VitaDoctor is a standalone hardware testing and diagnostic tool for the PlayStation Vita (PCH-1000 OLED, PCH-2000 Slim, and PlayStation TV / VTE-1000).
It runs directly as a VPK application without requiring background plugins.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| VitaDoctor |
v1.00 |
07/31/26 |
5 |
Download |
QR |
Features
Analog Sticks & Buttons Test
Live visual position indicators for Left and Right analog sticks with raw values (0-255) and percentage offset calculations.
Complete button matrix test for D-Pad, Face Buttons, Shoulder Triggers (L/R), SELECT, and START.
Front and rear touch panel input detection.
Battery Health & Metrics
Real-time battery life percentage, estimated cell health based on factory design capacity (2210 mAh), battery voltage, and temperature (°C / °F).
60-second live voltage history graph.
Display & OLED Test
Pure color test patterns (Red, Green, Blue, White, Black, Grayscale, and Grid).
Built-in OLED Exerciser to help cycle pixels and reduce retention/burn-in.
Motion Sensors
Live 3D artificial horizon gauge using the built-in gyroscope.
Real-time Accelerometer (
g
) and Gyroscope (rad/s) axis data readout.
Audio & Microphone
Separate Left (440 Hz) and Right (880 Hz) stereo speaker sound test with embedded WAV audio tones.
Real-time graphical VU-meter for the integrated PS Vita microphone.
System & Storage Info
Hardware model detection (PCH-1000 OLED vs PCH-2000 Slim vs PS TV).
Wi-Fi IP address and hardware MAC address readout.
Live storage partition capacity monitoring for ux0:, ur0:, uma0:, and gro0:.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
A native homebrew GeForce NOW client for the PlayStation Vita, written in Rust. It signs in to your GFN account, browses your game library, negotiates a real WebRTC session against NVIDIA's streaming servers, and plays the game on the Vita's screen using the console's hardware H.264 decoder — with your controller input forwarded back to the game.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| OpenNow Vita |
v0.3.0 |
07/31/26 |
5 |
Download |
QR |
The two things 0.2.1 couldn’t do were use the rear touchpad for the analog triggers and L3/R3, and type into a game. Both are here now.
Input
In-game keyboard. Built on the Vita’s inline IME — letters, Backspace, Enter, and arrow keys are sent to the game as real keystrokes.
Rear touch → L2/R2, with selectable trigger intensity.
L3/R3 zones on the front screen, optionally drawn over the stream.
Trackpad mode — the front panel acts as a mouse for games that require one.
In-stream toolbar for all of it, collapsible so it stays out of the way.
Streaming
Rebuilt audio with a jitter buffer, RED packet recovery, and a gain stage. NVST audio arrives out of order often enough to matter over 2.4 GHz, and is much quieter than a local GameStream host. Audio boost is selectable.
Link estimation — the client remembers what your network actually delivered and requests a ceiling bitrate instead of using a fixed guess that costs the first seconds of every session in lost packets and resolution drops.
Selectable frame rate, persisted between sessions.
Live stats overlay.
Catalog
Favourites, stored on the memory card. They survive the 1000-title page limit, so a starred game always shows up.
Sort by recently played, recommended, or title.
Performance
CPU/GPU clocks raised to a streaming-safe profile, and the shell loop now paces the entire video pipeline.
Threads pinned across the Vita’s worker and UI cores stop the decoder, audio, and interface from fighting for the same core.
Fixed
The in-game keyboard crashing the client on open.
Install
Copy opennow-vita.vpk to your Vita and install it with VitaShell.
Requires your own GeForce NOW account.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
Blob Wars: Metal Blob Solid is a native port for the PlayStation Vita of the classic open-source 2D platformer developed by Parallel Realities.
Take control of Bob, a fearless Blob agent, and battle through enemy bases to rescue missing comrades and stop the alien invasion led by the evil Galdov. Fight hostile aliens, assimilated Blobs, and challenging bosses across a variety of action-packed levels.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Metal Blob Solid Vita |
v1.0 |
07/30/26 |
7 |
Download |
QR |
| Metal Blob Solid Vita data |
v1.0 |
07/30/26 |
9 |
Download |
QR |
First release
Installation
Install vpk
To run Blob Wars on PS Vita, follow these steps:
Copy the game data to the following folders:
ux0:data/blobwars/data/
ux0:data/blobwars/gfx/
ux0:data/blobwars/music/
ux0:data/blobwars/sound/
Make sure the directory structure matches the original game files.
Install libshacccg.suprx on your PS Vita if it is not already installed. This library is required for shader compilation and the game will not start without it.
Launch the game from the LiveArea.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
OpenSonic Vita brings the classic open-source demo engine to the PS Vita.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| OpenSonic Vita |
v1.0.7 |
07/29/26 |
8 |
Download |
QR |
Changelog (v.1.0.7):
- First Release.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
Port of Barony by Turning Wheel for Playstation Vita
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Barony Vita |
v0.0.1-5.0.2 |
07/28/26 |
7 |
Download |
QR |
Requirements:
- libshacccg.suprx
- Game Data Files: PC
Changelog (v.0.0.1-5.0.2):
- First Release.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
Deltarune (Chapters 1 to 5) Port to PSVita.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Deltarune Vita |
v0.64 |
07/27/26 |
29 |
Download |
QR |
Changes since v0.57
Runtime and compatibility
The port now loads each chapter's original Windows data.win directly, removing the old game.droid conversion step (a remnant from the beginning of the project, in which data from the Android port was used).
Added missing GameMaker behavior required by DELTARUNE, including array_equals(), corrected mixed-width binary results, mp_grid_path defaults and draw_path support.
Corrected surface readback and puzzle verification. The three Chapter 2 light puzzles can now validate their solutions on PS Vita. Fix Issue 10.
Fixed the Chapter 3 pathfinding softlock near the hole sequence. Fix Issue 11.
Fixed the mixed-width VM operation related to Susie's outfit selection in Chapter 5. Fix Issue 13.
Improved buffer and surface compatibility, collision handling, room creation diagnostics and GameMaker builtin coverage.
Rendering and performance
Reworked texture caching, protected UI/font atlases and reduced repeated texture uploads and evictions. Fix Issue 11.
Added chapter-aware preloading for audio, textures and frequently used assets. Fix Issue 11.
Improved rendering performance in several demanding Chapter 2 and Chapter 3 rooms, including the couch-overworld sequence Fix Issue 11.
Improved Chapter 5 town performance and stability while retaining the Original graphics profile. Partially fixes issue 13.
Fixed missing or flashing interface elements, dialogue frames, characters and room textures in several chapters.
Added safer surface synchronization before GPU readback.
Preserved the Original, Medium and Low graphics profiles without forcing reduced texture quality in Original mode.
Graphic API:
A feature allowing chapters to launch with different graphics APIs was tested in the v0.64 beta. While the test yielded positive results, modern-gl still requires further adjustments before it can be fully implemented.
The experimental modern-gl renderer was evaluated and reverted. As a result, v0.64 continues to rely on the more stable legacy-gl renderer across all chapters.
Audio and video
Revised music streaming, startup order and room-transition behavior.
Added separate Master, Music and Sound Effects controls, plus an option to disable audio for performance testing.
Expanded audio preloading to reduce first-use stutters in dialogue, battles and room transitions.
Added experimental Chapter 3 video playback support. Some videos may still require further compatibility work (Still in development)
Game Settings, controls and diagnostics
Reworked Game Settings icons and confirmation screens. Fix Issue 7.
Improved touch controls, touch editing and navigation.
Expanded the room browser and developer overlay with room, event, alarm, collision, audio, render and expensive-GML timing data.
Added optional collision-mask diagnostics for puzzle and room testing.
Improved dynamic borders, manual border selection and configuration loading.
Data files
Save data remains isolated in ux0:data/deltarune_saves/.
Patchers
Updated the multilingual Deltarune Vita desktop patcher for 32-bit and 64-bit Windows.
Added the Seam's Patcher AppWeb, which generates Vita data directly in a supported browser.
Added the Seam's Patcher, a packaged web experience that opens as a clean desktop app without a console or visible address bar.
Added automatic optional mod downloads and direct data.win mod handling.
Fixed missing Vita-only ui, sounds and borders assets in generated packages.
Updated patch manifests to format 4 and Steam version v0.0.250.Changes since v0.57
Runtime and compatibility
The port now loads each chapter's original Windows data.win directly, removing the old game.droid conversion step (a remnant from the beginning of the project, in which data from the Android port was used).
Added missing GameMaker behavior required by DELTARUNE, including array_equals(), corrected mixed-width binary results, mp_grid_path defaults and draw_path support.
Corrected surface readback and puzzle verification. The three Chapter 2 light puzzles can now validate their solutions on PS Vita. Fix Issue 10.
Fixed the Chapter 3 pathfinding softlock near the hole sequence. Fix Issue 11.
Fixed the mixed-width VM operation related to Susie's outfit selection in Chapter 5. Fix Issue 13.
Improved buffer and surface compatibility, collision handling, room creation diagnostics and GameMaker builtin coverage.
Rendering and performance
Reworked texture caching, protected UI/font atlases and reduced repeated texture uploads and evictions. Fix Issue 11.
Added chapter-aware preloading for audio, textures and frequently used assets. Fix Issue 11.
Improved rendering performance in several demanding Chapter 2 and Chapter 3 rooms, including the couch-overworld sequence Fix Issue 11.
Improved Chapter 5 town performance and stability while retaining the Original graphics profile. Partially fixes issue 13.
Fixed missing or flashing interface elements, dialogue frames, characters and room textures in several chapters.
Added safer surface synchronization before GPU readback.
Preserved the Original, Medium and Low graphics profiles without forcing reduced texture quality in Original mode.
Graphic API:
A feature allowing chapters to launch with different graphics APIs was tested in the v0.64 beta. While the test yielded positive results, modern-gl still requires further adjustments before it can be fully implemented.
The experimental modern-gl renderer was evaluated and reverted. As a result, v0.64 continues to rely on the more stable legacy-gl renderer across all chapters.
Audio and video
Revised music streaming, startup order and room-transition behavior.
Added separate Master, Music and Sound Effects controls, plus an option to disable audio for performance testing.
Expanded audio preloading to reduce first-use stutters in dialogue, battles and room transitions.
Added experimental Chapter 3 video playback support. Some videos may still require further compatibility work (Still in development)
Game Settings, controls and diagnostics
Reworked Game Settings icons and confirmation screens. Fix Issue 7.
Improved touch controls, touch editing and navigation.
Expanded the room browser and developer overlay with room, event, alarm, collision, audio, render and expensive-GML timing data.
Added optional collision-mask diagnostics for puzzle and room testing.
Improved dynamic borders, manual border selection and configuration loading.
Data files
Save data remains isolated in ux0:data/deltarune_saves/.
Patchers
Updated the multilingual Deltarune Vita desktop patcher for 32-bit and 64-bit Windows.
Added the Seam's Patcher AppWeb, which generates Vita data directly in a supported browser.
Added the Seam's Patcher, a packaged web experience that opens as a clean desktop app without a console or visible address bar.
Added automatic optional mod downloads and direct data.win mod handling.
Fixed missing Vita-only ui, sounds and borders assets in generated packages.
Updated patch manifests to format 4 and Steam version v0.0.250.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Deltarune Vita |
v0.57 |
07/22/26 |
28 |
Download |
QR |
| Deltarune Vita |
v0.52 |
07/19/26 |
29 |
Download |
QR |
| Deltarune Vita |
v0.49 |
07/17/26 |
36 |
Download |
QR |
Switchfin is a third-party client for Jellyfin that provides a native user interface to browse and play movies and series.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Switchfin |
v0.9.3 |
07/27/26 |
13 |
Download |
QR |
Added
add chapter select on player view
add config for max nextup
add soft keyboard support for trimui
Fixed
show 'Title - Language' in subtitle/audio track selector, matching Jellyfin style (#236) @mr-brune
change seek parameter type from int64_t to double for improved precision
remove unused lastProgress assignment in VideoProgressSlider constructor
i18n: sync missing translation keys across all languages
Vitacompanion is a user module which makes developing homebrews for the PS Vita device easier. It does two things:
Open a FTP server on port 1337
Listen to commands on port 1338
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Vitacompanion |
v1.06 |
07/26/26 |
11 |
Download |
QR |
| Vitacompanion kernel |
v1.06 |
07/26/26 |
10 |
Download |
QR |
What’s new
Add semicolon-separated command chaining for every command.
Add wait durations in milliseconds or seconds.
Add synthetic buttons, analog sticks, front touch, and rear touch through the required kernel module.
Add a version command that reads the loaded user module metadata.
Installation
Install both release assets. Load vitacompanion_kernel.skprx under *KERNEL and vitacompanion.suprx under *main in ur0:/tai/config.txt, then reboot.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Vitacompanion |
v1.03 |
07/24/26 |
14 |
Download |
QR |
| Vitacompanion |
v1.02 |
07/08/26 |
34 |
Download |
QR |
| vitacompanion.suprx |
v1.00 |
06/24/19 |
649 |
Download |
QR |
Enter the labyrinth and test your courage and wit. Will you survive to the exit, or will you perish at the mighty axe of the MINOTAUR?
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Minotaur |
v1.5.0 |
07/26/26 |
16 |
Download |
QR |
Added seperate HighScores for all 5 Difficulty Levels.
Updated Save/Load System to reflect New HighScore System.
Added Difficulty Level specific colors.
Added Particle System - Fireflies and Dust.
Updated Fog System.
Added viewable Changelog to Title.
Added a couple Holiday surprises.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Minotaur |
v1.0 |
11/25/25 |
114 |
Download |
QR |
A work-in-progress runtime made in C++ aimed to bring most Scratch 3 projects over to 6-8th-generation console and handheld platforms (and more).
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Scratch Everywhere! |
v1.0 |
07/26/26 |
11 |
Download |
QR |
After 451 days and 1,545 commits from 36 contributors, SE! is finally at 1.0!
Parity Changes
Add default costume rotation center if one is not present in project.json
Add default sample count and sample rate
Fix TextToSpeech blocks not waiting to finish speaking until continuing
Fix being able to click through Sprites
Fix Stop 'other scripts in sprite' Block being wrong if ran in a custom block
Runtime Changes
Fix SVG costumes being super pixelated sometimes
Optimized block inputs and fields
Fix collision with flipped Sprites
Fix audio not working in Unzipped projects
Fix Volume block not working
Fix speech bubbles not getting removed when its Sprite is deleted
Refactored a bunch of input code internally (Via #695)
Menu Changes
Add Romanian translation (Via #722)
Fix controls menu not working correctly
Wii & GameCube Changes
Fix crash on startup
No longer embed assets inside .dol
Windows & PS4 Changes
Fix crash on startup
NDS Changes
Don't render Sprites if ghost effect is over 70%
These changes brought to you by: @gradylink, @NishiOwO, @DarkerSparks, @Starlii10, @PwLDev, @fridayfunkgaming291-cloud, and @NateXS
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Scratch Everywhere! |
vbuild29 |
11/17/25 |
116 |
Download |
QR |
| Scratch Everywhere! |
vBUILD28 |
11/03/25 |
130 |
Download |
QR |
| Scratch Everywhere! |
vbuild 25 |
10/06/25 |
124 |
Download |
QR |
| Scratch Everywhere! |
vbuil30.1 |
12/01/25 |
144 |
Download |
QR |
| Scratch Everywhere! |
vbeta build37 |
03/08/26 |
83 |
Download |
QR |
| Scratch Everywhere! |
vBeta Build 40 |
04/26/26 |
61 |
Download |
QR |
| Scratch Everywhere! |
vBeta Build 39.1 |
04/14/26 |
60 |
Download |
QR |
| Scratch Everywhere! |
vBETA BUILD 31 |
12/21/25 |
105 |
Download |
QR |
| Scratch Everywhere! |
vBeta 24 |
09/22/25 |
142 |
Download |
QR |
| Scratch Everywhere! |
vBeta 21 |
09/02/25 |
138 |
Download |
QR |
| Scratch Everywhere! |
v1.0 RC2 |
05/24/26 |
44 |
Download |
QR |
| Scratch Everywhere! |
v1.0 RC1 |
05/11/26 |
45 |
Download |
QR |
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| use link in description |
v0.76 |
07/25/26 |
648 |
Download |
QR |
Supported Cores
Arcade
FinalBurn Lite
FinalBurn Alpha 2012
FinalBurn Neo
FinalBurn Neo Xtreme
mame2000
mame2003
mame2003_plus
mame2003 Xtreme
NES
FCEUmm
Nestopia
SNES
Snes9x 2002
Snes9x 2005
Snes9x 2010
Supafaust
ChimeraSNES
MD
Genesis Plus GX
Genesis Plus GX Wide
PicoDrive
GBC
Gambatte
TGB Dual
GBA
gpSP
VBA Next
PCE
Mednafen PCE Fast
Mednafen SuperGrafx
PS1
PCSX ReARMed
NEOCD
NeoCD
WSC
Mednafen Wonderswan
NGP
Mednafen NeoPop
DOS(测试中)
DOS SVN
DOS Pure
Atari 2600
Stella 2014
Atari 5200
Atari800
Atari 7800
ProSystem
Vectrex
vecx
Amiga
uae4arm
ZX Spectrum
fuse
PC98
Neko Project II
MSX
Marat Fayzullin's fMSX
blueMSX
Commodore 64
VICE
Sharp X68000
PX68k
| Name |
Version |
Released |
Hits |
DL Link |
QR |
This is a mod that strives to bring the PSVITA version of Isaac to the Repentance era. Keep in mind this mod is limited by the code of the original game, so no custom (coded) enemies or items. In order to refresh your floors you must load the launcher again. This mod does not require overclocking, but does benefit from it. If you have any issues please respond in the comments.
Character rebalances:
Cain
-Gained PHD (converts bad pills to good pills like modern luck foot does)
Eve
-Gained Razor blade
Lazarus
-Gained Anemic attribute
The Lost
-Gained Ouija for spectral tears
-Gained D6 as a substitute for Eternal D6
-Gained 9Volt to lower the charge (to be more like the Eternal D6)
-Gained Holy Mantle
Samson
-Gained Childs Heart
Thanks to Lower-Ferret-5276 for the inspiration!
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| I Repent |
v2.4 |
07/25/26 |
25 |
Download |
QR |
| I Repent data |
v2.4 |
07/25/26 |
19 |
Download |
QR |
Install instructions
First, download the rePatch-reLoaded plugin (AutoPlugin II can help). Next put the resources folder from the zip into Ux0/Repatch/(Your Version of TBOI). Then, download RepentLauncher.zip, unzip it, move it to your vita, open Vitashell, press triangle->more->install folder, wait for it to install, and launch the new "Repent Launcher" with your desired settings.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
Back up your PS Vita and PSP save games and sync them to your own Google Drive. Made for people with more than one Vita (or a PS TV) who want their saves to follow them.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Save Keeper |
v1.1.1 |
07/24/26 |
23 |
Download |
QR |
fixes a crash when uploading very large backups to Google Drive - they now stream from the memory card instead of loading into RAM
minor visual refinements
AI disclaimer
Built with heavy AI assistance: the code, docs, and art were developed with Claude (Fable 5 and Opus 4.8) and GPT-5.6 Sol, through many feedback loops under human control, review, and testing on real hardware.
Do not install if you don't accept software built this way.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Save Keeper |
v1.1.0 |
07/19/26 |
41 |
Download |
QR |
| Save Keeper |
v1.0.0 |
07/06/26 |
37 |
Download |
QR |
A complete remake of FNaF World, rebuilt from the ground up in the Godot 3 Engine.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| FNaF World Vita |
v0.1.1 |
07/24/26 |
21 |
Download |
QR |
Features
7 Endings
40 Playable Characters
21 Bytes & Chips
Adventure and Nuzlocke Mode
The game currently runs at around 30-60 FPS, though some occasional frame drops may happen. You may also notice brief freezes when certain effects or particle-heavy attacks are loaded for the first time. If you find any bugs or glitches, don’t hesitate to leave them in the comments!
Post-launch, I’ll be releasing updates focused on bug fixes and general improvements. Smaller content updates are also possible in the future!
As for a potential Update 2, memory limitations made expanding the base game difficult, so if it happens, it may release as a separate game that integrates with the main one
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| FNaF World Vita |
v0.1.0 |
06/29/26 |
38 |
Download |
QR |
OpenMW for Vita is a native port of the open-source Morrowind engine, built on vitaGL. Runs the base game plus the Tribunal and Bloodmoon expansions through a custom GLSL pipeline. Dynamic fog scales draw distance on the fly to hold the target framerate, and both controller and front touchscreen are fully supported. Requires game data from a legally acquired copy of The Elder Scrolls III: Morrowind.
DOWNLOAD:
OpenMW - PS Vita Release (v2.0)
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| link in description |
v2.0 |
07/23/26 |
59 |
Download |
QR |
Requirements:
- libshacccg.suprx
- Game Data Files: PC
Changelog (v.2.0):
Noticeably better FPS (20-30fps)
Noticeably better Memory headroom
Noticeably better Startup Times
Noticeably better Load Times
Bug Fixes
Thanks to Memory headroom no longer closes to live area
Mini Map, Local Map, World Map Fix
Custom Names - Spells, Classes, Enchantments, etc. fix
Play your favorite Xbox games on your PS Vita with GreenVita.
GreenVita connects to Xbox Cloud Gaming by establishing a WebRTC connection and replicating the web requests made by the official Xbox Cloud Gaming web client.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| GreenVita |
v0.1.8 |
07/23/26 |
148 |
Download |
QR |
0.1.8 by @Day-OS in #10
Full Changelog: v0.1.7...v0.1.8
Improved streaming stability and recovery from black screens
Reduced frame drops and video corruption during streaming
Improved video frame delivery and responsiveness
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| GreenVita |
v0.1.7 |
07/21/26 |
71 |
Download |
QR |
| GreenVita |
v0.1.5 |
07/19/26 |
53 |
Download |
QR |
| GreenVita |
v0.1.4 |
07/17/26 |
42 |
Download |
QR |
| GreenVita |
v0.1.3 |
07/16/26 |
29 |
Download |
QR |
Experimental NDS Emulator for ARM32/PSVita.
Requirements:
- libshacccg.suprx
- kubridge.skprx
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| DSVita |
v0.9.4 |
07/22/26 |
56 |
Download |
QR |
This entire release has been vibecoded and includes mostly QoL features
Savestates, with save/load from the pause menu
Cheats: Action Replay codes and libretro .cht files, toggleable in the pause menu
Right stick can now drive the touchscreen: camera swiping (with adjustable pivot and sensitivity) or L/R triggers
Rear touchpad can be mapped to the DS touchscreen
Blow-mic and lid-toggle hotkeys, customizable in control profiles
3D toon/highlight shading and 2D master brightness emulation
Fixed audio crackling and several game freezes/crashes (GTA CTW boots up however heavy slowdowns)
Interpreter for cold paths (makes transitions smoother)
HLE certain functions in Pokemon HG/SS which results in major speed ups
This is a wrapper/port of Unreal Tournament for the PS Vita.
The port works by loading the Android ARMv7 executables from the unofficial Android port by Andiweli in memory, resolving their imports with native functions and patching it in order to properly run. By doing so, it's basically as if we emulate a minimalist Android environment in which we run natively the executables as they are.
Requirements:
- libshacccg.suprx
- kubridge.skprx
- Game Data Files: PC
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| UT99 Vita |
v0.8 |
07/22/26 |
32 |
Download |
QR |
| UT99 Vita data |
v0.8 |
07/22/26 |
30 |
Download |
QR |
Changelog (v.0.8):
- Made the loader version agnostic: now you can use also newer versions of the Android port of UT99 (v.1.5.0 is still the recommended one for best performances).
- Added precompiled shaders cache: reduces booting time by approximately 4 seconds.
- Updated to latest vitaGL commit and enabled more speedhacks: slightly improves performances.
ZGloom is a re-implementation of Amiga FPS Gloom, including support for Zombie Massacre.
Gloom was a 1995 Doom-clone from Black Magic Software for Commodore Amiga. It had very messy and meaty graphics and needed a very powerful Amiga computer back then. It had several official successors like Gloom Deluxe/Ultimate Gloom (a graphical enhanced Gloom), Gloom 3 and Zombie Massacre.
Gloom was made freely available by its developers. Also other games with the engine like Gloom 3 or Zombie Massacre can be downloaded for free on Aminet. Otherwise you can take the original game files from your game installation.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Gloom Collection |
v08.2026 |
07/22/26 |
34 |
Download |
QR |
Early August Update
Save system optimized (incorrect floor/ceiling textures were loading in some areas)
Level selection in the title menu reworked
Lives added to the HUD: Note - you no longer have unlimited lives; you start with 3 and can increase them to up to 5 through a minigame.
The original Defender minigame has been fixed and activated: You can now earn lives throughout the game, up to a maximum of 5.
Reflections reworked: In addition to weapons and projectiles, enemies and walls can now also reflect off the ground.
Bloody Violence mode introduced: Eliminating enemies now procedurally creates pools and splatters of blood on the floor and walls.
Image expansion in 16:9 mode has been reworked.
The title bar has also been integrated into Zombie Massacre, and the intro/title screen sequence in Gloom Classic has been fixed.
Profiles reworked: CLASSIC / BALANCED / EXTREME now has new settings
Port of Call of Duty: Black Ops Zombies for PSVita.
Call of Duty: Black Ops Zombies is a mobile game that proposes the popular Zombies mode from Call of Duty: Black Ops.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| COD: BOZ Vita |
v1.06 |
07/21/26 |
180 |
Download |
QR |
Requirements:
- libshacccg.suprx
- kubridge.skprx
- Game Data Files: Android
Changelog (v.1.06):
Changelog (v.1.06):
- Added support for online multiplayer and LAN.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| COD: BOZ Vita |
v1.05 |
06/15/26 |
205 |
Download |
QR |
| COD: BOZ Vita |
v1.03 |
06/10/26 |
53 |
Download |
QR |