DaedalusX64-vitaGL is a port of Daedalus X64 to PSVITA/PSTV. Daedalus X64 was an experimental N64 emulator for Linux/PSP whose target was speed over accuracy. From the original codebase of this emulator, we're building a new N64 Emulator whose target will be best compatibility possible without sacrificing speed. The emulator is being built up through combined work of me and MasterFeizz, thus implying that Daedalus X64 3DS will stay on par with the Vita build most likely and viceversa.
- Working savestates
- Native resolution (960x544) with MSAA 4x
- Native support to dual analogs
- vFlux implementation
- Bilinear filtering
- ARM DynaRec
- Audio support (synchronous)
- Rumble Pak support (with support to controllers rumbling on PSTV) and Controller Pak support
- Support for multiple controllers on PSTV
- All the original Daedalus X64 developers
- xerpi for the original Vita port
- m4xw for the help sanitizing PIF code
- MasterFeizz for the ARM DynaRec
- frangarcj for several improvements and bugfixes
- That One Seong for the Livearea assets
- Everyone who submitted donations through PayPal to me or MasterFeizz for the development of this emulator
- All my patroners for their support
A port of Return to Castle Wolfenstein for PSVITA/PSTV based on iortcw.
World War II rages and nations fall. SS head Himmler has Hitler's full backing to twist science and the occult into an army capable of annihilating the Allies once and for all. Battling alone, you're on an intense mission to pierce the black heart of the Third Reich and stop Himmler -- or die trying. Fighting in advanced team-based multiplayer mode, you'll wage your own WWII in an all-out Axis vs. Allies contest for frontline domination.
Powered by the Quake III Arena engine, the Wolfenstein universe explodes with the kind of epic environments, A.I., firepower and cinematic effects that only a game created by true masters can deliver. The dark reich's closing in. The time to act is now. Evil prevails when good men do nothing.
Cross = Jump
Square = Reload
Circle = Open doors/Activate objects
Triangle = Change weapon
L Trigger = Aim/Use Binocular
R Trigger = Shoot
Left Analog/DPad Arrows = Move player
Right Analog = Aim
Touch = Precision Aim
How to install
- Install the vpk and data files (if manually installing data files, extract the zip folder in ux0:data)
- Move pak0.pk3, sp_pak1.pk3 and sp_pak2.pk3 and all the mp_*.pk3 files from your RTCW files (Tested with Steam data files) to ux0:data/iortcw/main.
- [OPTIONAL] If you want to install translations in Italian/French/Spanish/German, grab the relative files from here: https://github.com/iortcw/iortcw/releases/tag/1.51c and overwrite all files in ux0:data/iortcw/main.
vitaRTCW is still extremely experimental:
- Framerate is unstable, in certain circumstances it can even drop drastically.
- Multiplayer build is extremely experimental: expect crashes, maps not loading and issues when joining some servers.
- Savegames can't be named (meaning you can have only a single savefile unless you manually rename your save file and overwrite it later).
- It has not completely tested (only first level got fully played, meaning later in the game, crashes may occur, if it happens, report them here or on GitHub with coredump attachment and possibly a save file to fastly reproduce the issue.
The engine (idTech 3) has been ported through vitaGL and is fully compatible with all supported PSVITA resolutions the same as vitaQuakeIII.
By default, vitaRTCW will run at 640x368 resolution! This is cause it's a little slower than PSP resolution but makes texts readable.
If you don't mind about texts and want the best framerate possible, you can switch to 480x272 or if you want better graphics at the cost of lower framerate, you can switch to 720x408 or 960x544.
To do so, edit in wolfconfig.cfg the r_mode value as follow:
0 = 480x272
1 = 640x368
2 = 720x408
3 = 960x544
Regardless of the resolution you'll play on, vitaRTCW will run with MSAA 4x!
Ch3lin for the awesome livearea assets
iortcw developers (especially MAN-AT-ARMS) for the awesome work done and the help given during QVMs implementation
All my Patreon supporters.
vitaWolfen is a port for PSVITA of the classic old school FPS Wolfenstein 3D (formerly WOLF3D).
It's based on Wolf4SDL and supports both Wolf3D and Spear of Destiny (missionpacks included)
- Native 960x544 resolution
- Support to both analogs for player/camera movement
- Floor and ceil rendering
- Support for both base game and Spear of Destiny expansion (missionpacks included)
- Savestates support
- Sound and music support
- Left Analog: Move Player
- Right Analog: Rotate Camera
- R / X = Fire
- Square = Open doors
- Triangle = Sprint
- Start = Pause Game
- Select / L = Change Weapon
Extension naming for files
Data files must be placed in ux0:data/Wolfenstein 3D.
Extensions must be as follow:
Wolf3D Sharware: .wl1 (included)
Wolf3D Full: .wl6
Spear of Destiny Demo: .sdm (included)
Spear of Destiny: .sod
SoD: Return to Danger: .sd2
SoD: Ultimate Challenge: .sd3
vitaExhumed is a port of PCExhumed, an EDuke32 fork that supports PowerSlave/Exhumed games.
The Vita port doesn't support Demo files so you should provide STUFF.DAT, BOOK.MOV and DEMO.VCR files from your own game installation.
Performance should be on par with NRedneck port however, since demo replays are not supported, a performance check for later stages hadn't been done so there could be huge performance issues like with NBlood. If you find any, please report them.
- Install the vpk.
- Put STUFF.DAT, BOOK.MOV and DEMO.VCR files in ux0:data/vitaExhumed.
- [cross]: Jump
- Left Analog: Move Player
- Right Analog: Move Camera
- [r]: Shoot
- [l]: Run/Walk
- [select]: Map
- [square]: Crouch
- [circle: Open/Activate
- [start]: Pause
- [left]/[right]: Change equipped weapon
- [l] + [start]: Swap between stretched and 4:3 view.
- All my patroners for their awesome support
NumptyPhysics v00.50 by Rinnegatamante & meetpatty
Numpty Physics is a drawing puzzle game in the spirit (and style) of Crayon Physics using the same excellent Box2D engine.
Vita Port of NumptyPhysics for PSP. This port is an improved version of the first Vita port made by meetpatty.
I decided to make a brand new repository cause meetpatty seems to be unreachable even via mail.
I'm planning to add some other new feature differently to meetpatty port such as BGM audio playback, touch support, retrotouch support.
As of now, this is a 1:1 adaptation of meetpatty code for HENkaku with some bugfixes.
- [up]/[down]/[left]/[right]/Analog Stick: Move cursor
- [r] + [up]/[down]/[left]/[right]/Analog Stick: Fast cursor move
- [l] + [left]/[right]: Next/Previous level
- [cross]: Drawing lines
- [square]: Restart level
- [triangle/Start]: Pause
- [cicle]: Delete last drawing line
- [select]: Show edit menu
- Touch]: Draw directly
- meetpatty: First Vita port author for Rejuvenate.
- rock88: PSP port from were this port is based of.
- All my patroners for their awesome support.
vitaQuakeII is a port of Quake II for PSVITA.
At the moment vitaQuakeII has unique features like dualshock rumbling when player get hit. It supports also double analogs for comfortable gameplay, online and locale multiplayer with featured servers, soundtracks support, sounds support and a lot more stuffs.
The port is fully hardware accelerated and supports high res textures pack and official mission packs.
- Native 960x544 resolution!
- Hardware acceleration thanks to vitaGL
- MSAA 2x and MSAA 4x antialiasing support
- Sound and Soundtrack support
- Support for shareware and full versions of Quake
- Support for official mission packs
- Support for high res textures pack
- Native support to both PSVITA analogs
- Unique features like dualshock rumbling, fps counter, ...
- Variable camera sensibility for right analog in option menu
- Multiplayer with support for both locale and online games with featured online servers
- Left Analog = Move player
- [up] = Use item
- [left]/[right] = Select item
- [down] = Drop item
- Right Analog = Move camera
- [cross] = Jump
- [circle] = Crouch
- [r] / [square] = Shoot
- [triangle] = Change Weapon
- [l] = Run
- [elect] = Show Mission (Singleplayer) / Scores (Multiplayer)
- If you want to play mission packs, place rogue and xatrix folders in ux0:/data/quake2.
vitaQuakeII offers 5 different pre-selected servers in the serverlist from different places (Australia, Russia, France, USA): 4 are deatmatch servers, one is a co-op server.
Current available pre-selected servers:
- DeVelox (Deatmatch 8 players FRANCE)
- QW.org.pl (Deatmatch 8 players POLAND)
- ISP WEBA (Deatmatch 16 players RUSSIA)
- tastypleen.net:classic (Deatmatch 16 players USA)
- desync.com (Deatmatch 16 players USA)
- planetmnh.16mb.com (Co-op 14 players AUSTRALIA)
- idSoftware for winQuake engine.
- Ch3lin for the awesome livearea assets.
- MasterFeizz for Quake2Ctr source i used as base for the port.
- gnmmarechal and bhunterzor for testing the homebrew.
- All my patroners for their awesome support.
Syobon Action (aka Cat Mario/Neko Mario) port for PSVITA.
OpenSyobon v01.00 by Rinnegatamante
OpenSyobon Vita is a port of Syobon Action (aka NekoMario / CatMario), a frustrating platform game inspired to Super Mario Bros, for PSVITA based on the 3DS port of OpenSyobon by nop90.
OpenSyobon Vita has a completely reworked audio engine which uses ogg tracks instead of raw ones. This allowed to use better versions of BGM files (for example the Cheetahmen theme is the full one and not just a 15 secs ripped part).
- [cross]: Jump.
- [r]: Speedup the game.
- [pad]: Move the character.
- nop90 for the 3DS port which i used as base to port it to PSVITA.
- EasyRPG Team for the audio decoder i used to write the new audio engine.
The Wiki Homebrew project, was born as a way to have a collection of all the homebrews of a specific scene, since the time of the PSP scene, it was tried to do through ONEinstaller, even though the project was ambiguous worked perfectly to have a collection of all the homebrews, even though it was finally removed a year later due to several problems with the database,
Now comes back with the idea again to collect as much as possible in a single site, PSVita homebrews, but focusing on adding possible descriptions and changelogs, in addition to own captures and other details, does not try to compete with other existing bases but distinguished by being different.