A native PlayStation Vita port of Spyro the Dragon (1998, PlayStation, USA release SCUS-94228).
This is not an emulator. The game's own code, from the TheMobyCollective/spyro-1 decompilation, is compiled for the Vita's ARM CPU. PsyCross stands in for Sony's PlayStation libraries, and the PS1's graphics are drawn by the Vita's GPU (vitaGL). The game logic runs at its original ~30 Hz, so it plays exactly as on a PS1, and the picture fills the Vita's
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| spyro-vita.vpk |
v1.0.1 |
11/01/26 |
0 |
Download |
QR |
## What's new in v1.0.1
- **Fixed: saving at a fairy said "NO SAVE FILE" and didn't save** when widescreen was on (the default), or with 60 fps or a longer draw distance. 4:3 wasn't affected. Your memory card file is kept as it is: saves made with v1.0 load, and new saves work. (D61)
Update by installing this VPK over v1.0 in VitaShell. Your disc image, settings and saves in `ux0:data/spyro/` stay where they are. Quick-save states from v1.0 won't load in v1.0.1, because states only load in the build that made them. Save at a fairy before updating.
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A native PS Vita port of **Spyro the Dragon** (1998, PS1, USA SCUS-94228), built from the [TheMobyCollective/spyro-1](https://github.com/TheMobyCollective/spyro-1) decompilation. It isn't an emulator: the game's own code runs on the Vita's CPU, and its graphics are drawn by the Vita's GPU through vitaGL.
## Features
- The whole game, start to credits, with the original 30 Hz game logic
- 16:9 widescreen at the Vita's native 960×544
- Analog movement (DualShock), and a free camera on the right stick (turn and tilt) with invert X/Y and speed options
- Quick save and load (3 state slots), plus the game's own memory card saves
- Options menu: hold SELECT + START, or tap the middle of the screen. It covers texture filtering, perspective-correct textures, sub-pixel vertices, resolution, an experimental draw distance, skipping the intro logos, the game's built-in cheats and rear touch L2/R2.
## You need your own disc
**No game data is included.** You need *Spyro the Dragon*, **USA, SCUS-94228**. PAL and Japanese discs are different builds and won't run.
## Install
1. Dump your disc to **`.bin` + `.cue`** (ImgBurn on Windows, cdrdao on Linux/macOS). A `.iso` won't work, because it loses the music.
2. Install `spyro-vita.vpk` with VitaShell.
3. Copy your `.bin` and `.cue` into `ux0:data/spyro/`. No extracting or renaming.
4. Make sure `ur0:data/libshacccg.suprx` exists. Run ShaRKBR33D once if it doesn't.
5. Launch **Spyro Vita**. The first start checks your disc and compiles shaders.
If something's missing or wrong, the game says so on screen. The full guide is in the [README](https://github.com/ShayVD/spyro-vita#readme).
## Known issues
- 60 fps is experimental and off by default; the CPU can't hold it in busy scenes.
- 2× draw distance is experimental and can drop frames in open areas.
- Turning on texture filtering the first time pauses a few seconds while shaders compile.
- Opening the pause menu has a brief hitch.
## Credits and licences
- TheMobyCollective: the Spyro 1 decompilation (CC0)
- OpenDriver2 / REDRIVER2: PsyCross (MIT)
- Rinnegatamante: vitaGL (LGPL-3.0)
- SDL2 (zlib) and VitaSDK
The port's own code is MIT. The LiveArea art is excluded from that licence: the Spyro the Dragon logo (an Activision trademark), and a background by Simon Kopp (Airborn Studios). See [THIRD_PARTY_NOTICES.md](https://github.com/ShayVD/spyro-vita/blob/main/THIRD_PARTY_NOTICES.md).
*Spyro the Dragon* is a trademark of Activision. This project isn't affiliated with or endorsed by Sony Interactive Entertainment, Insomniac Games, Activision or Universal.
**SHA-256** (`spyro-vita.vpk`): `bfb7ec333efacf64bc9ce21dcd63e09f642d997d4dbea1e842538471096d583f`
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| spyro-vita.vpk |
v1.0 |
10/31/26 |
2 |
Download |
QR |