Star Wars: Knights of the Old Republic running natively on the PS Vita. Loads Aspyr's own Android libraries via the so-loader technique, with graphics on vitaGL and a from-scratch FMOD audio backend over sceAudiodec. Playable Requires your own copy of the Android release.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| VitaKotor |
v0.2.0 |
09/22/26 |
18 |
Download |
QR |
VitaKotor v0.2.0 — the movies play, and the buttons work
Until now every cutscene was skipped and the Vita's buttons worked but mapped wrong, so the game was played by touch alone. This release plays the movies, with sound, and maps the game's own gamepad controls onto the Vita — while keeping the touchscreen, so you can use whichever suits the moment.
Most of this release is the work of pyjabox, who contributed it in pull request #7. Thank you.
What changed
Cutscenes play. The game's Bink movies now run with video and sound instead of being skipped. Tap the screen or press a button to skip one.
The buttons work. The left stick moves, the right stick turns the camera, the D-pad navigates, Cross accepts, Circle cancels, Square and Triangle are the game's X and Y, L and R are the shoulder actions, and Start pauses.
The touchscreen still works, alongside the buttons. Mix them freely: tap a menu item, then carry on with the stick. The rear touch panel stays off, so holding the console never taps anything.
The minimap stays inside its frame, and the hazy rectangle over the class picker and the Quick/Custom Character screen is gone. GUI panels are now clipped to their own area on real hardware, the way the game expects.
Less work while you play. The audio mixer now holds its lock for much less time, and several rendering paths do less per frame. These came across from pyjabox's KOTOR II port, where they were measured; how much they help here has not been measured yet.
Why the buttons never worked before
The game has a full Android gamepad layout built in. The Vita reports its buttons in a different order from an Android controller, so every press arrived under the wrong number and matched nothing. The loader now translates each button into the number the game expects before the game sees it.
Honest limits
A normal attack is easiest by touch. The Android layout puts some actions on the L2 and R2 triggers, which the Vita does not have. Tap the on-screen attack button.
Touch and buttons together have only had short sessions. Everything worked in testing, but nobody has played an hour with both yet. An older build once stopped responding to input about 50 minutes in; relaunching cleared it.
Not every movie has been checked. The ones played so far run with sound and return to the game cleanly.
Voice-over is English in every language, as it was in the retail releases.
Distant sounds are still too loud. They hold at about a fifth of full volume instead of fading out.
Shiny armour still reflects the room. Still not understood.
Geometry can still come apart late in a long session. It has not been demonstrated fixed.
Everything else from v0.1.13 still applies
Playable from boot through character creation and on into the game. Combat, dialogue, inventory, containers, saves, the swoop bike race and Force powers all work, the on-screen keyboard covers character and save names, the music plays, and the console asks which language you want.
Still outstanding: no trophies.
You need your own copy of the game
This is a loader, not a game. It needs the Android release's main and patch .obb files, which you must own.
Something broken?
Open an issue with ux0:data/kotor/log.txt attached. Every fix in this release came out of one of those logs.
| Name |
Version |
Released |
Hits |
DL Link |
QR |