A native port of Dragon Ball Z: Budokai Tenkaichi 3 (PS2, USA release) to the PS Vita, based on z3xox's Tenkaichi3Decomp, a PC port built on the BT3-Decompiled decompilation. The game's own code is compiled for the Vita, with a renderer on vitaGL and sound, touch and controls written for the handheld.
The game runs from the opening film through the menus to the fights, with saving and loading. The PS2 version's screen effects (outlines, ground shadows, glow, blur, depth tint) are drawn. Fights are drawn for the 16:9 screen and run at the PS2 version's 30 fps, with drops on a few stages with heavy effects. L2, R2, L3 and R3 are on the rear touch pad's quarters, as in PS4 Remote Play, so grip attachments made for it work (each button can also be moved to a corner of the front screen or turned off), and the menus can be used with the touch screen. Two-player modes and online play are not available.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Tenkaichi3Decomp-Vita.vpk |
v1.2.1 |
11/14/26 |
4 |
Download |
QR |
A small update that fixes what was reported on 1.2. Install `Tenkaichi3Decomp-Vita.vpk` with VitaShell over 1.2 (or 1.0 / 1.1): your saves, settings and game files in `ux0:data/bt3/` are kept.
### Fixed
- **Music mods' songs loop again.** Songs from music mods (the anime songs isos, among others) played once and then the fight went silent: they keep their loop point in an older version of the ADX format, which the port didn't read. They now loop through the whole fight, like the disc's own songs.
- **BT4's disc image is found in more places.** The game looked only in `ux0:data/bt3/bt4/`; it now also finds the BT4 `.iso` (or its unpacked files) in `ux0:bt3/bt4/`, `ux0:data/bt4/`, `ux0:bt4/` and next to your BT3 image in `ux0:data/bt3/`.
- **BT4: the Outfit Select window was empty.** It now shows the costume's number between the arrows (1/6) and its name under them, centred and fitted inside the window, in English and Spanish.
### Good to know
- BT4's image is about 5.5 GB. A memory card formatted as FAT32 (common with SD2Vita) can't hold a file over 4 GB, so the copy gets cut off and BT4 can't load. On FAT32, open the `.iso` on your PC with 7-Zip and copy `SLUS_219.78` and the `BIN` and `DATA` folders into `ux0:data/bt3/bt4/` instead, or format the card as exFAT.
- **If the game closes right at the start**: I can't reproduce this one yet. 1.2.1's log now records each step of the start and your plugin list, so please send `ux0:data/bt3/log.txt` (and `ux0:data/bt3/crash.txt` if there is one) from a start that crashed, plus your Vita model and firmware.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Tenkaichi3Decomp-Vita.vpk |
v1.2 |
11/13/26 |
11 |
Download |
QR |
| Tenkaichi3Decomp-Vita.vpk |
v1.1 |
10/28/26 |
113 |
Download |
QR |
| Tenkaichi3Decomp-Vita.vpk |
v1.0 |
10/22/26 |
63 |
Download |
QR |
Void Trader is a space trading game for the PS Vita, an unofficial fan homage to Elite and Frontier.
Fly between the 100 nearest real star systems, trading goods between stations, hunting pirates for bounties, mining asteroids and taking missions for three rival powers and their factions. The galaxy lives week by week: wars, elections, booms, lockdowns and expansions change prices and jobs, and your missions can tip who rules a system.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| voidtrader-v1.6.0.vpk |
v1.6.0 |
11/14/26 |
3 |
Download |
QR |
> Systems at war now have conflict zones you can fly to: pick a side and fight alongside its ships in waves until one side wins the zone. The news takes you straight to a war, and mission offers say how far away they are.
- Conflict zones (item 37, build 1): a system at war has three zones (low, medium, high), one in a civil war two,
near its outer planets or belt and 200 km or more from any station. They show on the system map
(crossed-blades markers in yellow, orange and red, with the two sides and how heavy the fighting is),
as nav targets once you're in the system, and as a WAR ZONE hologram. Their places hold for the whole
war; they're never saved and can't be favourites.
- The fight: within 12 km both sides warp in, 3, 5 or 7 ships a side by intensity, replaced in waves.
A CHOOSE A SIDE box (Left/Right, Cross join, Circle stay out, or tap) picks yours; it holds until
you leave. Allies green and enemies red in the contacts, radar, labels and target panel in every
mode (before you choose, each side in its power's colour); Ultra liveries by power. Kills fill the
killing side's bar by ship size and rank; the first to 100 wins, the losers jump out and a new battle
starts 45 s later. No police and no pirate ambushes in a zone. Friendly fire adds up and fades (a stray
shot through an ally is forgiven; keep at it and you're warned twice, then your side turns; destroying
an ally counts heavily); shooting from the sidelines turns that side on you, ramming doesn't. About a
third of the enemy side takes you on at once. Tuned with a new `--zones` run (battles at each
intensity watched, fought and left alone): a battle left alone takes about 3-5 minutes at every
intensity, either side can win, and helping speeds it up. Leaving (30 km, or warp) ends the battle. New radio lines for allies, enemies, wins and losses.
- Find a war from the news (item 208): on the Commander's NEWS tab, CROSS (or a second tap) on a war or
civil war hotspot opens that system's map on its conflict zones (CIRCLE back to the news); SQUARE plots a
course to the selected hotspot or headline without leaving the tab; the prompt says which.
- Mission distance (item 209): every row on the bulletin board and the ACTIVE tab shows how far the job's star
is and how many jumps it takes on your drive, or "out of range" in red when your drive can't reach it.
- Lock on (item 204): D-pad Right locks the ship right under the crosshair as your target; with your target
anywhere ahead, Right keeps it and starts or stops auto-follow if fitted. The missile lock stays on the locked ship (it used to jump between ships
crossing the crosshair) and, with nothing selected, holds one ship while it stays ahead. New pause menu
rows: Auto-follow ON/OFF (Game) and Lock colours MATCHED/RED (Settings): matched draws the lock in the
contact's colour, red only for enemies. Both are kept in settings.dat (appended; older files load with
the defaults).
- Fix (item 199): CLEAR ROUTE also takes the cursor back to your own star, so the route's lines go
with the course (the cursor stayed on the old destination and kept its route drawn).
- Conflict zones build 2 (decided 13 Nov): a decided zone closes, held by the winners and grey on the system
map, until the next war week, when every closed zone reopens at a new place (kept in the save). Each
enemy you destroy earns a combat bond (about 1.5x a bounty) from your side; a win you fought in adds a
bonus bond (900/2,000/6,000 cr), standing (+2/+3/+4, spilling to its enemies) and influence for your side
(+1/+2/+3% at the next weekly tick, taken from the enemy); a loss you fought in gives the enemy half.
Bonds are cashed at any station where their faction is present. The Commander's record shows zones won
and bonds. Save v25 (bonds, closed zones and the record appended; older saves load with none).
The soak's war chapter now runs a player winning every zone for one side: no player, attackers take 12%
of close wars; winning every zone for them, 88% of close wars and 63% of the rest, in 3-4 weeks.
- Battles stay together (build 4, from the automated test run, 13 Nov): ships that stray more than 7 km
from a zone's centre fly back into the fight, and LOW zone ships hit each other a little harder, so a
LOW battle left alone no longer drags on for 10 minutes or more (now about 3 minutes, like the others).
- Automated test plan (build 270): `--testplan` plays this release's test tab in CI.
- Off-screen battles (build 3, decided 13 Nov): every week the zones you didn't decide yourself are fought
without you, a little in the defenders' favour, and move the war's influence (replacing the old random
swing; your own battles move it more). A side that sweeps every zone makes the NEWS headlines.
- Handbook: Conflict zones under Combat.
---
Install the .vpk with VitaShell. The relink kit is for rebuilding the game against modified LGPL libraries (see its README). Licences and notices: LICENSE and THIRD_PARTY_NOTICES.md in this repository. Void Trader is an unofficial fan homage, written with an AI assistant.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| voidtrader-v1.5.8.vpk |
v1.5.8 |
11/13/26 |
3 |
Download |
QR |
| voidtrader-v1.5.7.vpk |
v1.5.7 |
11/13/26 |
4 |
Download |
QR |
| voidtrader-v1.5.6.vpk |
v1.5.6 |
11/12/26 |
4 |
Download |
QR |
| voidtrader-v1.5.4.vpk |
v1.5.4 |
11/11/26 |
4 |
Download |
QR |
HardRPG is an RPG Maker game launcher for the PS Vita. Copy your games to the Vita and play them. It runs XP, VX and VX Ace games natively (a Vita port of mkxp-z) and RPG Maker 2000/2003 games through a bundled EasyRPG Player.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| HardRPG-0.5.3.vpk |
v0.5.3-alpha |
11/13/26 |
5 |
Download |
QR |
Person of Courage starts, Mysta's Vore RPG fixes, and faster RPG Maker XP
animations and MIDI music for every game.
## Games
- **Person of Courage:** no longer stops at the start with "Error loading
image 'Graphics/Faces/Actor1': not a PNG"
([issue #27](https://github.com/Asukate/mkxp-z-vita/issues/27)). The game
stores some faces as BMP pictures with a `.png` name; HardRPG now reads a
picture by its content, as Windows does.
- **Mysta's Vore RPG:** typing a name on the save screen works, text no longer
runs past the edge of its windows, and maps that slowed to 18–37 fps run at
the game's own 36–40.
- **RPG Maker XP games:** animations in battles and on maps are kept loaded
and prepared ahead instead of loading on every attack, and maps with many
events skip characters that are far off screen.
- **MIDI music:** no more freezes of about 0.7 s on some starts, and stopping
or changing a song no longer holds the game for up to half a second.
- **Arial, Times New Roman and Courier New:** games that ask for these fonts
without including them get text sized exactly as on Windows, so long lines
fit their windows.
## Known issues
- **(Mario) The Music Box:** the picture gallery takes about 28 s to open
with all 222 pictures unlocked.
- **Hello Charlotte EP1:** some long dialogue lines are cut off by two or
three letters at the right edge of the message window.
- **Person of Courage:** battles pause for about 2 seconds when they start
and when the victory music plays, while the MIDI sound bank loads.
- **Hylics:** holding **L + R + Start** does not open the in-game menu; tap
the icon in the screen border instead.
## Updating
Install the VPK over **HardRPG**. It uses the same application ID as earlier
releases and keeps existing game folders, saves and settings.
This is still an alpha: compatibility and speed vary by game. See the
[compatibility list](https://github.com/Asukate/mkxp-z-vita/blob/v0.5.3-alpha/docs/COMPATIBILITY.md).
## Updating
Install the VPK over **HardRPG**. It uses the same application ID as earlier
releases and keeps existing game folders, saves and settings.
This is still an alpha: compatibility and speed vary by game. See the
[compatibility list](https://github.com/Asukate/mkxp-z-vita/blob/v0.5.3-alpha/docs/COMPATIBILITY.md).
<!-- 25a2d66e78cd67f216f2023c0161b63c4ffc1a32639a3d92efaf0e82bc92e884 -->
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| HardRPG-0.5.2.vpk |
v0.5.2-alpha |
11/10/26 |
7 |
Download |
QR |
| HardRPG-0.5.1.vpk |
v0.5.1-alpha |
11/04/26 |
14 |
Download |
QR |
| HardRPG-0.5.0.vpk |
v0.5.0-alpha |
11/04/26 |
7 |
Download |
QR |
| HardRPG-0.4.9.vpk |
v0.4.9-alpha |
11/02/26 |
10 |
Download |
QR |
| HardRPG-0.4.8.vpk |
v0.4.8-alpha |
10/31/26 |
6 |
Download |
QR |
| HardRPG-0.4.7.vpk |
v0.4.7-alpha |
10/29/26 |
10 |
Download |
QR |
| HardRPG-0.4.6.vpk |
v0.4.6-alpha |
10/28/26 |
11 |
Download |
QR |
| HardRPG-0.4.5.vpk |
v0.4.5-alpha |
10/27/26 |
10 |
Download |
QR |
A native PS Vita port of Kingdom Hearts 358/2 Days (Nintendo DS), built from the khdays-decomp decompilation.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| khdays-vita-1.1.0.vpk |
v1.1 |
11/13/26 |
5 |
Download |
QR |
Version 1.1 focuses on widescreen HUD correctness, stable scripted-camera rendering and an expanded dual-wield option for Roxas.
## Highlights
- Enabled Roxas's Oathkeeper and Oblivion dual-wield form in Story Mode mission replays and Challenges when Zero Gear and three Ability Units are equipped. The option is applied automatically and uses the existing Mission Mode player implementation.
- Fixed `LOCKED ON` and portal countdown text being clipped in the DETAIL single-screen layout.
- Fixed shortcut-command graphics becoming corrupted when holding L with the widescreen 4:3 HUD below 100% size.
- Fixed black flashes during cutscenes when the script changed cameras.
- Fixed the oversized duplicate Genie seen during Mission 24 dialogue camera changes.
- Fixed moving seams between repeating skybox polygons, including the Twilight Town sky.
- Improved stability for affected scripted scenes by presenting their authored 30 Hz frames directly instead of interpolating unrelated camera states.
## Technical notes
- Scripted field scenes and one-screen dialogue scenes bypass 60 Hz geometry interpolation while gameplay continues to use it.
- The DETAIL compositor now extracts the complete lock-on/countdown strip before masking the original DS HUD region.
- Widescreen shortcut composition remains synchronous while L is held and for four settling frames after release when HUD scaling is active.
- Opaque repeating textures use DS-compatible wrap detection at exact texture-period boundaries; translucent and cut-out effects keep the existing clamp behavior.
- The Story/Challenge player selector reuses the game's panel recipe evaluation and promotes Roxas to player group `0x13` only when the Zero Gear dual-wield combination is active.
## Validation
- Native Vita build completed successfully.
- The linked-ELF post-credits scene validation passed.
- Video composition and ending-link host tests passed.
- The final VPK archive passed integrity validation.
- The fixes were exercised on real Vita hardware during development. Additional mission-by-mission coverage is still welcome, especially for Story/Challenge dual wield and uncommon scripted scenes.
## Requirements
- A PS Vita running HENkaku/Enso with VitaShell.
- `libshacccg.suprx` installed in `ur0:data/`.
- The user's own European Kingdom Hearts 358/2 Days cartridge dump (`YKGP`) at `ux0:data/khdays/days.nds`.
- `kubridge.skprx` is optional and only used for enhanced crash reports.
No copyrighted game data is included in this release.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| khdays-vita-1.0.0.vpk |
v1.0 |
10/21/26 |
17 |
Download |
QR |
| khdays-vita |
v0.9.0 |
10/18/26 |
29 |
Download |
QR |
| khdays-vita |
v0.8.0 |
10/16/26 |
38 |
Download |
QR |
| khdays-vita |
v0.7.0 |
10/11/26 |
41 |
Download |
QR |
| khdays-vita |
v0.1.0 |
10/03/26 |
51 |
Download |
QR |
A complete distribution, automated build environment, and handheld userland for running Linux 6.12 on hacked PlayStation Vita consoles.
While original proof-of-concept projects proved that modern Linux can boot on the PS Vita SoC, they required specialized developer equipment such as soldered UART serial cables. LinuxOnVita bridges the gap into a fully standalone, interactive handheld Linux device with out-of-the-box touch typing, physical gamepad navigation, automated on-device Wi-Fi, memory-safe ZRAM swap, full package management (apk), and native framebuffer gaming.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| LinuxOnVita.vpk |
v1.6.0 |
11/13/26 |
11 |
Download |
QR |
## LinuxOnVita v1.6.0 - Wireless Freedom, Web Management & Native Desktop GUIs
### Highlights
- **Web Management Portal (`vita-webui`):** Lightweight embedded C HTTP server on port `8080` (`http://vita.local:8080` or `http://<VITA_IP>:8080`) featuring live system telemetry, a drag-and-drop file manager with safe `ro`/`rw` storage elevation, an in-browser web terminal, and quick hardware actions.
- **Bluetooth Subsystem & Peripheral Manager (`vita-bluetooth`):** Activated the Marvell 88W8787 SDIO Bluetooth driver (`btmrvl_sdio`) with BlueZ 5 (`S40bluetoothd`) and added `vita-bluetooth` for pairing classic keyboards, mice, gamepads, and audio devices.
- **Handheld Control Center TUI (`vita-config`):** Unified `raspi-config`-style console utility (`vita-config` / `config`) with model-aware display controls (2000 LCD backlight vs 1000 OLED blanking), CPU profiles, storage protection, LEDs, and ZRAM.
- **Zero-Dependency Native C + X11 Desktop GUIs:** Replaced slow GTK/`yad` dialogs with four instant-rendering static ARMv7 X11 binaries (`vita-wifi-gui`, `vita-cpu-gui`, `vita-reboot-gui`, `vita-welcome-gui`) that work seamlessly across both the Buildroot host and Alpine chroot.
- **Wi-Fi Stack & Taskbar Applet (`vita-wifi-widget` / `vita-wifi-daemon`):** Live IceWM system tray signal applet, background reconnection daemon, and chroot `/tmp` + `wpa_supplicant` IPC fixes.
- **Compact Console Help (`vita-help`):** 17-line two-column reference layout designed to fit above `fbkeyboard`.
- **In-App Update Checker:** Built-in GitHub release checker (`L-TRIGGER`) and one-click updater inside `LinuxOnVita.vpk`.
### Installation
1. **Recommended (VPK only):** Download `LinuxOnVita.vpk`, install it via VitaShell, and launch **LinuxOnVita** to automatically deploy `ux0:/linux/` and boot Linux.
2. **Manual / Full Archive:** Download `LinuxOnVita-release-1.6.0.zip` and follow the included `INSTALL.txt`.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| LinuxOnVita-release-1.5.0.zip |
v1.5.0 |
10/23/26 |
52 |
Download |
QR |
| LinuxOnVita.vpk |
v1.5.0 |
10/23/26 |
60 |
Download |
QR |
| LinuxOnVita |
v1.4.0 |
10/21/26 |
39 |
Download |
QR |
| LinuxOnVita |
v1.3.0 |
09/28/26 |
89 |
Download |
QR |
| LinuxOnVita |
v1.2.0 |
09/25/26 |
84 |
Download |
QR |
Mii Maker Vita is a Mii Maker clone for PlayStation Vita! You can, of course, make your own Miis, but also send your Miis and receive other people's Miis! It is designed to mimic the Nintendo Switch Mii Maker in both aesthetics and function. Miis are rendered with the official renderer and saved in the official format.
You can store 200 Miis (to be increased), however only the first 100 will be backed up and stored in Wii format. Simply reorder your Miis to keep your favorites in the Wii catalog. This only matters if you have other software that supports reading Miis from ux0:, and also needs them in native Wii format.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| mii-maker-vita.vpk |
v1.0.0 |
11/13/26 |
3 |
Download |
QR |
# Installation
1. Have [libshacccg](https://github.com/AnimMouse/SceShaccCg) installed
2. Download `mii-maker-vita.vpk` and `place-contents-on-root.zip` below
3. Copy `mii-maker-vita.vpk` and install it to your Vita using [VitaShell
](https://github.com/theofficialflow/vitashell)
4. Extract the `data` folder from `place-contents-on-root.zip` and place it on the root of `ux0:`
| Name |
Version |
Released |
Hits |
DL Link |
QR |
Port of Naruto Shippuden: Ultimate Ninja Storm 2 (Xbox 360 version) to PlayStation Vita / PS TV via HENkaku / Vita3K.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| storm2_vita.vpk |
vstorm2vita |
11/13/26 |
13 |
Download |
QR |
vpk game
| Name |
Version |
Released |
Hits |
DL Link |
QR |
Raging Thunder 2 is an arcade racing game originally released for Android (Polarbit Fuse engine, GLES 1.1). This port loads the unmodified librthunder2lite.so (armeabi) and re-implements the Android/Java layer it expects: lifecycle, EGL/GLES 1.1, touch/key/accelerometer input, audio mixing, file access and LiveArea, so the game runs natively on the Vita.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| ragingthunder2.vpk |
v1.1.2 |
11/13/26 |
8 |
Download |
QR |
# Raging Thunder 2 Vita — v1.1.2
Bug-fix release: Time Attack no longer freezes the game.
## What's included
- `ragingthunder2.vpk` — install with VitaShell over any earlier version (Title ID
`PSVRT0002`, saves and settings are kept).
- `LEEME.txt` — quick guide in Spanish.
## Fixed
- **The game froze after finishing a Time Attack race.** The game's network code
expected its connections to never wait, but the port left them waiting forever.
Time Attack results, ghosts and records now save and the summary screen shows up.
- **Saving the Time Attack ghost** is much faster (the port now batches the many
tiny writes the game makes).
- **Tearing in the Start + Select controls menu** when moving through it.
- If the game ever hangs for 30 seconds, it now closes with an error report
instead of leaving the console frozen.
## Known issues
- In-game text looks soft: the game draws its menus and HUD for a 480×320 screen
and stretches them to the Vita's 960×544, the same as on Android phones.
## Reporting bugs
Attach `ux0:data/ragingthunder2/logs/ragingthunder2_NNN.log` (and any
`ux0:data/*.psp2dmp` crash dump) to your issue at
<https://github.com/MetalSyntax/Raging-Thunder-2-vita/issues>.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| ragingthunder2.vpk |
v1.1.1 |
10/05/26 |
35 |
Download |
QR |
| Raging Thunder 2 Vita |
v1.1.0 |
10/01/26 |
59 |
Download |
QR |
Unofficial port of Raging Thunder (Polarbit, Android) to the PS Vita, running the original ARM game library through a native loader (TheFloW's so-loader + FalsoJNI) with rendering via vitaGL.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| ragingthunder.vpk |
v1.0.2 |
11/13/26 |
3 |
Download |
QR |
# Raging Thunder Vita — v1.0.2
Bug-fix release based on tester reports.
## Fixes
- **Background flicker**: during races and in the garage the engine only clears
the depth buffer, so areas not covered by the sky showed old frames and
flickered. The port now clears the color buffer every frame.
## Install / update
Install `ragingthunder.vpk` over v1.0.1 with VitaShell. Game files
(`ux0:data/ragingthunder/main.so`, `assets/data.vfs`) and saves are kept.
First install: see `LEEME.txt` or the README.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Raging Thunder Vita |
v1.0.1 |
10/18/26 |
21 |
Download |
QR |
| ragingthunder.vpk |
v1.0.1 |
10/18/26 |
10 |
Download |
QR |
| Raging Thunder Vita |
v1.0.0 |
10/10/26 |
34 |
Download |
QR |
RAP-Vita is a native PS Vita port of Raptor: Call of the Shadows. It is based on the open-source, reverse-engineered source port skynettx/raptor (itself based on the reverse-engineered codebase by nukeykt), licensed under the GPL-2.0.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Rap-Vita_v1.0.vpk |
vRAP-Vita1.0 |
11/13/26 |
2 |
Download |
QR |
# RAP-Vita v1.0 🚀
The first release of **RAP-Vita**, a native PS Vita port of the classic vertical shooter *Raptor: Call of the Shadows*.
It is based on the open-source source port [skynettx/raptor](https://github.com/skynettx/raptor) (GPL-2.0). Big thanks to **skynettx** and **nukeykt**!
## ✨ Features
- Runs natively on the PS Vita at the original game speed (no emulator)
- Full gamepad support; menus work with a pointer (both analog sticks) or the front touch screen
- On-screen keyboard for pilot name and callsign
- **SELECT menu** in English and German:
- Pointer speed, front touch on/off, D-pad sensitivity (1–5)
- Touch controls in game (steer / steer + fire)
- Screen formats: 4:3 / wide / fullscreen
- **Portrait mode** (R / L), optionally only during levels
- Separate button mapping for landscape, portrait R and portrait L
- Screenshots (saved to `ux0:data/Raptor/screenshots/`)
- Rear touch disabled
- New original LiveArea artwork
## 📥 Installation
1. Install `Rap-Vita_v1.0.vpk` with VitaShell.
2. Copy `FILE0000.GLB` – `FILE0004.GLB` from the `data` folder of your own Raptor copy (e.g. GOG) to `ux0:data/Raptor/`.
3. Start **RAP-Vita** and have fun!
> ⚠️ **No game data is included.** You need your own copy of *Raptor: Call of the Shadows*.
## 🎮 Default controls
| Action | Landscape | Portrait R | Portrait L |
|---|---|---|---|
| Fly | Left stick / D-pad | Left stick | Right stick |
| Fire | Cross | R | L |
| Special weapon | Circle | L | R |
| Change weapon | Square | D-pad left | Circle |
| Mega bomb | Triangle | D-pad right | Square |
| Pause | Start | Start | Start |
| RAP-Vita menu | Select | Select | Select |
## 📦 Files
- `Rap-Vita_v1.0.vpk` – the game (install with VitaShell)
- `RAP-Vita-v1.0-src.zip` – complete source code (GPL-2.0)
## 🙏 Credits
- **skynettx**: Raptor source port
- **nukeykt**: reverse engineering
- **Scott Host / Mountain King Studios**: original game
*Raptor: Call of the Shadows is a trademark of its respective owners. This project is not affiliated with or endorsed by them.*
| Name |
Version |
Released |
Hits |
DL Link |
QR |
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 |
A native PS Vita port of the PC Director's Cut, with menus that follow the original.
Bring your own copy of the game.
sh2-vita plays Silent Hill 2 from the PC version's own data, as native code on the Vita's CPU and GPU. It is based heavily on sh23ds, the New 3DS port by ankushKun: the game logic, camera, lighting and events are that project's work, rebuilt from the PC executable. Here they run on a citro3d and libctru compatibility layer over vitaGL, with the Vita's own rendering, menus and controls on top.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| sh2vita.vpk |
v0.1.0-alpha.3 |
11/13/26 |
2 |
Download |
QR |
> [!WARNING]
> Early alpha: expect graphical, animation and sound bugs, and plenty of rough edges.
>
> So far the game has been tested from saves only: a full playthrough from the very start to the end has not been done yet. There may be bugs that only show when playing straight through, such as the one in the Woodside Apartments. **Issue reports are very welcome**, whatever you find.
The third alpha of sh2-vita. Mostly light and shadows, the random freezes players reported, and Born From a Wish.
### Changes
- **Shadows:** the dark patches that moved with the flashlight in the bowling alley are gone: the map's shadow volumes are closed now, as the original builds them. Shadow edges are soft as the Enhanced Edition's, with a new **Shadow Quality** option (Hard, Soft Lite, Soft). Shadows no longer run past the lit part of the flashlight's beam. James and Maria keep the right shadow hulls through model swaps, and companion Maria casts a shadow too.
- **Freezes:** the game now watches its own main loop: when it stops for three seconds, its last steps are written to `stall.txt` in the game's data folder. One freeze found this way is fixed — the frame pacing could wait forever for a screen refresh that had already passed. The audio mixer no longer lets one buffer into two lists at once.
- **Born From a Wish:** the scene's Maria is the player now: one Maria at the start, and she has her reflection in the mirror. She kicks and stomps with Action alone, without holding Aim.
- **Characters:** a landed blow pushes James back (the port's own, asked for from play). James no longer passes through Maria: her push takes her own move into account. The Lying Figure restarts its walk loop when it starts chasing, as on the PC.
- **Mandarin:** it pauses after a strike that lands, its strikes no longer drag it along with James, and it is no longer stopped at him. Closer to the PC now, not all the way.
- **Map:** the map opens in Born From a Wish, where the PC's own readable test opens it, and "no map of this area" now shows the message alone, as on the PC.
- **Rooms:** West Apartments 2F's floor was all white: a texture whose id clashed with another map's now gets an id of its own. Repack to fix it (or copy the two files named in STATUS).
- **Stages:** the per-frame room sounds of stages 25, 26, 28, 32, 41 and 42 are in.
- **Scenes:** every character of a scene is drawn for the whole scene, as on the PC: Maria shows outside the bowling alley, Eddie and Laura in the apartment scene.
- **Options:** the SELECT test combinations are rows in a new Debug tab now (Shadow Volumes, Map Test, Freeze Watchdog, Sound Buffer Guard and the rest). The version shows in the bottom-left corner of the title screen.
- **Docs:** step-by-step Windows install steps in the README, and issue templates for bug reports and suggestions.
### For testers
- If the game freezes, attach `stall.txt` from `ux0:data/sh2-vita/` to the report, with the version shown on the title screen: its last lines name the step the game stopped in.
- New and not yet checked on a console: the stage room sounds, per-room footsteps, Maria's voices in Born From a Wish, and the hotel elevator doors.
- Still open from reports: the audio crackle in music (the mixer's new fade and limiter did not change it), the companion Maria's shadow (it shows but is a little corrupted), and the Mandarin's turn between attacks.
The known problems and what is still open are listed in [STATUS.md](https://github.com/AngeloGalav/sh2-vita/blob/main/port/STATUS.md).
A native PS Vita port of Silent Hill 2 (PC Director's Cut). This file contains no game data: you convert that from your own copy of the PC game, with the Enhanced Edition installed.
**Install**
1. Install `sh2vita.vpk` with VitaShell.
2. Make sure `ur0:data/libshacccg.suprx` exists (the shader compiler, extracted with ShaRKBR33D).
3. Convert your game with the packer image as the [README](https://github.com/AngeloGalav/sh2-vita#install) says (Docker, from your own copy of the game with the Enhanced Edition), and copy the contents of `out/sh2-vita/` to `ux0:data/sh2-vita/` (about 2.6 GB). On Windows, follow [Windows, step by step](https://github.com/AngeloGalav/sh2-vita#windows-step-by-step): every command to type, in order.
The first time each shader is needed it is compiled and kept on the card, so the first run has some short pauses. The checksum is in `sh2vita.sha256`.
```
84322e2767fa38d7c72506c5dfe16a93e15388818e3505a2e489a31f5c3aed1f sh2vita.vpk
```
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| sh2vita.vpk |
v0.1.0-alpha.2 |
11/11/26 |
7 |
Download |
QR |
| sh2vita.vpk |
v0.1.0-alpha.1 |
11/09/26 |
9 |
Download |
QR |
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 |
v1.2.0 |
11/13/26 |
2 |
Download |
QR |
## What's new in v1.2.0
**New**
- **European (PAL) discs work.** *Spyro the Dragon*, Europe, SCES-01438 now runs alongside the USA release. Pick English, French, German, Spanish or Italian on the title screen, as on a PS1. The European disc runs at the USA release's speed and 60 Hz, not at the 50 Hz of a PAL PlayStation, with its own text, voices, cutscenes and taller picture. Its saves are kept apart, in `ux0:data/spyro/save/pal/`. (D131–D156)
- **60 fps is the default, and the game itself runs at 60.** The new 60 HZ mode runs the game's logic at 60 Hz in play, in every level, so every picture is the game's own. v1.1.0 drew extra pictures in between a 30 Hz game, and had it off by default. (D130, D141–D144, D150)
- **One 60 FPS row: OFF, INTERPOLATED or 60 HZ.** INTERPOLATED keeps the game at its original 30 Hz and adds in-between pictures, for the PS1's timing tick for tick. OFF is the original 30 fps. Switching into or out of 60 HZ needs a restart, and the menu asks. (D136, D148, D150)
- **The free camera turns at 60 Hz** in the 60 HZ mode. (D142)
**Changed**
- **TEX FILTER and DYNAMIC RES are gone from the options menu.** A value either row saved earlier no longer applies: both are off. (D153)
- **A 60 FPS setting of OFF saved by v1.1.0 becomes 60 HZ** the first time v1.2.0 starts. OFF was the old default, so the port can't tell a choice from a default. Set the row to OFF again if that's what you want; INTERPOLATED carries over. (D150)
- **The in-between pictures are drawn a new way**, by a second copy of the game's draw code, in every part of the game: the title, menus, cutscenes and attract demos as well as play. (D125–D129)
- **More of the port is its own code.** The PlayStation library code the port used to borrow from PsyCross is replaced by the port's own, and the game's memory is laid out natively. (D100, D106, D113–D118)
Update by installing this VPK over v1.1.0 in VitaShell. Your disc image, settings and memory-card saves in `ux0:data/spyro/` stay where they are. **Quick-save states from v1.1.0 won't load in v1.2.0**, because a state only loads in the build that made it. Save at a fairy before updating.
---
A native PS Vita port of **Spyro the Dragon** (1998, PS1; USA SCUS-94228 and Europe SCES-01438), 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
- 60 fps by default, with the game's logic at 60 Hz in play; the original 30 Hz timing is one option away
- 16:9 widescreen at the Vita's native 960×544
- USA and European (PAL) discs, the European one in five languages
- 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 60 FPS, 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)** or **Europe (SCES-01438)**. The Japanese disc is a different build and isn't supported yet.
## 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 HZ, the default, isn't the PS1's game tick for tick: everything moves at the original's speeds, but the steps in between are new. For the original's timing exactly, choose INTERPOLATED or OFF.
- 60 fps holds in play in every level measured on hardware; the attract demo's flight scenes can still slip below it.
- 2× draw distance is experimental and drops frames in big open levels.
- The first time you pick the perspective or sub-pixel setting, the menu pauses for a few seconds while its shaders compile.
- Opening the pause or inventory screen 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`): `748657aee165b7d3a184cbe90df0f779ad4a51089d815f324ab108d9d17bc8ea`
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| spyro-vita.vpk |
v1.1.0 |
11/04/26 |
19 |
Download |
QR |
| spyro-vita.vpk |
v1.0.1 |
11/01/26 |
14 |
Download |
QR |
| spyro-vita.vpk |
v1.0 |
10/31/26 |
12 |
Download |
QR |
Tanks 2027 is a native PS Vita port of Battle City / Tank 1990.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Tanks.vpk |
v1.3 |
11/13/26 |
2 |
Download |
QR |
## What's new in v1.3
### New mode: Modern Classic
- All 35 levels of the classic campaign with stage select
- Full pool of new bonuses: the drone strike and the friendly tank (the friend only ever drops from a bonus)
- Always exactly one specialist tank on the field: the red hunter (goes after the player) and the blue base killer (goes after the eagle); a killed specialist is replaced by the next spawn
- Separate high score for the mode in the menu and in the profile
### YOU WIN! on the last level
- In Classic and Modern Classic, after destroying all enemies on stage 35 a "YOU WIN!" banner appears with a fanfare
- After the banner the final score screen shows up (with a high score check) and the game returns to the menu: the campaign counts as completed
### Android
- On-screen D-pad and fire button
- The app requests no permissions at all (works fully offline)
- Release-signed
### Builds
- **app-release.apk** — Android (arm64-v8a + armeabi-v7a), signed release
- **Tanks2027-v1.3-psp.zip** — PlayStation Portable: extract to `ms0:/PSP/GAME/TANKS/`
- **Tanks.vpk** — PlayStation Vita: install with VitaShell
---
## Что нового в v1.3
### Новый режим: Modern Classic
- Все 35 уровней классической кампании с выбором старта уровня
- Полный пул новых бонусов: дрон-удар и дружеский танк (дружеский танк выпадает только из бонуса)
- На поле всегда по одному спецтанку: красный охотник (охотится за игроком) и синий убийца базы (целится в орла); после гибели заменяются следующим спавном
- Отдельный рекорд режима в меню и в профиле
### YOU WIN! на последнем уровне
- В Classic и Modern Classic после уничтожения всех врагов на 35-м уровне показывается надпись YOU WIN! с фанфарой
- После надписи — итоговый экран очков с проверкой рекорда и возврат в меню: кампания считается пройденной
### Android
- Экранный D-pad и кнопка огня
- Приложение не запрашивает ни одного разрешения (работает полностью офлайн)
- Release-подпись
### Сборки
- **app-release.apk** — Android (arm64-v8a + armeabi-v7a), подписанный release
- **Tanks2027-v1.3-psp.zip** — PlayStation Portable: распаковать в `ms0:/PSP/GAME/TANKS/`
- **Tanks.vpk** — PlayStation Vita: установить через VitaShell
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| Tanks2027vita.vpk |
v1.0 |
11/02/26 |
8 |
Download |
QR |
A native PS Vita port of Tony Hawk's Underground 2 (2004), originally developed by Neversoft and published by Activision. It uses the same engine as THUG Vita (based on kisak-thug), rebuilt for the Vita's ARM processor with a graphics backend written on top of vitaGL, and extended to run the Xbox version of THUG2. Story mode (World Destruction Tour) and Classic mode can be played to the end, along with Free Skate and every create mode (Create-a-Skater, Create-a-Park, Create-a-Goal, Create-a-Trick, Create-a-Graphic). Most views run at or near 60 fps, FMV videos are played, and the HUD uses the THUG Pro HD assets. Online play is not available. No game data is included: the port reads the data files of the Xbox release.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| thug2_vita.vpk |
v1.0.2 |
11/13/26 |
2 |
Download |
QR |
Second update of THUG2 on PS Vita, with fixes for the bugs players reported
after v1.0.1. Thanks to everyone who opened an issue.
**Fixes**
- Barcelona: after freeing the bull, the bull fighter and every other skater
no longer double jump on their own to extreme heights. The bull's dung only
bounces you when you actually ride over it, as on Xbox (#14).
- Barcelona: the castle catapults launch you into the air again instead of
dropping you on the roof, so "Catapult launch" and the Catapult 720 goal work (#16).
The same fix wakes up hidden Steve-O in Barcelona and the ambient music boxes
in Berlin, Boston and New Orleans.
- Boston: the pro goal "Skitch a Seaworthy Vehicle" now starts when you skitch
the amphibious duck. The 20-second timer shows and the goal counts toward
100% (#15).
- 30 fps mode: the display queue is now limited to one frame, as at 60 fps.
This is a possible fix for the crash reported a few seconds after switching
to 30 fps (#13). We couldn't reproduce that crash on our Vita, even on
v1.0.0, so if it still happens to you, please attach your log to #13.
**Updating**
Install the new `thug2_vita.vpk` over v1.0.1 or v1.0.0 with VitaShell. Your
saves, settings and game files stay where they are.
**Known issues**
- Some very busy views (New Orleans, Barcelona) still run in the 50s (#1).
- Buttslaps can trigger on their own after a late ollie (#2).
Found a bug? Open an issue with the level, what you were doing, a photo if you
can, and `ux0:data/thug2-vita/thug.log`.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| thug2_vita.vpk |
v1.0.1 |
11/12/26 |
9 |
Download |
QR |
| thug2_vita.vpk |
v1.0.0 |
11/09/26 |
11 |
Download |
QR |
A cleaned PlayStation Vita build of UAE4ALL2 HD, an Amiga emulator based on the UAE4ALL2 project.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| uae4all2hd.vpk |
v1.14 |
11/13/26 |
2 |
Download |
QR |
- New dedicated CD32 tab:
- Added CD32 pad remap:
- Per-game controller remap: save, load and delete a remap for the active game from the Controls tab (`remap_<game>.cfg`, CD32 mapping included).
- Library scan respects `ux0:/data/uae4all/library_roots.txt`: only the listed folders are scanned. An empty file disables scanning; without the file the previous default folders are used.
- Library scan can be cancelled with TRIANGLE (keeps partial results) and auto-scan can be turned off in `System -> Library Auto-Scan on Startup`.
A modern home screen for the PS Vita. VitaOS puts your games, films, music, apps and photos behind one fast, good-looking menu, with a PS5-style feel on the handheld you already own.
VitaOS is free and open source (GPLv3). It is not affiliated with or endorsed by Sony Interactive Entertainment. PlayStation and PS Vita are trademarks of Sony Interactive Entertainment.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| VitaOS.vpk |
v1.9.2 |
11/13/26 |
15 |
Download |
QR |
# VitaOS 1.9.2
**Update from Settings > VitaOS > Update, or install `VitaOS.vpk` with VitaShell over any earlier version. Your settings stay.**
## Fixed
- **Opening Settings > Language could close VitaOS.** The menu offers nine
entries (Automatic and eight languages) but its list had room for eight,
so it read one past the end. On some consoles that showed a garbled last
row; on others VitaOS closed. This was in every version since 1.8.0.
Found from a crash report sent from a Vita (#27). Thank you.
Everything from 1.9.1 is included: the Store finds new homebrew on GitHub
by itself and no longer drops entries past 1400, VitaOS starts faster, and
more than 1024 hidden games stay hidden. See `CHANGELOG-1.9.1.md`.
## Tested on hardware (red, PCH-1000, firmware 3.65)
A local build of this code on 2026-11-12: Settings > Language opens and shows
all nine rows (`docs/language-menu-1.9.2-red.png`). The crash itself was not
reproduced on this console beforehand; the cause was found by mapping the
report's addresses to the 1.9.0 source.
PS Vita is an unofficial port of the classic Sega Mega Drive / Genesis platformer World of Illusion Starring Mickey Mouse and Donald Duck, powered by the emulation core and enhancement module from Mickey & Donald Collection
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| WorldOfIllusion.vpk |
v1.0 |
11/13/26 |
2 |
Download |
QR |
An unofficial PS Vita port of **World of Illusion Starring Mickey Mouse and Donald Duck** (Sega Mega Drive / Genesis) by Loki D.S.
The game runs on a built-in Mega Drive emulation core with widescreen patches: the view is genuinely widened — enemies, items and the HUD are all included — rather than stretched. The game is not included; you need your own ROM dump.
## What's new
First public release.
## Features
* **Widescreen:** Off, 16:10, 16:9 and 2:1. The width can be changed in the menu, including mid-level.
* **HUD anchoring:** the status bar and counters are pinned to the screen edges.
* **Cheats:** invincibility, infinite hearts, infinite tries, maximum hearts.
* **Saves:** one save-state slot.
* **Settings:** stored in `settings.ini` and kept across restarts.
* **LiveArea art:** custom icon, background and a startup screen with transparency.
* **Controls:** D-pad/stick, X, □, ○, Start and Select, mapped for the Vita.
## Installation
1. Install `WorldOfIllusion.vpk` with VitaShell (HENkaku/ensō required).
2. Put the ROM in:
`ux0:data/MickeyAndDonald/roms/`
It is also searched for in `ux0:data/MickeyAndDonald/`, `app0:roms/` and `app0:`. The ROM can be kept in a `.zip`.
3. Launch “World of Illusion” from the LiveArea.
On first launch, `ux0:data/MickeyAndDonald/` is created (`settings.ini`, `log.txt`; saves go to `saves/woi.state`).
**You need your own game dump.** The port targets the USA version:
`World of Illusion Starring Mickey Mouse and Donald Duck (U) [!].bin`
CRC32 `921EBD1C`, size 1,048,576 bytes (1 MB).
## Controls
| Vita | Mega Drive | Action |
|---|---|---|
| D-pad / stick | D-pad | Move |
| **X** | C | Jump |
| **□** | B | Cape attack / magic |
| **△** | A | (unused in-game) |
| **○** | C | Jump (alternative) |
| **Start** | Start | In-game pause |
| **Select** | — | Port menu |
In menus: D-pad to select, **X** to confirm, **○** to go back/resume.
## Menu (Select)
* Resume / Save State / Load State / Reset Game — one save slot (`saves/woi.state`).
* Widescreen — Off, 16:10, 16:9, 2:1.
* Cheats — Invincibility, Infinite Hearts, Infinite Tries, Maximum Hearts.
* Exit.
Settings are saved when changed and on exit.
## Limitations
* Single player only.
* Not ported: 2P, level select, achievements, MD+ soundtracks, launcher, shaders and rewind.
* Wider than 2:1 is not supported by the widescreen patches.
* If you see frame drops or audio problems, include `ux0:data/MickeyAndDonald/log.txt`: it logs the fps, frame time (avg/max) and the minimum audio queue level every 5 seconds.
## Credits
* **PS Vita port:** Loki D.S.
* [Darhkfox / Mickey & Donald Collection](https://github.com/Darhkfox/MickeyAndDonaldCollection) — emulation core, widescreen patches and the enhancement module.
* The port's own code is released under the MIT licence (see `LICENSE`).
* © Disney. © Sega. Unofficial fan project, not affiliated with Sega or Disney. No game code or assets are included.
## File
* `WorldOfIllusion.vpk` — Title ID `WOLI00001`.
* Size: 1,465,493 bytes.
* SHA-256: `10b37942044ee6d8773ceef709ebe8b1947333cb27acf2a1f99bf81a854de17a`.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
A native PS Vita port of WWF No Mercy: Recompiled, the static recompilation of the Nintendo 64 game. It runs the game's own code converted to native ARM code, not an emulator.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| WWF-No-Mercy-vita.vpk |
v1.0 |
11/13/26 |
5 |
Download |
QR |
# WWF No Mercy: Recompiled — PS Vita (Build 9)
The first public release: a native PS Vita port of WWF No Mercy: Recompiled. The game's own code is converted to run directly on the Vita; there's no emulator.
**No game data is included.** You need your own ROM.
## Requirements
- PS Vita / PS TV with HENkaku or Ensō, plus VitaShell
- `libshacccg.suprx` in `ur0:data/`
- Your own **WWF No Mercy (USA) Rev 1** `.z64` ROM (other versions are not supported)
## Install
1. Install `NoMercyRecompiled-build9.vpk` with VitaShell.
2. Copy your ROM into `ux0:data/NoMercyRecompiled/`.
3. Launch. The ROM is checked on first launch.
Saves, settings (`settings.ini`) and `log.txt` are kept in `ux0:data/NoMercyRecompiled/`, and your save is backed up automatically each time the game starts.
## What works
- Full game playable: exhibition, championship, Smackdown Mall, create-a-wrestler and saving
- Singles matches run at the game's normal 30 fps
- Music and sound effects
- Rumble Pak support without the "insert Rumble Pak" prompts
## Controls
| Vita | N64 | In game |
|---|---|---|
| Cross | A | Grapple |
| Square | B | Strike |
| Circle | C-Down | Run |
| Triangle | C-Up | Climb / ropes |
| L / R | L / R | R: block / counter |
| START | START | |
| SELECT | Z | |
| D-pad / left stick | D-pad | Move |
| Right stick | Analog stick | Taunts / finishers |
| Rear touch, left / right half | C-Left / C-Right | |
Hold **START + SELECT** for 2 seconds to quit. **SELECT + TRIANGLE** toggles the timings overlay.
## Known issues
- 4-player matches can drop to around 20 fps
- Occasional brief stutters
- Models can very occasionally vanish for a single frame (fixed in the next build)
- Intro music can drift slightly out of sync with the text
Remappable controls are coming in the next build.
## Credits
- jessetbh: WWF No Mercy: Recompiled
- Mr-Wiseguy and contributors: N64Recomp and N64ModernRuntime
- Rinnegatamante: vitaGL
- The mupen64plus team: audio HLE
- The VitaSDK team
- u/CodebreakerDX: testing
Licensed under GPL-3.0. Source code is attached to this release.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
Vibecoded port of ZDoom to the PSVITA, based on ZDoom v2.8.1 source code, with minor tweaks to the engine and a novel launcher to select WADs. Comes with Freedoom and the Doom 1 Shareware Episode bundled since both are freely redistributable. Has support for Hexen, Heretic, Strife, etc. as well.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| zdoom-vita-v0.13.0.vpk |
v0.13.0 |
11/13/26 |
6 |
Download |
QR |
Changelog:
Major improvements to startup load times.
Fixed a couple more audio bugs.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| ZDoom Vita |
v0.12.0 |
10/12/26 |
35 |
Download |
QR |
| zdoom-vita-v0.12.0.vpk |
v0.12.0 |
10/12/26 |
22 |
Download |
QR |
| ZDoom Vita |
v0.10.0 |
10/11/26 |
41 |
Download |
QR |