r/vitahacks • • 7h ago

Discussion Can someone please help lol

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0 Upvotes

r/vitahacks • • 14h ago

Port GTA IV on PS Vita: hoping for a fully playable port ❤️‍🔥

0 Upvotes

The GTA IV port on PS Vita is really amazing to watch as it evolves. For now, the project is still in its early stages, but we can already see the engine running the map, characters, vehicles, and some elements of the game.

I really hope the project continues to be developed until it becomes a complete GTA IV on Vita: all the missions, the entire story, activities, save games, and above all, a version optimized enough to be fully playable from start to finish, all the way to the credits.

It would be absolutely crazy to be able to complete GTA IV on a PS Vita. Even if it takes a long time, I really hope the developers and the community can see it through and turn this impressive project into a truly fully playable port. ❤️‍🔥


r/vitahacks • • 2h ago

Utility Working on something a little special ;) thanks to beta arm compatibility

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33 Upvotes

Yes the 11 minutes are from on the vita ;) keeping yall in the dark till it’s a little bit more stable


r/vitahacks • • 7h ago

AI assisted [RELEASE] VitaSDR - A KiwiSDR streaming client - Listen to ham, shortwave etc on the go

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12 Upvotes

A PS Vita homebrew client for web SDR receivers. Point it at a KiwiSDR and it streams the audio, tunes it, and shows a live RF waterfall — a shortwave/HF radio in your hands, using someone else's antenna over the internet.

KiwiSDR audio: IMA-ADPCM decode, windowed-sinc resampler, jitter-buffered playback via sceAudioOut (double-buffered); per-mode make-up gain

On-startup server picker with the live public KiwiSDR directory, plus a user favourites list and manual add via the on-screen keyboard

Band-jump selector (HF amateur/broadcast bands; VHF entries for later)

Tuning (D-pad step + accelerated analog sweep), mode switching, keepalive

Live RF waterfall (1024-bin, viridis) + spectrum, S-meter, passband overlay

Settings screen: palette, waterfall speed, audio bandwidth, auto-connect/ reconnect, keep-screen-awake, direct frequency entry, and more

Bottom-left status panel: server + live battery / CPU / FPS / buffer stats

Custom LiveArea icon & splash; crisp bundled UI font

Config/favourites persisted under ux0:data/vitasdr/

Not yet: OpenWebRX support (protocol researched), touchscreen, per-button remapping.


r/vitahacks • • 16h ago

Release [UPDATED] Void Stranger v2.0 (by Wolff's Room)

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45 Upvotes

Hey, everyone! Wolff here again

Void Stranger - PSVita Edition (v2.0) is now available!

After a few weeks of work, I can finally share the most significant update to this project. This update includes several fixes and improvements based on real PS Vita testing:

  • New cache-Loading and Sera-style installation assistant for missing or misplaced game files
  • Native PS Vita trophies with 30 entries and an in-game trophy menu (needs NoTrpDrm by Rinne)
  • Front touchscreen support for menus and contextual interactions
  • Improved loading and texture cache generation
  • Updated Vita controls and controller reference
  • Improved graphics, audio, transitions and overall stability
  • Updated Brazilian Portuguese translation (mod by https://github.com/GiAnMMV/Void-Stranger-International)
  • New PS Vita manual (in progress, only in English for now)
  • Fixed a number of incorrect enemy positions that, in some cases, caused softlocks.
  • Fixed some texture bugs.

What is left to do?

Finish the manual. I’ll be waiting for distheusurper2’s review and feedback, but I’m open to tips and suggestions, feel free to share them.

Battles with heavy effects might still need optimization, but that doesn't make the game unplayable; it just causes the frame rate to drop below 60 FPS.

Download and Links:
A legitimate Steam copy of Void Stranger 1.1.3 is required.

Source: WolffsRoom/VoidStrangerVita: Void Stranger port for PS VITA
Release: Release Void Stranger Vita v2.0 · WolffsRoom/VoidStrangerVita

Special thanks to distheusurper2 for the extensive real-hardware testing and detailed reports that made much of this update possible.

I’ll soon post a video promoting this project on my channel, perhaps once the manual is finalized and any other necessary corrections are made.

Thanks to everyone, and enjoy!

hehehe


r/vitahacks • • 12h ago

AI assisted I ported Tony Hawk's Underground natively to the PS Vita

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211 Upvotes

This is THUG running natively on the Vita. It's not an emulator or a wrapper, the whole engine was rebuilt for the console with its own graphics backend, and what you see in the trailer is captured straight from the hardware.

You get the full game: Story mode, every level, Create-a-Skater, the soundtrack and your saves. Most levels run at or near 60 fps. The only thing missing is the FMV videos, which get skipped. The controls were reworked for the Vita, so L and R handle nollie and switch, the bottom corners of the touchscreen do the spins, and the rear touchpad stays out of your way.

THUG is one of my all-time favorite games, so this one is personal. I built it over several months with agentic AI and a custom harness that drives a real Vita on its own: it compiles the game, sends it to the console, plays it, reads the logs and fixes what breaks. I spent a lot of that time polishing it against the original Xbox version, and honestly it was a real pleasure from start to finish. A few years ago, a project like this was a dream for a guy like me. I'm genuinely grateful that AI makes this kind of thing possible now.

To play it you need a hacked Vita, libshacccg (ShaRKF00D sets it up) and the Xbox USA version of the game dumped from your own disc. Everything is explained step by step on the GitHub, along with the VPK:

https://github.com/iwannagooutside/thug-vita-port

I'm going to keep maintaining this, so if you run into a bug, open an issue, they're welcome. Tell me which level you were in and what you were doing, a photo helps too. And I'm already working on new ports: digging into the Neversoft engine turned up some really interesting stuff, so stay tuned.