Deltarune (Chapters 1 to 5) Port to PSVita.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Deltarune Vita |
v0.73 |
09/13/26 |
53 |
Download |
QR |
Public Release v0.73
This is the biggest DeltaruneVita update to date, focused on texture memory, Room transitions, native video/audio, loading screens, patchers, language support, Chapter 3/5 performance, and overall Vita stability.
v0.73 consolidates the work developed throughout the internal v0.70, v0.71, and v0.72 builds into a new public release.
Important
This update requires generating and transferring a fresh data folder using a v0.73 patcher.
The rebuilt data.win, BC3/RGBA4444 caches, language data, and patch manifests must all come from the same v0.73 preparation pipeline.
Do not reuse or mix caches generated for older Texture Page layouts.
DELTARUNE for PS Vita (v0.73 Update Trailer)
DELTARUNE Vita v0.73 Update Trailer
Watch the v0.73 update trailer on YouTube
Crow
Main Changes
Loading screen
The loading and texture-generation presentation has been substantially redesigned.
DeltaruneVita v0.73 texture generation screen
Texture generation screen with the optional loading mini-game.
Added localized loading/generation labels and real texture/shader progress.
Added multiple Toby loading animations.
Toby walk loading animation Toby turn loading animation Toby dance loading animation Toby spin loading animation Toby sleep loading animation
Added a loading animation that follows the progress bar and accelerates off-screen once texture preparation is complete:
frame_0
Optional texture-generation mini-game
Added an optional full-screen mini-game during GENERATING TEXTURES.
The optional loading mini-game recreates DELTARUNE's battle-defense phase, allowing you to move the Heart and dodge enemy-style attack patterns while textures are being generated.
The mini-game is optional. If it is never activated, the normal texture-generation path remains synchronous.
When PLAY is enabled during generation, the current texture page is completed safely before the remaining preparation work is handed to the background worker. VitaGL rendering remains on the main thread.
Textures: DeltaRepack and DeltaCache
v0.73 consolidates the new texture pipeline developed after v0.69.
The preparation flow is now:
Official DELTARUNE data.win
↓
DeltaRepack
(room-aware Texture Page rebuild)
↓
Final rebuilt data.win
↓
DeltaCache
(validated BC3 + RGBA4444 caches)
↓
PS Vita runtime
DeltaRepack rebuilds GameMaker Texture Pages into a more granular layout designed to reduce the amount of unrelated texture data kept resident by a Room.
Large sparse atlases can be replaced with smaller or rectangular power-of-two layouts where appropriate.
DeltaCache generates GPU-ready .bc3.pvr and .r444 files from the final rebuilt data.win.
Generated caches are validated against the final TXTR metadata before being accepted.
Font, textbox, and other pixel-critical Texture Pages remain on the safer lossless-compatible path.
BC3/DXT5 is used where its memory savings are beneficial without sacrificing critical UI/text quality.
Missing eligible caches can be generated locally on the Vita during GENERATING TEXTURES.
Complete cache sets use fast completion markers instead of rescanning every texture file at every startup.
Language packs keep their own matching cache layouts when their data.win changes atlas contents or indices.
The higher rebuilt Texture Page count is intentional: smaller pages allow the runtime to keep a more focused per-Room working set instead of keeping a few oversized atlases resident.
Room-aware texture residency and memory
DeltaruneVita graphics settings DeltaruneVita texture settings
Graphics and texture-memory configuration used by the optimized Vita pipeline.
Texture residency, preload, and eviction behavior received extensive work across Chapters 2–5.
Improved Room-aware texture residency and eviction.
Reduced repeated uploads of stale Texture Pages during transitions.
Improved handling of current-Room and near-Room resources.
Added safer memory policies for particularly heavy Chapter 3 and Chapter 5 sequences.
Protected font/UI pages from inappropriate BC3 compression.
Improved transition-time cleanup so stale textures can be retired before destination-Room uploads.
Reduced unnecessary retained CPU-side texture staging in memory-heavy Chapters.
Improved prepared-texture validation and fallback handling.
Expanded semantic resource detection so important assets are increasingly tracked by their real GameMaker resources instead of hardcoded Texture Page IDs.
Fixed dynamic Texture Page tracking when new textures are created from surfaces, preventing renderer bookkeeping corruption after runtime page growth.
Native video playback
The native video work from v0.72 is now part of the v0.73 public release.
Tenna Dance
Added the native SceAvPlayer backend for GameMaker video functions (no FFmpeg/libavcodec or external Vita video plugin is required).
Implemented Vita paths for video_open, video_draw, video_close, status, position, duration, looping, and volume.
Added GameMaker-compatible video_start / video_end async event handling.
Video frames are decoded by SceAvPlayer and presented through VitaGL/SceGxm.
Chapter 3 retains the original GameMaker subtitle/event lifecycle around native video playback.
Added safer CPU/PHYCONT cleanup after video playback.
Safer video shutdown
The SceAvPlayer teardown path was revised after investigation of a post-video Vita crash.
The Vita video-audio worker is now stopped and joined before the AVPlayer controller is destroyed:
Video state -> INACTIVE
↓
Audio worker exits
↓
Thread joined
↓
sceAvPlayerStop()
↓
sceAvPlayerClose()
This prevents the video-audio worker from accessing an AVPlayer object while it is being destroyed.
Audio
Audio handling has received major transition and streaming improvements.
Cup and cakes
Music playback across Room transitions has been improved to preserve compatible streams and playback positions whenever possible. Transitions are now smoother when the destination Room changes music, reducing unnecessary restarts, repeated track intros, and audio issues during long Room or texture-loading stalls.
Several fixes were also made to the streaming backend, including corrected stale OpenAL buffer handling, proper seeking for streamed OGG audio, and earlier audio initialization for Vita runtime paths that depend on it.
Native video playback now uses a dedicated Vita audio path, preventing it from disrupting the game's normal OpenAL output. Loading and mini-game sounds also use dedicated OpenAL sources, allowing them to play even while normal startup audio is intentionally held.
Frequently used battle SFX can now be prepared earlier, reducing first-use stalls during gameplay.
Battle dialogue rendering
The battle-dialogue clipping issue reported in previous public builds has received a renderer-side fix.
Fixed the final pixel row of some fnt_main glyphs being clipped in battle dialogue.
The issue was caused by VitaGL rasterization at the glyph quad boundary, not by missing font pixels in data.win or the generated texture cache.
v0.73 preser...
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Deltarune Vita |
v0.69 |
08/12/26 |
85 |
Download |
QR |
| Deltarune Vita |
v0.64 |
07/27/26 |
102 |
Download |
QR |
| Deltarune Vita |
v0.57 |
07/22/26 |
78 |
Download |
QR |
| Deltarune Vita |
v0.52 |
07/19/26 |
84 |
Download |
QR |
| Deltarune Vita |
v0.49 |
07/17/26 |
84 |
Download |
QR |