers:
    Zodasaur marburg IcySon55 froid_san kirilldevchroma SilicaAndPina by KuromeSan.
  3. DooM Vita

    A first person shooter heavily inspired to DooM intellectual property made with Unity.



    by gambikules.
  4. DS34Motion

    The only difference from DSMotion is reVita compatibility.
    Henkaku plugins which adds motion control support for PlayStation TV with DualShock controllers
    It can also be used on a real PS Vita with "ds3vita" or "ds4vita" plugins to replace the console internal motion sensors by those from the controller (however, it doesn't work well with "ds3vita", see limitations section).
    There are 2 plugins:
    Kernel plugin ds34motion.skprx: it hooks BlueTooth calls to catch DualShock controller packets and exposes user services to get the intercepted motion data User plugin ds34motion.suprx: it calls the kernel plugin services and reinterprets the given data for SceMotion functions return Installation
    In order to activate those plugins featues, you must edit your ux0:tai/config.txt file:
    *KERNEL ux0:tai/ds34motion.skprx *TITLEID00 ux0:tai/ds34motion.suprx Replace TITLEID00 by a title identifier which needs motion control or by ALL to affect all titles.

    Compatibility
    NPXS10007 - Welcome Park - The skate board game is playable. PCSF00214 - Tearaway - Introduction which asks to shake the PS Vita can now be passed by shaking the controller. PCSF00349 - Flower - The game is playable. PCSF00007 - WipEout 2048 - The game can be played with motion commands option. PCSA00029 - Uncharted Golden Abyss - River game at chapter 12 and other balance mini-games can be completed. PCSB00360 - Rayman Legends - Murfy can now perform actions which requires motion control. PCSB00031 - Virtua Tennis 4 - "Match VR" mode could feel it has inverted horizontal controls (read limitations). PCSF00024 - Gravity Rush - "No gravity" mode could feel it inverted horizontal controls (read limitations). Limitations
    If a DualShock 3 controller is used, it must not be directly plugged with USB on the PS TV otherwise, signal will be sent through USB instead of BlueTooth (and it won't be catched): use an external charger for the controller. It doesn't work well on classic PS Vita with "ds3vita": for an unknown reason, motion control samples seems to be too much spaced over time. It hooks documented "SceMotion" user functions instead of undocumented "SceMotionDev" kernel functions: if we could understand those kernel functions, we could have more compatibility with a single kernel plugin (no more need for a user plugin). Computed orientation is wrong when the controller is turned upside down (it could happen in a game when you try to look too verticaly high). Currently, gyroscope data is not exploited during orientation compute (due to drift problems I had when I tried), feel free to give help if you have some maths/IMU skills! Some games could be perceived like they have inverted horizontal controls (specially during FPS and TPS viewpoints) but it is a wrong impression (on a real PS Vita, tilting the device on the left also makes the view goes to the right and vice versa). Credits
    xerpi for his "ds3vita" and "ds4vita" plugins source code which helped me a lot to understand BlueTooth communication! TheFlow for his "VitaShell" source code which helped me to understand how to export functions from kernel plugin and call them in user plugin YifanLu for Henkaku which makes everything possible (except coffee) on this device! by MERLev.
  5. ds34vita

    Combines functionality of xerpi's ds4vita and ds3vita. Alows to use up to two controllers at the same time. Has proper (PS TV way) buttons mapping. Fixed no-sleep bug Fixed multitouch issues Added deadzone for touchpanel (same as PS TV) Allows reVita integration. Install
    Copy ds34vita.skprx to ur0:/tai/ folder Add ds34vita.skprx to taiHEN's config (ur0:/tai/config.txt) under KERNEL section: *KERNEL ur0:tai/ds34vita.skprx Credits
    Based on ds4vita by xerpi Based on ds3vita by xerpi All testing done by bosshunter by MERLev.
  6. ds3vita

    Enable the plugin:
    Add ds3vita.skprx to taiHEN's config (ux0:/tai/config.txt): *KERNEL ux0:tai/ds3vita.skprx You need to refresh the config.txt by rebooting or through VitaShell. Pairing the controller:
    Download this tool (or this other one if you want to compile it yourself) Connect your DS3 to the PC and open the tool Introduce the Vita's MAC address plus 1 to the tool (Settings -> System -> System information) Using it once paired (see above):
    Just press the PS button and it will connect to the Vita Note: If you use Mai, don't put the plugin inside ux0:/plugins because Mai will load all stuff you put in there... by xerpi.
  7. DS4Ambi

    A plugin that change the DS4 light bar color depending on the colors onscreen.
    It uses dominant color algo, but not every screen pixel is used in calculations due to performance reasons. This may lead to slight led flashing on some images.
    Installation
    There is two version :
    User plugin (.suprx) - this works only with homebrew, add it under relevant app id in your ur0:/tai/config.txt Kernel plugin (.skprx) - this works always and with everything, including shell (livearea) and built-in apps like video player. Add it under *KERNEL. This plugin was made possible thanks to
    Cbps Discord Graphene, cuevavirus, Princess-of-Sleeping, S1ngyy, SonicMastr - for support MERLev, xerpi - for code samples by Sarcastic cat.
  8. ds4touch

    Adds ds4 touchpad support (ds4vita way) to PS TV and Vita with MiniVitaTV. Based on xerpi's ds4vita code.
    Install
    If updating, and there is ds4touch.suprx under ur0:/tai/ folder or in taiHEN's config (ur0:/tai/config.txt) - remove it. Copy ds4touch.skprx to ur0:/tai/ folder. Add ds4touch.skprx to taiHEN's config (ur0:/tai/config.txt) under KERNEL section: *KERNEL ur0:tai/ds4touch.skprx Limitations
    If connected several controllers, only the one connected first would be able to use touchpad On PS TV for plugin to work, you need to disable "Use Touch Pointer in Games" under quick settings. Credits
    Based on ds4vita by xerpi
    All testing done by bosshunter
    Special thanks to teakhanirons for pointing out some issues.
    by MERLev.
  9. ds4vita

    Enable the plugin:
    Add ds4vita.skprx to taiHEN's config (ux0:/tai/config.txt): *KERNEL ux0:tai/ds4vita.skprx You need to refresh the config.txt by rebooting or through VitaShell. Using it for the first time (pairing the controller):
    Go to Settings -> Devices -> Bluetooth Devices Press SHARE+PS on the DS4 for about 3-4 seconds, until the lightbar blinks very quickly The DS4 will then connect and be paired (don't press over it when it appears) Using it once paired (see above):
    Just press the PS button and it will connect to the Vita Note: If you use Mai, don't put the plugin inside ux0:/plugins because Mai will load all stuff you put in there...
    by xerpi.
  10. dsll-mdr72.vpk

    Plaintext update_sm loader for 3.71 - 3.72 based on decsec-ldr.
    This tool will make lv0 load plaintext "ux0:data/update_sm.bin" instead of "os0:sm/update_sm.self".
    Usage
    Download and install the VPK Put decrypted update_sm elf in "ux0:data/update_sm.bin" Run the app, it should say "module loaded" If it hangs or crashes you will need to reboot by holding the POWER button Notes
    Framework injection reliability: 80% Framework stability: 90% Before performing dangerous operations such as downgrading please make sure that the framework is stable (i.e by running the settings and welcome park apps) Credits
    Team Molecule for their crypto processor exploit and initial spoonfeeding help on discord. Mathieulh and d3s for their useful ideas. All the testers @henkaku & vita hacking discord servers by SKGleba.
  11. DSMotion

    Henkaku plugins which adds motion control support for PlayStation TV with DualShock controllers.
    It can also be used on a real PS Vita with "ds3vita" or "ds4vita" plugins to replace the console internal motion sensors by those from the controller (however, it doesn't work well with "ds3vita", see limitations section).
    There are 2 plugins:
    Kernel plugin dsmotion.skprx: it hooks BlueTooth calls to catch DualShock controller packets and exposes user services to get the intercepted motion data User plugin dsmotion.suprx: it calls the kernel plugin services and reinterprets the given data for SceMotion functions return Installation
    In order to activate those plugins featues, you must edit your ux0:tai/config.txt file:
    *KERNEL ux0:tai/dsmotion.skprx *TITLEID00 ux0:tai/dsmotion.suprx Replace TITLEID00 by a title identifier which needs motion control or by ALL to affect all titles.
    Compatibility
    NPXS10007 - Welcome Park - The skate board game is playable. PCSF00214 - Tearaway - Introduction which asks to shake the PS Vita can now be passed by shaking the controller. PCSF00349 - Flower - The game is playable. PCSF00007 - WipEout 2048 - The game can be played with motion commands option. PCSA00029 - Uncharted Golden Abyss - River game at chapter 12 and other balance mini-games can be completed. PCSB00360 - Rayman Legends - Murfy can now perform actions which requires motion control. PCSB00031 - Virtua Tennis 4 - "Match VR" mode could feel it has inverted horizontal controls (read limitations). PCSF00024 - Gravity Rush - "No gravity" mode could feel it inverted horizontal controls (read limitations). Limitations
    If a DualShock 3 controller is used, it must not be directly plugged with USB on the PS TV otherwise, signal will be sent through USB instead of BlueTooth (and it won't be catched): use an external charger for the controller. It doesn't work well on classic PS Vita with "ds3vita": for an unknown reason, motion control samples seems to be too much spaced over time. It hooks documented "SceMotion" user functions instead of undocumented "SceMotionDev" kernel functions: if we could understand those kernel functions, we could have more compatibility with a single kernel plugin (no more need for a user plugin). Computed orientation is wrong when the controller is turned upside down (it could happen in a game when you try to look too verticaly high). Currently, gyroscope data is not exploited during orientation compute (due to drift problems I had when I tried), feel free to give help if you have some maths/IMU skills! Some games could be perceived like they have inverted horizontal controls (specially during FPS and TPS viewpoints) but it is a wrong impression (on a real PS Vita, tilting the device on the left also makes the view goes to the right and vice versa). Credits
    xerpi for his "ds3vita" and "ds4vita" plugins source code which helped me a lot to understand BlueTooth communication! TheFlow for his "VitaShell" source code which helped me to understand how to export functions from kernel plugin and call them in user plugin YifanLu for Henkaku which makes everything possible (except coffee) on this device! by OperationNT414C.
  12. Duck Hunt Remake for PS Vita

    Remake del clásico Duck Hunt para PS Vita y Playstation TV realizado por Lapy.


  13. Easy Downgrader/Updater for PS Vita (365 U/D H)

    Downgrade/Update your PS Vita the easy way without a PC.
    Description
    This simple app will help you install/download the nedeed apps and files to get your PS Vita updated/Downgraded to your FW selection between 3 to choose from (3.60,3.65 or 3.68).
    IMPORTANT
    This app was created for people without access to any PC, or for those who want to do the whole process right on the PS Vita.
    Instructions
    To be able to install and use this app you must have either Trinity, H-encore or Henkaku installed After taking care of step 1, now you can think of what FW suits you best. by ONElua.
  14. EasyPlugin

    Easy Plugin is a plugin installer that downloads and installs plugins from VitaDB.
    It installs most plugins without problems and has support for plugins with data folders or config files.
    It also has an easy to use menu to choose what app to install the plugin for.
    by THEN00P.


  15. EDuke32 Vita

    Port of EDuke32, a Duke Nukem 3D source port, for PSVITA. It supports also add-on packs, mods and all other EDuke32 regular features.
    by Rinnegatamante.

  16. ElevenMPV - Eleven Music Player VITA

    A homebrew music player for Playstation VITA that aims to support many different audio formats compared to the offical PS VITA music application.
    Currently supported formats: (16 bit signed samples)
    FLAC IT MOD MP3 OGG S3M WAV (A-law and u-law, Microsoft ADPCM, IMA ADPCM) XM Features:
    Browse ux0:/ to play the above audio formats. Pause/Play audio. Shuffle/Repeat audio. Next/Previous track in current working directory. Display ID3v1 and ID3v2 metadata for MP3 files. Credits:
    MPG123 contributors. dr_libs by mackron. stb_vorbis by nothings and contributors. libxmp-lite contributors. Preetisketch for startup.png (banner). Eleven Music Player contributors for design elements.
     
  17. ElevenMPV-A - Advanced Eleven Music Player VITA

    A homebrew music player for Playstation VITA that aims to support many different audio formats compared to the offical PS VITA music application.
    BG playback support:
    By default: with most of the games With LowMemMode plugin: with all games Limitations:
    No cover art due to extreme RAM constraints Some performance issues for software decoding may occur. Currently supported formats: (16 bit signed samples) Hardware decoding (flawless performance even in games):
    MP3 ATRAC9 WAV M4A/AAC Software decoding: FLAC IT MOD OGG OPUS S3M XM
    Features:
    Browse ux0:/, ur0:/, uma0:/, xmc0:/, grw0:/ to play the above audio formats. BG playback. Pause/Play audio. Shuffle/Repeat/Repeat All. Equalizer. ALC. Next/Previous track in current working directory. Display ID3v1 and ID3v2 metadata for MP3 files. Other tags are displayed for OGG, FLAC, OPUS and XM. Touch support. Seeking support using touch screen. (No support for OPUS). Controls:
    In file manager:
    Enter button (cross/circle): enter folder/play supported audio file. Cancel button (cross/circle): go up parent folder. DPAD Up/Down: Navigate files. DPAD Left/Right: Top/Bottom of list. In audio player:
    Enter button (cross/circle): Play/Pause. Cancel button (cross/circle): Return to file manager. L trigger: Previous audio file in current directory. R trigger: Next audio file in current directory. Triangle: Shuffle audio files in current directory. Square: Repeat audio files in current directory. Power Button: Turn off display and keep playing audio in background. SELECT button: open EQ settings. In background:
    Quick Menu: mixing volume adjustment. Power Button: Turn off display and keep playing audio in background. Credits:
    joel16: ElevenMPV MPG123 contributors. dr_libs by mackron. libvorbis, libogg and libopus contributors. libxmp-lite contributors. Preetisketch for startup.png (banner). LineageOS's Eleven Music Player contributors for design elements. by GrapheneCt.
  18. Enso

    You need vitasdk.
    make the payload Copy fat.bin to installer/res CMake the installer mkdir build && cd build && cmake .. && make Firmware specific offsets are in first.c and nsbl.h. Logo is raw framebuffer data gzipped. If you make this too big (bigger than original logo size), you WILL perma-brick your Vita.
    The source is for advanced users only. Users should download the prebuilt package, Henkaku Enso. If something goes wrong, you WILL perma-brick your Vita. There is no recovery, even if you have a hardware mod. The only possible recovery is if you have a hardware mod and you dump the eMMC before getting bricked, then you can restore the dump. Dumps are device-specific and encrypted with a device-specific key.
    Again, even if you just change the logo, there's a good chance you will perma-brick your Vita. You have been warned.
  19. Enso EX

    enso installer for PSP2 on fw 3.60 or 3.65.
    This is a mod of Enso, all credits go to team molecule for this awesome tool.
    Features
    pre-nskernel recovery from a GC-SD device. easy low-level code exec for custom kernel patches. support for firmwares 3.60 and 3.65. Building
    Just run "create_vpk.sh", it will build everything and copy the package to the root directory.
    Installing
    Install enso Install the VPK, run the "enso_ex" app and agree to the """ToS""". If you get an error, reboot the device holding LTRIGGER and try again. Select "Install/reinstall the hack", press CROSS, the installer will install enso_ex. All non-critical errors can be skipped by pressing CROSS, it is safe to do so. Patches
    The "os0:patches.e2xd" file is a set of code blobs that are executed at low-level module load. Custom patches can be skipped by holding VOLDOWN at boot. Adding patches
    Patches are position independent code blobs that are run each in their own memblocks. Patches are located in the "ux0:eex/patches/" directory. Data files for patches are located in the "ux0:eex/data/" directory. You can "sync"/"compile" patches with the enso_ex app. Default patches
    clogo.e2xp: Use a raw RGBA 960x544 image as the bootlogo, it is located @"os0:bootlogo.raw". In safe/update mode the PS logo is used. You can change it by replacing the file in "ux0:eex/data" and syncing. If the file is not found there will be no logo, useful for boot animations. rconfig.e2xp: If VOLUP is held at boot, "ux0:eex/boot_config.txt" is used instead of the ur0: one. It also works in safe/update mode. BootMgr
    The "os0:bootmgr.e2xp" file is a code blob that is executed just before psp2bootconfig load. BootMgr can be skipped by holding VOLDOWN at boot. To add/change it you need to add/change "ux0:eex/data/bootmgr.e2xp" and sync.
      Recovery
    The "recovery" is a code blob loaded from a GC-SD device in GC slot. Recovery can be loaded by holding SELECT at boot, the device must be connected to a power source. Supported recovery types
    RAW recovery (recommended) Use the tool in /sdrecovery/ to flash your recovery blob to the SD card. If the SD card contains the EMMC image you can set a flag to use its os0 for low-level modules. You can force it to use the FILE recovery found in GC-SD's os0. FILE recovery Format your SD card to FAT16 and put your recovery blob in "SD:recovery.e2xp". By default the device will NOT continue the boot process after this recovery method is used. TODO: add a cleanup sample to continue boot. Recovery errors
    If the recovery returned 0, the console will continue the boot process. If an error happened the user will need to confirm that he is aware of it by pressing the correct key: "No recovery found" - press TRIANGLE. "Error running GC-SD RAW recovery" - press CIRCLE. "Error running GC-SD os0 recovery" - press SQUARE. "Recovery did NOT return 0" - press CROSS. "dual nand"
    You can use the SD's os0 partition instead of EMMC's os0 partition by holding START at boot. If an error happened the user will need to confirm that he is aware of it by pressing the correct key: "Error reading GC-SD" - press TRIANGLE. "Incorrect SD magic (not SCE magic)" - press CIRCLE. Credits
    Team molecule for henkaku, taihen, enso, and HenKaku wiki entries. xerpi for his work on baremetal stuff. CelesteBlue and PrincessOfSleeping for help with NSKBL RE. Testers from the HenKaku discord server.
  20. Final h-encore

    A tool to push h-encore exploit for PS VITA/PS TV automatically.
    Common usage
    Download a pre-built executable binary below. If you want to update PS Vita to firmware 3.60, 3.65 or 3.68 through USB connection, download related Update Packages here and extract the PSP2UPDAT.PUP to the same folder as this tool If you want to install VitaShell or enso by transferring in Content Manager, download prebuilt zip from releases tab and put in the same folder of this tool Connect your PS Vita to your computer via USB Run the executable and follow the on-screen directions by Soarqin.

  21. FinTrinity

    This is a GUI that allows you to use the Trinity Playstation Vita hack by TheOfficialFloW without much effort.
    This is still very much a work in progress
    If you do use this, PLEASE make a backup of your game folder first. It will automatically create a backup for you on your Desktop, but just in case, it never hurts to make a manual backup.
    This is currently only for Windows. I have tested it with Windows 10 and the latest version of QCMA (v0.4.1)
    Usage
    To use it, you will need to have python 3.7.3 installed. It has been confirmed to not work on Python 3.5. Download the zip. Double click on either FinTrinity.py (command line) or GUI.py (user interface) and confirm the game is correct. If you're still having trouble, see this:
    by bamhm182.
  22. flycast-vita

    flycast-vita is a port of flycast, popular multiplatform Dreamcast emulator maintained by flyinghead. It's based on the libretro core version of the emulator, uses RetroArch as frontend built in a custom bubble (due to the fact it requires multiple executables for the best compatibility.




    by Rinnegatamante.
  23. 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.
    Credits:
    Main Developer: SilicaAndPina
    PSM_Handle Help: DOTS_TB
    Biggest Tester: @FUCK_S3CURITY
  24. GayMaker

    PS Vita export tool.
    Run the program. and browse to a GameMaker Studio project file (.gmx). You can also change the images, Title. and TitleID and then your game will be "compiled" for PSVITA and saved as a VPK to whereever you choose to save it
    Errors
    When the PSVita GameMaker Runner encounters an error. the error dialog is printed to stdout rather than opening a message box.
    if its a critical error. the app will simply exit afterwards.. i recommend using a plugin to capture stdout for any serious development.
    take a look at ShipLog or psp2shell
    Shaders
    When you compile a project that uses Shaders for the first time. you'll be prompted to browse to 'psp2cgc.exe'
    This file will then be placed into the GayMaker install folder and you wont have to do it again after that.
    Shaders will compile into the GXP format. which will then work on the console itself.
    For reasons, i will not provide a link to psp2cgc.exe
    Touchscreen
    To use touchscreen features, you have to enable "Use Rear Touch" and "Use Front Touch" in Global Game Settings
    Then you can use the mouse controls as touch inputs.
    Once enabled the touchscreen is mapped as a Mouse Device, so you can just use Device Input
    Devices 04 are for the front touchscreen and Devices 58 are for the rear touchscreen It acturally supports multiple touches at a time~

    Controller Mapping
    To Check PSVita Controls use the GamePad commands. Here is what each control maps to:
    gp_face1 = CROSS
    gp_face2 = SQUARE
    gp_face3 = CIRCLE
    gp_face4 = TRIANGLE
    gp_shoulderl = L
    gp_shoulderr = R
    gp_shoulderlb = UNUSED
    gp_shoulderrb = UNUSED
    gp_select = SELECT
    gp_start = START
    gp_stickl = UNUSED
    gp_stickr = UNUSED
    gp_padu = DPAD UP
    gp_padd = DPAD DOWN
    gp_padl = DPAD LEFT
    gp_padr = DPAD RIGHT
    gp_axislh = LEFT ANOLOUGE HORIZONTAL AXIES
    gp_axislv = LEFT ANOLOUGE VERTICAL AXIES
    gp_axisrh = RIGHT ANOLOUGE HORIZONTAL AXIES
    gp_axisrv = RIGHT ANOLOUGE VERTICAL AXIES
    Credits
    Thanks @nikita_krapivin for testing things, and for finding a capible game Thanks to @CelesteBlue for patching some things Thanks Radziu, Dots-tb, for uh existing? Thanks "Wolfgang" for PUBLICLY UPLOADING A GMS4VITA COMPILE LOG TO PASTEBIN - MUCH APRICIATED Thanks To the devs of "Siralin2" DnSpy for indirectly making this possible ? by Kuromesan.
  25. GE Patch Plugin

    This is an experimental plugin for Adrenaline that allows you to play a few games in native resolution.
    Installation
    Before you start make sure that you have
    Adrenaline 7 or higher. The option Recovery Menu->Advanced->Advanced configuration->Force high memory layout DISABLED. All plugins in ux0:pspemu/seplugins/game.txt and ux0:pspemu/seplugins/vsh.txt disabled (you can gradually enable them if you think they should not interfere with GePatch. Please be aware that plugins that print stuff to the screen may not be visible with GePatch since the framebuffer is redirected. Download ge_patch.prx and copy it to ux0:pspemu/seplugins/. Write this line to ux0:pspemu/seplugins/game.txt (ux0:pspemu is mounted as ms0: in the PSP emu): ms0:/seplugins/ge_patch.prx 1 You can also do the same change in file ux0:pspemu/seplugins/vsh.txt to get a XMB in higher resolution, but be aware that the VSH menu will be invisible.

    Known Issues
    Some games may:
    Not display cutscenes. Have a black screen. Not display all textures. Contain clipping/culling. by TheOfficialFloW.
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