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VitaKotor2 v0.5.7 by pyjabox
Last Release: Oct 16, 2026
Downloads: 63

Star Wars: Knights of the Old Republic II - The Sith Lords running natively on the PS Vita. Based on VitaKotor, it loads Aspyr's own Android libraries via the so-loader technique, with graphics on vitaGL and a custom FMOD audio backend over sceAudiodec and sceAudioOut. Bink cutscenes play through the game's embedded decoder with synchronized audio. Because the sequel is more demanding, the port adds performance work: vitaGL runs on its own CPU core, distant objects hidden behind walls are culled on the GPU, DXT textures are uploaded natively, music and voices are streamed, and the frame rate is capped at 30 FPS. Dynamic shadows and bloom passes are disabled. The buttons, analog sticks and the front touchscreen are supported. No game data is included: the port requires the files of the Android release.
Name Version Released Hits DL Link QR
KOTOR2.vpk v0.5.7 10/16/26 9 Download QR
# VitaKotor2 v0.5.7 — German and Italian

This release fixes German and Italian, which were swapped, and closes two
races in the sound mixer. German was tested on a physical Vita.

## Fixed

**German and Italian were swapped**
([issue #1](https://github.com/pyjabox/VitaKotor2/issues/1)). Since v0.5.2,
choosing DEUTSCH ran the game in Italian, and ITALIANO ran it in German. Only
the first loading screen was in the right language, and a German patch in
`dlc/` was never read, because the game looked for the Italian folder. The
loader gave the game the numbering of the talk tables' headers instead of the
Android app's. English, French and Spanish were not affected. A language
already chosen needs no change: if you picked DEUTSCH, the game now starts in
German. The boot menu now lists ITALIANO before DEUTSCH.

**Two rare races in the sound mixer.** A track replayed while the mixer was
decoding could carry on from where it stopped instead of starting over. A
stream released while 128 others were waiting to be closed was closed while
the mixer could still be decoding it.

## Also new

- The log now says how often the audio port ran dry, and the least sound it
held, in each 10 s window with a problem (`[snd-gap]` lines). This helps
with the noise in busy scenes
([issue #5](https://github.com/pyjabox/VitaKotor2/issues/5)), which is still
open.

## Installation

1. Install `KOTOR2.vpk` with VitaShell. The title ID is `KOTR00002`.
2. Create `ux0:data/kotor2/`.
3. Copy from your own copy of the Android version **2.0.4**, using the 32-bit
libraries from the APK's `lib/armeabi-v7a/` folder (the README lists each
file's exact size and SHA-256):
- `libkotor2.so`
- `libObbVfs.so`
- `libc++_shared.so`
- `libminiz.so`
- `libLzmaLib.so`
- `main.213.com.aspyr.swkotorii.obb`
- `patch.14.com.aspyr.swkotorii.obb`
- the APK `assets/` directory
4. Install and enable `kubridge.skprx`.
5. Place `libshacccg.suprx` in `ur0:data/`.
6. Optionally, mods in `ux0:data/kotor2/mods/` and voice packs in
`ux0:data/kotor2/localized/` (see the README).

**Upgrading from v0.5.2 or later:** install the VPK over the old one.
Game data, saves, mods, voice packs, the chosen language and the shader cache
stay as they are. If you created `ai_mode.txt` to get past a door, you can
delete it.
From v0.5.1 or older, see also the v0.5.2 notes: the first launch asks for a
language.

## Known issues and limitations

- **The menu before the game is in English.**
- **Mods in another language:** what a mod has only in English shows in
English, voice lines added by mods are English (they were never dubbed), and
a mod's own voice-line and lip-sync files are used instead of a voice pack's
(TSLRCM: 4 lines and the lip sync of 9 areas). Details in the README.
- **With mods, launches take about 1 s longer** while they are indexed, and the
first launch in a new language about 2 s more to build its talk table.
- **Noise behind the sound in busy scenes,** such as Telos. The decoders and
the mix were checked and are clean; the cause is not known yet
([issue #5](https://github.com/pyjabox/VitaKotor2/issues/5)).
- **About one launch in three takes about 11 s longer,** in the engine's scan of
`dlc/`. The cause is not known yet.
- **Shorter hitches remain** (usually 0.12–0.23 s, occasionally more) when new
content is first read from the memory card, at about 10 MB/s: the minimap's
first draw, dialogue entries and their voices, creatures spawned by scripts.
- **Loading-screen images** still take about 0.1–0.35 s each.
- **Heavy scenes remain CPU-bound,** mostly in the engine's per-object rendering
work.
- **Visual changes:** no dynamic shadows and no bloom passes. Rooms keep their
baked lighting.
- **Idle objects update less often:** idle creatures, placeables, doors and
items get their AI update every third frame. Nothing was noticed in testing.
- **One frame of extra latency:** the GL worker lets the game run up to one
frame ahead. An object stepping out from cover can appear up to three frames
late (occlusion culling).
- **Touch:** only the front touchscreen is used. The game keeps its controller
layout, so its touch-only on-screen controls are not shown.
- **First launch:** it can take about two minutes while archives are scanned
and shaders compile, and the loading screen can sit still for much of it.
- **Shader cache:** if a warm launch black-screens, remove
`ux0:data/shader_cache/KOTR00002/` and relaunch.
- **No complete playthrough certified yet.** Trophies, cloud saves and online
features are unavailable.

## Switches

Create the file in `ux0:data/kotor2/` and relaunch; delete it to go back.
- `ai_mode.txt` containing `0`: the game's own AI loop, with no throttle and no
AI caches (slower in busy areas).
- `touch_mode.txt` containing `0`: buttons only, as in v0.4.2.
- `loadscreen_mode.txt` containing `0`: black screen until the legal screen, as
in v0.4.2.
- `patcher_mode.txt` containing `0`: vitaGL's vertex-program requests go
straight to the shader patcher and nothing is freed, as in v0.4.2 (the pool
stays at 4 MB).
- `fps_cap.txt` containing `0`: no 30 FPS cap. `LockFramerate=1` under
`[Graphics Options]` in `swkotor2.ini` then caps again, and `V-Sync=0` turns
vsync off.
- `room_distance.txt` containing a distance in metres: rooms beyond it are not
drawn (up to about 25% faster where long views open, with distant geometry
missing).
- `glw_mode.txt` containing `0`: vitaGL on the game thread, as in v0.2.0.
- `dxt_mode.txt` containing `0`: DXT textures decoded on the CPU, as in v0.3.0.
- `mipgen_mode.txt` containing `0`: every mip chain built by the engine, as in
v0.3.0.

This release contains no copyrighted game code or data.

`KOTOR2.vpk` SHA-256: `170122bccd91fe27d2d8df33f05110e89a5296b45b2899d21e5c05299bd247a5`

Name Version Released Hits DL Link QR
VitaKotor2 v0.5.6 10/15/26 29 Download QR
VitaKotor2 v0.5.0 10/09/26 26 Download QR