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Fallout 2 CE changelog

build-20 (pre-release) · Oct 15, 2026

A complete Fallout 2 CE port for PlayStation 4. The engine renders natively
via sceVideoOut

Aim Assist — three modes on L2

A new target-snapping system that makes the game feel console-native on a pad.
Everything runs on holding L2 (+ modifiers), and you cycle targets with the D-pad.

Enemies — Combat Aim (hold L2)

  • The reticle snaps to the nearest enemy.
  • D-pad ←/→ cycles through targets; you see the % to-hit.
  • Cross fires, and Cross + R2 opens an aimed (called) shot — VATS body-part window.
  • The target list is frozen when you engage: it never jumps as the camera moves (only dead/out-of-reach targets drop off).

NPCs — Interaction Aim (hold L2 outside combat)

  • The cursor snaps to the nearest person to talk / barter / interact with.
  • D-pad cycles people, Cross opens the interaction.

Items & Objects — Loot Assist (hold L2 + L1)

  • Snaps to the nearest container, corpse or door — works in and out of combat.
  • D-pad ←/→ cycles objects, Cross opens/loots — or applies an active Skilldex skill (e.g. Lockpick) to it.
  • Reach and skip-empty behavior are configurable.

> All three modes (Combat Auto-Aim, World Auto-Aim, Loot Assist) can be toggled
> from Settings; scope (screen vs. whole map) is tunable in ps4_controls.cfg.

RobCo Boot Menu — multi-game & on-console config

  • Auto-detects game folders in /data/, /mnt/usb0/, /mnt/usb1/ — Fallout 2, Sonora, Nevada, Olympus 2207, Fallout 1 (et tu), RPU (custom names via title.txt).
  • Hold L1 or L2 at launch to open the Boot Menu at any time; on first boot it opens by itself (no countdown).
  • D-pad selects a game, Cross launches it, Square opens the **RobCo Configuration Terminal** — 16 options with no file editing: TV resolution & scaling, stick roles, aim/loot assist, melee approach, cursor & touchpad speed, on-screen keyboard, Circle behavior, and CE QoL packs (auto-open doors, party loot/barter, inventory columns, always-run + fast combat…).
  • Saves land in /game_folder/SAVEGAME/ and survive reinstalling the package.

Default Pad Mapping

| Input | Action |
|---|---|
| Left Stick | Camera with centered cursor |
| Right Stick | Cursor (trackpad-style) |
| Touchpad (slide / tap) | Cursor / LMB |
| Touchpad (physical click) | Pipboy |
| Cross | LMB / confirm / attack (hold on object = action menu) |
| Circle | RMB / back |
| Square | Skilldex |
| Triangle | Character sheet |
| L1 | Inventory |
| R1 | Reload |
| L2 | Aim (enemies / NPCs) |
| L2 + R2 | Aimed shot — VATS (Cross while aiming) |
| L2 + L1 | Loot assist |
| L3 / R3 | Swap hands / combat (end turn) |
| Options | Escape (menu) |
| D-pad | Arrows / navigate / cycle targets |

Install

  1. Copy your game data to /data/fallout2/ or put it on usb drive.
  2. Install the .pkg via GoldHEN → Debug Settings → Package Installer.

Full setup and control tuning: see README and docs/controller-mapping.md in the repo.

PS4 pkg -- CE @ d08c9ea6c595

build-16 (pre-release) · Oct 12, 2026

PS4 pkg built from fallout2-ce @ 849b11310216 (2026-10-09 08:59:37 +0200).
Requested ref: main.

Package -- IV0001-FALL20002_00-FALL200020100000.pkg ("Fallout II Community Edition").
Renders via native sceVideoOut flip queues (zero proprietary Sony modules needed).
On the console you only need to supply your game data at /data/fallout2/.

See the README for the full setup.

build-15 (pre-release) · Oct 11, 2026

PS4 pkg built from fallout2-ce @ 849b11310216 (2026-10-09 08:59:37 +0200).
Requested ref: main.

Package -- IV0001-FALL20002_00-FALL200020100000.pkg ("Fallout II Community Edition").
Renders via native sceVideoOut flip queues (zero proprietary Sony modules needed).
On the console you only need to supply your game data at /data/fallout2/.

See the README for the full setup.

build-12 (pre-release) · Oct 1, 2026

PS4 pkg built from fallout2-ce @ 837b82c4f4e5 (2026-09-28 12:22:46 +0300).
Requested ref: pinned (scripts/config.sh).

Package -- IV0001-FALL20002_00-FALL200020100000.pkg ("Fallout II Community Edition").
Renders via native sceVideoOut flip queues (zero proprietary Sony modules needed).
On the console you only need to supply your game data at /data/fallout2/.

See the README for the full setup.

build-11 (pre-release) · Oct 1, 2026

PS4 pkg built from fallout2-ce @ 837b82c4f4e5 (2026-09-28 12:22:46 +0300).
Requested ref: pinned (scripts/config.sh).

Package -- IV0001-FALL20002_00-FALL200020100000.pkg ("Fallout II Community Edition").
Renders via native sceVideoOut flip queues (zero proprietary Sony modules needed).
On the console you only need to supply your game data at /data/fallout2/.

See the README for the full setup.

build-10 (pre-release) · Sep 30, 2026

PS4 pkg built from fallout2-ce @ 837b82c4f4e5 (2026-09-28 12:22:46 +0300).
Requested ref: main.

Package -- IV0001-FALL20002_00-FALL200020100000.pkg ("Fallout II Community Edition").
Renders via native sceVideoOut flip queues (zero proprietary Sony modules needed).
On the console you only need to supply your game data at /data/fallout2/.

See the README for the full setup.

build-8 (pre-release) · Jul 13, 2026

PS4 pkg(s) built from fallout2-ce @ 83b6e081b719 (2026-07-13 10:44:01 +0200).
Requested ref: main.

Console build — IV0001-FALL20002_00-FALL200020100000.pkg (SDL/Piglet
renderer). On the console you supply the game data and the two GLES
modules (libScePigletv2VSH.sprx, libSceShaccVSH.sprx); this pkg bundles
no Sony modules.

Native sceVideoOut build (experimental) — IV0001-FALL20003_00-FALL200030100000.pkg
("Fallout II CE (native videoout)"). Renders via native sceVideoOut, so it needs
no Sony modules at all — only the game data. Installs alongside the console
build. Included when the native_videoout input is checked.

See the README for the full setup.

build-7 (pre-release) · Jul 13, 2026

PS4 pkg(s) built from fallout2-ce @ 24199e916d5b (2026-07-04 14:58:44 -0700).
Requested ref: pinned (scripts/config.sh).

Console build — IV0001-FALL20002_00-FALL200020100000.pkg (SDL/Piglet
renderer). On the console you supply the game data and the two GLES
modules (libScePigletv2VSH.sprx, libSceShaccVSH.sprx); this pkg bundles
no Sony modules.

Native sceVideoOut build (experimental) — IV0001-FALL20003_00-FALL200030100000.pkg
("Fallout II CE (native videoout)"). Renders via native sceVideoOut, so it needs
no Sony modules at all — only the game data. Installs alongside the console
build. Included when the native_videoout input is checked.

See the README for the full setup.

build-6 (pre-release) · Jul 12, 2026

PS4 pkg built from fallout2-ce @ fdee9914e393 (2026-07-12 18:25:06 +0200).
Requested ref: main.

On the console you still supply the game data and the two GLES modules
(libScePigletv2VSH.sprx, libSceShaccVSH.sprx) — this pkg bundles no
Sony modules. See the README for the full setup.

Asset: IV0001-FALL20002_00-FALL200020100000.pkg.

build-5 (pre-release) · Jul 10, 2026

PS4 pkg built from fallout2-ce @ cbbe2f00f19a (2026-07-10 15:10:05 -0700).
Requested ref: main.

On the console you still supply the game data and the two GLES modules
(libScePigletv2VSH.sprx, libSceShaccVSH.sprx) — this pkg bundles no
Sony modules. See the README for the full setup.

Asset: IV0001-FALL20002_00-FALL200020100000.pkg.