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repentogxm v0.2.0-alpha by 0xl0cal
Last Release: Nov 13, 2026
Downloads: 3

repentogxm is an experimental static-recompilation port of The Binding of Isaac: Repentance to the PlayStation Vita. The PC executable is translated ahead of time into C and compiled for the Vita's ARM CPU. There is no emulator. This repository contains no game code, resources or binaries; you supply your own PC copy. It is not affiliated with or endorsed by Edmund McMillen, Nicalis, Valve, Sony, or the maintainers of any dependency named below.
Name Version Released Hits DL Link QR
repentogxm-v0.2.0-alpha.vpk v0.2.0-alpha 11/13/26 3 Download QR
New public build of **repentogxm**, the PS Vita port of *The Binding of Isaac: Repentance*
(static recompilation of the PC executable to ARM on a native Vita runtime). Same requirements and
install steps as before: [INSTALL.md](../blob/main/INSTALL.md). The port is generated from Repentance
**v1.7.9b**; copy that version's `resources` folder to `ux0:data/isaacr001/resources/`. Saves and mods
are untouched by the update.

v0.1.2 was prepared but never published (except test build in Telegram channel), so this list covers everything since **v0.1.1-alpha**.

## What changed since v0.1.1-alpha

Fixes:
- Ending cutscenes no longer crash the game; the video plays to the end.
- Switching to Chinese, or starting with Chinese already set, no longer crashes; Chinese text has no black boxes.
- No more black ground under Round Worm, Pin, spikes and Mole crumbs.
- Wavy Cap and the Mirror World no longer turn the screen black.
- Water in Downpour and Dross is back; floor tints (ColorModifier) are back.
- Music no longer goes silent after loads.
- The Manager no longer draws on half of the screen.
- The intro plays again (Cross skips it).
- The picture is centred vertically on the screen.
- A failed read of a mod's Lua file is retried, so EID no longer disappears for a whole run.
- Entering a room with a big spawn no longer freezes for 3-6 seconds (render targets are no longer
recreated during the spawn).

Speed (all of it exact: the game runs the same logic, only the port's own work got cheaper):
- Rendering runs on its own GL thread with a set of exact speed-ups (admission cache, shader attribute
caching, attribute batches, bind packets).
- Textures the game asks for are admitted behind the frame instead of being refused and retried.
- The Lua garbage collector works in small even steps instead of 12-13 ms bursts.
- Bullet and effect atlases are loaded with the floor instead of in the middle of a fight.
- A texel scratch buffer for texture reads.

New:
- Port settings page (`ux0:/data/isaacr001/port.ini`): FPS lock 60/45/40/30, rooms at 480x270 or 960x540.
- Manager UI with seven pages, Russian/English, game theme; backup of the current run.
- Vita trophies (need the NoTrpDrm plugin).
- New LiveArea.

Every change is either exact by construction or guarded by a host oracle that compares it against the
original translated code; anything not provably exact falls back to the original path. The game always
updates 30 times a second; only the number of drawn frames changes.

## Measured

Real Vita at 500 MHz, the EID mod loaded, a seeded bench run that plays the same rooms every time.
The numbers come from the development build with the same speed-ups as this release plus the
measurement code (two runs on 13 November, frames drawn per second over the whole phase). In the
0.1.x builds the same kind of fight ran at about 28-36 FPS.

| bench phase | FPS |
| --- | --- |
| Downpour, quiet room | 59.6 |
| Downpour, fight | 57.0 |
| Downpour, room with a big spawn | 49.0-52.3 |
| floor transition (includes loading) | 40.4 |
| Downpour, another quiet room | 59.6 |
| Basement I, quiet room | 59.7 |
| Basement I, fight | 58.9 |
| Basement I, room with a big spawn | 56.7-58.4 |

Game logic ran at 29.1-29.8 updates per second in every phase except the floor transition
(24.7 while loading); the target is 30.

## Known problems

- Some fights still dip below 60 FPS in their first few seconds.
- Floor transitions are slower than 60 FPS (loading).
- Switching the language to Chinese inside the game can freeze it; set the language before starting the game.
- A long session can still end in an out-of-memory crash. Save often.
- Rooms without walls (5.7), invisible Rag Man, the Horf pill doing nothing, slow render scale 2.

## Files

| file | SHA-256 | size |
| --- | --- | --- |
| `repentogxm-v0.2.0-alpha.vpk` | b35cc22b99095783b7b984db01530183c122d3058feda708b3ebbd35de2e6418 | 36,485,239 bytes |
| `eboot.bin` inside the VPK | ce218f355fc910b4cd03e4241f0fcc68ee8789b2ff2ffc1255b5539dfaa10ee1 | 11,948,474 bytes |

Embedded PE `isaac-ng.exe.unpacked.exe` = 31846486979cfa07c8c968221553052c3ff603518681ca11912d445f96ca9404
(the supported input hash, unchanged).

Build options: `release/v0.2.0-alpha.cmake` (`check_release_recipe.py --against` the build cache: PASS, 14/14 required fixes ON).

Licence: GPL-2.0-or-later for the project's code; third-party components under their own licences (THIRD_PARTY.md).
Name Version Released Hits DL Link QR