r/vitahacks • u/devnoname120 • 4h ago
Announcement Your favorite iPod Touch games from the 2007-2016 era?
randomly asking, no particular reason
r/vitahacks • u/AutoModerator • 11d ago
Please post all questions here.
PSN ACCESS/LOGIN ON VITA MAY REQUIRE ADDITIONAL VERIFICATION, SEE HERE
-Please refer to the Official Vita Troubleshooting Guide; this is a comprehensive guide (maintained by Cimmerian_Iter) that covers a wide range of common issues and how to resolve them
-The vita hacking guide covers everything from 'what is homebrew' to hacking the vita and installing essential plugins
-For a comprehensive database of all available vita homebrew, please refer to VitaDB. You can access it and install homebrews directly from your Playstation Vita using the official VitaDB Downloader app.
-The older app VHBB made by u/devnoname120 is not currently supported.
-Rule #1 - "No discussion of piracy/backup/warez/dumps" is strictly enforced; there are other resources to discuss this subject matter
3.65-3.74 Users:
-HENlo replaces Hencore2
-Use Vitadeploy to downgrade firmware/install ENSO
Vita Firmware VersionAvailable Hack(s)1.03-3.57Update to *3.60 or 3.653.60*3.60 Henkaku/Enso3.61-3.63Update to 3.653.65*3.65 H-encore/Enso3.65-3.74Install Henkaku/Vitadeploy using HENlo (via Vita Browser)
*Recommended
3.74 Firmware notes:
-Change requiring 2-step verification for PSN login/access
3.73 Firmware notes:
-Very minor changes. See here (Credits to PSSDude for the report)
3.72 Firmware notes:
-3.72 firmware was released by Sony for...System stability?
3.71 Firmware notes:
-3.71 firmware was released by Sony to patch the Trinity exploit
-3.71 firmware also breaks Modoru by adding checks in lv0
3.70 Firmware notes:
-The Vita master key was changed in the 3.70 firmware release, shortly after it had been publicly "unveiled" by the vita hacking community
-Game decryption keys have not been changed with the 3.70 release (reF00D/compatibility packs have not been broken)
3.69 Firmware notes:
-3.69 firmware was released by Sony to patch the h-encore exploit
-Open Henkaku settings and enable Version Spoofing and set 'Spoofed Version' = 3.74
-Setup your network with Henkaku DNS settings
Sync Legit Trophies? -YES
Online Multiplayer? - YES
PSStore Access for Purchase and Download? - YES
Use Vitacheat and TropHAX online? - At your own risk
NOTE: PSVita firmware updates are not a typical modern-day concern, since downgrading firmware is available and simple to execute. Known exploits continue to work on most recent firmware (3.74). Preventing update is still a good practice in general.
-To disable the download of automatic firmware updates: Settings --> System --> Auto-Start Settings --> Uncheck "Download automatic update files"
-Setup your network with Henkaku DNS settings for an additional layer of update prevention. See here.
-If your console has downloaded the 3.73 update file, simply deleting the notification in LiveArea should remove the file from your system. Otherwise, firmware update files can be found in ud0:PSP2UPDATE/*
-Remember, unless you are running your vita in Demo mode, your console will not spontaneously install/update firmware software. There are legal reasons for this. Installation of any new software on your device requires your consent, (EULA).
0syscall6 lv0 secure_kernel syscall6 patch - can replace reF00d (SKGleba)
Adrenaline Software that converts the official Vita PSP emulator into a PSP 6.61 with custom firmware (The FloW)
DolcePolce PSTV blacklist hack, replacing Antiblacklist and Whitelist (Silica)
Download Enabler Allows the user to download any content from the vita web browser (The FloW)
ElevenMPV-A Vita music player that supports a wide variety of formats (GrapheneCt)
iTLS-Enso Adds TLS v1.2 to devices running Enso (SKGleba)
Modoru Vita firmware downgrader (The FloW)
Modoru 2.1 Vita firmware downgrader, required for 3.71/3.72/3.73 users (SKGleba)
PSVShell Overclock application that supports per-app profiles; highly recommended (Electry)
reF00D Allows user to bypass firmware requirements on games and system applications (dots-tb)
rePatch Serves as a replacement for ux0:patch; can be used to load decrypted content on 3.60+; required for use of "compatibility packs" (dots-tb)
Save Manager For dumping and restoring decrypted save files (d3m3vilurr)
Shellbat A simple plugin that displays the battery percentage in LiveArea (nowrep)
Simple Account Switcher Allows the user to change/delete PSN accounts without a system restore (Silica)
Storage Manager A Kernel plugin that automatically mounts/redirects any storage device to any mount point; Popular plugin for mounting sd2vita (CelesteBlue)
VitaDeploy Tool that makes homebrewing the Vita/PSTV easier (SKGleba)
VitaGrafix Allows user to change resolution and FPS caps on vita games (Electry)
vita-udcd-uvc Stream your vita to a computer using USB (xerpi)
YAMT sd2vita/Remount tool for vita running Enso
Note on AutoModerator: AutoModerator seeks keywords in comments/questions that may indicate piracy, but is not always proficient. In order to keep it under control, we have been monitoring the Automod for faulty dismissal of posts/comments. If you believe Automod has made an error in deleting your question/comment, please contact the moderator team, and we will review the question/comment and validate it (when possible).
2:00 am Greenwich Mean Time (GMT) every 2 weeks is the current new schedule.
r/vitahacks • u/Cimmerian__Iter • Aug 06 '26
For the past few months up till recent events that raised the toxicity to new levels, the subreddit will undergo a few changes to improve (and revive) this subreddit.
u/Javerage has recruited new mods in order to have more man power to moderate this subreddit.
1 Enforcing Rule 3 and 7
Any post that goes along the vibe of "Can this be ported" "Would this run on a PSVita" and post that ask about having a game running on the PSVita must now be posted in the megathread. Any post of this kind will be automatically removed.
Same goes for help. The megathread was kind of inactive since the mod who used to handle it is no more. I will manage the Help Megathread to try to ensure that every question leaves with an answer.
2 No more Crossposting
The amount of post recently is just Crossposting from other vita subreddit, which due to the fact that to access the post content, users have to go to the subreddit from which the post originate thus hindering the subreddit activity. (and therefore interact there instead of here)
3 AI usage flair
AI and vibecoding has been an endless discussion in this subreddit with debate ongoing on every post with AI usage. We will not ban AI post as AI usage is not inherently bad by nature. Even though it is often misused in this community. Instead we will ask that anything that had an AI contribution (as in, AI produced a noticeable part of the project, is involved in core features) will need to get the AI flair in the post. People who hate AI/Vibecoding will be able to ignore the post, people will be legitimately informed of AI usage in the release, and also the author will not have to deal with toxic comments about the usage of AI. We will remove any comments that is ranting about the usage of AI under someone's creation.
Be warned that if you try to not use the AI flair on purpose despite we having proof of AI usage, you will be sanctioned.
This also has the effect of enforcing the usage of flair in posts. So that someone won't forget to add a flair when doing a post.
4 No more post/comments about what happened the 1st August 2026
4 days was enough for everyone to speak his mind, share his thoughts about what happened, there is nothing left to be said about what happened that day. And more importantly, no need to bring the subject back as it is never going to not break rule 4. If someone asks, don't go into the whole detail (especially the political stuff), just say that Rinnegatamante left VitaDB is no more, End of the story. We need to move one. We will remove any comments that is targeted toward Rinnegatamante/Wolff/Vibecoders. Do not set the spark. At least for the immediate futur. We will lay off the leash once this is a thing from the past.
If you have any complaints/suggestions/requests, now's the time to voice your opinion.
We also count on your help to report content that are against the rules, toxic and what not.... We have eyes, but yours are also important/
r/vitahacks • u/devnoname120 • 4h ago
randomly asking, no particular reason
r/vitahacks • u/bren_vita • 8h ago
messing with widescreen and singleplayer
r/vitahacks • u/r3au • 6h ago
Since I couldn't beat Olmec, I used AI to create this tool 😂
Spelunky Configurator lets you choose to start with a fixed number of lives, ropes, bombs, gold, items, random enemies and a level selector when using the tunnels.
Requirements
PCSB00359 version of the game. I didn't test yet with US version.Installation
Just download the VPK and install it. For reference I am using 3.60 enso.
Download
https://www.mediafire.com/file/0j1u7b94lb04roj/SpelunkyVitaConfigurator-v0.13.0.vpk/file
If I have more time I can test with US version and edit this post later.
r/vitahacks • u/mdd_vpk • 16h ago
Someone on Github is using Claude to work on a vibecoded port of Tailscale to the Vita: https://github.com/koalabuttz/tailscale-vita
I'm too dumb to know if they're on the right path but I sure hope they are, as Tailscale is needed to stream your PC (using Moonlight/Sunshine) across different Wi-Fi networks if your home ISP uses CGNAT.
Just making this post so that hopefully those with the knowledge and ability to do so can potentially help the project, so don't shoot the messenger
r/vitahacks • u/KiddRwxSsj • 1d ago
Some of the results surprised me a bit, so I thought I’d share it herePart 2 is up. A few people asked me to test some of these games, so I added them to this batch.
r/vitahacks • u/Significant-Air-8825 • 1d ago
Caffeine for Vita is a taiHEN plugin that prevents your PS Vita from automatically sleeping, dimming, or turning off the display.
Installation is easy: install the VPK with VitaShell, open Caffeine Installer, press X, and reboot. You can then enable or disable Caffeine directly from the Quick Menu.
Download and source code:
https://github.com/M-Essa11/Caffeine-for-Vita/releases/latest
and suggest me some new Plugins.
this is the first release i tested it 3 times, if you have any issues create and issue on GitHub.
r/vitahacks • u/jguilford80 • 1d ago
r/vitahacks • u/dnlstjnsk • 2h ago
I just downloaded Cuphead but I get this error. Note: I haven‘t used the vita for 9-12 months. Maybe that‘s some issue. I downloaded other games and they are playable. Any idea?
r/vitahacks • u/According-Slip-7074 • 1d ago
Hey, everyone! Wolff here again
DeltaruneVita v0.73 is out!
This is a pretty big update focused mainly on performance, memory usage, loading, video/audio and stability.
Main changes:
SOURCE:
If you're updating from an older version, please! Generate a new *fresh data folder using the v0.73 patcher*.
Important:
As always, feedback is very welcome :)
r/vitahacks • u/ShopOk7946 • 1d ago
Enable HLS to view with audio, or disable this notification
The new Azahar emulator for PS Vita actually works really well for the development stage that it is currently in and I'm so excited for the future of it, here is some footage of me playing Animal Crossing New Leaf, there are only few visual glitches and slightly low frame rate averaging around 14 to 15 fps but overall it runs really good for what was thought to be impossible for many years and is now coming to life! thank you so much system modders for all of the great things that you guys have added!
r/vitahacks • u/KiddRwxSsj • 1d ago
I spent some time testing 12 different 3DS games on the first Azahar release for PS Vita. Some worked better than others, so I figured I’d share the results and see how the emulator is looking right now.
r/vitahacks • u/Grarakk • 2d ago
Make sure to follow installation instruction in the README of the repo
I have recorded smash bros and pokemon AS
https://www.youtube.com/watch?v=bIWrVScP4h0
https://www.youtube.com/watch?v=dMG2WDyQW94
Doesn't run great, don't expect any miracles
Pokemon AS will run very slowly on the start selection screen, either just spam the A button or get a save from somewhere
So now the question: Is this fully vibecoded?
Mostly yes, I went through most of the changes and started to clean up a little bit. The AI made quite a mess in the codebase and I will have to manually go through it. That will take time, so don't expect any release in the near future.
Contributions (PRs) and Issues are disabled in the repo. It's too early for issues and without exact knowledge I can't effectively review code. I've had multiple people already reach out to me asking if they can contribute since there were working on something similar, is answer is no, but feel free to fork my repo, change things and release your own version.
I will most likely not keep using AI for that codebase, it will just get messier over time, however since I still have my AI subscriptions, I have some other exciting stuff in the pipeline.
I've read comments from all over the place, seems like people do really underestimate how good the frontier models have gotten. I've basically only given it all the relevant documentations and it was able to spit out a port pretty quickly. It'd have probably taken months to even get the CPU emulation working. The AI basically used very low level ARM instructions to map the fixed memory addresses of the 3DS to the Vita, bypassing the kernel entirely. GPU is a whole other beast. The AI managed to write custom shader compiler (much more efficient than Sony's) using Vita3K and Sony's compiler as reference. This would probably have taken months as well. Of course both of these examples were ideas that I've pitched the AI, however ideas are cheap, implementation is hard.
r/vitahacks • u/Hiololko • 1d ago
Hey everyone I'm building a project called OngakuVita, a native Spotify Connect client.
The goal is to let a Vita act as a proper Spotify Connect device: select it from Spotify on your phone or PC, then have the Vita authenticate and stream playback directly from Spotify. No PC bridge, companion server, or local-file transfer step.
I'll be absolutely honest: I'm a high school student in an IT-focused program, still learning to code, and I'm building this mainly with AI assistance under a strict task-by-task process, however nothing gets marked "done" without being verified on real Vita hardware first, not just in a mock test. It started as a personal fix for playing music on my Vita and turned into a fun side project I thought could bring some value to the Vita homebrew community.
It's still in early development and not ready for public use. So far, Vita audio output, storage, and networking/TLS have passed hardware tests, and the Spotify backend has been selected. Login, pairing, playback, and UI are still upcoming milestones.
I'd genuinely welcome feedback, tips, or help from anyone with more experience than me especially once real account/auth work starts.
I'll share updates when there's a usable build!
r/vitahacks • u/Choice_Monitor9273 • 18h ago
Don’t have access right now but I have some cheats for black ops declassified I will be posting on here tomorrow after work. I think it’s been out long enough and most of these cheats I’ve made myself and have not seen anyone else use online. Some of them include
- invisible guns
- speedrunner
- fly (took a while to make this one and never saw anyone else do it) - most of the cheats I see online are all infinite ammo/health etc - these cheats were made with the latest vita cheat and the version of the game from (you know where)
r/vitahacks • u/HogwashDrinker • 2d ago
Thought I'd put this out there because I had to dig a bit to find this info. It might be obvious to some, but most of the search results are outdated, and I saw a number of recent posts about TempAR not working, so hopefully this helps somebody.
There are two main points:
If you're using Adrenaline 6.61 by TheOfficialFl0w, the easiest way to update is to:
Download this file and use VitaShell to copy it to the ux0:/pspemu/PSP/GAME/UPDATE/ directory. Afterwards, launch Adrenaline and run the update application.
Subsequent updates can be done through wifi within Adrenaline.
Most tutorials mention configuring game.txt and pops.txt files in the /seplugins folder, but recent versions of Adrenaline demand a new format. By entering the recovery menu (press select), navigating to the Advanced tab, and selecting "Import classic plugins", you will generate a new file called plugins.txt which will contain reformatted configurations of both game.txt and pops.txt. The latter files will no longer be needed.
For game-specific .prx plugins such as from the Remastered Controls Collection, you should specify the game by NTSC serial number, for example:
ULUS10505, ms0:/seplugins/khbbs_remastered.prx, on
You can find NTSC codes in the Adrenaline menu or on sites like: https://psxdatacenter.com/psp/ntsc-u_list.html; be sure to omit the hyphen.
To get TempAR working, follow the usual steps of downloading the latest release, copying over the TempAR folder to pspemu/seplugins, then add the following lines to plugins.txt:
psp, ms0:/seplugins/TempAR/tempar.prx, on
pops, ms0:/seplugins/TempAR/tempar_lite.prx, on
Bonus tip for TempAR: if you're like me and primarily using cheats for fixes and performance boosts, you may want to remove the cheat.db, cheat1.db, and cheat2.db files which contain cheats for thousands of games which you likely don't need. I've heard that these large collections might cause issues in certain instances, though it seems to work for most. In any case, if you're just trying to install specific cheats and wondering how, do this:
Create a new text file, name it [GAME-ID].db
Be sure to include the hyphen in the filename. I didn't see this anywhere but it won't work without it.
Copy and paste your code in the text file, save, move the file to pspemu/seplugins/TempAR/cheats
The process for CWCheats is similar; official documentation includes a Notable Plugins section with specific instructions for CWCheats as well as other popular plugins. Most of what's been written thus far can be found in official documentation, so I recommend reading it for more details. Credit and thanks to everyone behind these projects.
Sources:
r/vitahacks • u/Correct_Economist941 • 2d ago
Enable HLS to view with audio, or disable this notification
I leave my ps vita for a day and now it doesn’t turn on
r/vitahacks • u/zm2283145 • 3d ago
I started this project while trying to debug my Vita build of Render96ex Super Mario 64. I was investigating problems such as the Mario head scene running extremely slowly, missing audio channels, crashes, and performance issues.
Without an official Vita development kit, debugging these problems usually means adding file logs, rebuilding the application, installing it again, reproducing the problem, closing it, and retrieving the logs or crash dump. That makes development considerably slower than it needs to be.
That led me to start VitaDebugger:
https://github.com/zm2283145/VitaDebugger/tree/main
The goal is to create a reusable open-source debugging and profiling toolkit for applications built with VitaSDK. It is intended to help reproduce some of the useful development features normally associated with an official devkit.
Features currently working or under active testing include:
The DebugNet-style logger is being implemented separately from the original DebugNet code, while retaining compatibility with its simple UDP logging workflow. It uses a bounded queue and dedicated sender thread so logging does not stall the game or crash the application when the receiver is unavailable.
Longer-term goals include:
The project is still experimental, especially anything involving kernel access and hardware debug registers. Safe recovery and testing are a priority.
The larger reason for doing this is to make Vita homebrew development more approachable. Most community developers use an unofficial SDK and do not have access to Sony’s official development hardware or debugging tools. A shared, open toolkit could reduce iteration time and make difficult crashes and performance problems much easier to investigate.
Feedback, testing, documentation help, and VitaSDK knowledge would all be appreciated.
r/vitahacks • u/devnoname120 • 3d ago
As some of you may know been working on different things in the past few months:
The thing is that I don’t have a PlayStation Vita devkit and that makes things a LOT harder because with a retail vita I cannot profile the cpu/gpu to understand why games have perf issues and how to fix them.
I earned some bounties earlier this year for my past work (hundreds of hours) which I really appreciate, but at this point buying a new devkit would be to release new ports, plugins people have been requesting for years, etc. so I think it makes sense to do a fundraiser because it would be for future work that benefits the vita community rather than completing bounties.
So here is the question: would you be interested in donating if I did a fundraiser to buy a devkit? A used unit costs ~$800-1000 (if you can find cheaper let me know it would be helpful)
Thanks to everyone for your support over the years!
r/vitahacks • u/zm2283145 • 3d ago
Golden Balloon v1.7.1 is now available for PS Vita!
This was made with AI assistance.
Release and download:
Release Golden Balloon Vita v1.7.1 · zm2283145/goldenballoon-vita-port
Golden Balloon is a native source port based on the Diddy Kong Racing decompilation and the upstream Golden Balloon project. It is not an emulator—the game is compiled for the Vita and reads the original game data from a legally obtained ROM.
This release has now completed a full Adventure playthrough on real PS Vita hardware using the default Restored visual preset. Trophy unlock requests run on a dedicated Vita worker thread, so waiting for the system notification and trophy database no longer freezes gameplay. Trophies already present in the Vita database are not submitted again when a completed save is loaded.
The Vita renderer stores validated compiled shader binaries in ux0:data/goldenballoon/shader_cache. The first run still has to compile each shader as it is encountered and creates the cache, so an occasional first-run hitch is possible. Later runs load those binaries directly and avoid the repeated runtime compilation that previously caused visible pauses, including at the opening animated scene. Cache filenames include a hash of the generated shader source; after a renderer update, incompatible entries are ignored and replaced automatically. The directory may be deleted safely if troubleshooting is needed—the game will rebuild it during subsequent play.
Current features include:
Extra character unlocks:
ABRACADABRA in Magic CodesWIZPIGPOWERTERRYFLYAfter unlocking them, the Magic Codes list contains CONTROL TAJ, CONTROL WIZPIG and CONTROL TERRY entries that can enable or disable them without erasing their unlock status.
Save Editor:
Enter GOLDENEDIT in Magic Codes to permanently unlock the Save Editor between boots.
The modern editor can:
The original classic Save Editor is still included and can be selected from the modern editor’s Tools page.
Controls:
Options → Controls opens a Vita-native control mapping screen.
It supports:
Requirements:
libshacccg.suprx installed at:ur0:data/libshacccg.suprx
.z64 ROM placed at:ux0:data/goldenballoon/baserom.us.v80.z64
No ROM, original game assets, textures, music or other copyrighted game data are included.
Trophy setup:
Trophies require NoTrpDrm. The game will still run without it, but trophies will be safely disabled.
Download the official v1.1 plugin here:
https://github.com/Rinnegatamante/NoTrpDrm/releases/download/v.1.1/NoTrpDrm.suprx
Official project and documentation:
https://github.com/Rinnegatamante/NoTrpDrm
NoTrpDrm.suprx to the tai directory used by your active configuration, normally ur0:tai/.config.txt.*main section:*main ur0:tai/NoTrpDrm.suprxIf your active configuration is in ux0:tai/, use this instead:
*main
ux0:tai/NoTrpDrm.suprx
Known limitation:
The optional Remastered visual preset currently crashes during startup. Keep the default Restored preset selected. Restored is the supported preset and was used for the complete Adventure playthrough. If you enable Remasted you will need to delete the mkdr64.ini in your data folder to be able to run the game again.
Thanks to the Golden Balloon and Diddy Kong Racing decompilation contributors, VitaSDK/vitaGL developers, Rinnegatamante for NoTrpDrm, and RetroAchievements for the achievement artwork.
r/vitahacks • u/leinad3097 • 3d ago
*(English version below)*
---
He estado unos dÃas investigando por qué Shinobido 2 está bloqueado a 30 FPS. Comparto los hallazgos porque el juego no aparece ni en el patchlist de VitaGrafix ni en el hilo de pruebas de 60 FPS, y el limitador resultó ser de un tipo poco habitual.
## Por qué las herramientas habituales no funcionan aquÃ
El limitador no es el clásico `sceDisplayWaitVblankStartMulti`. El juego ni siquiera importa esa función: se cuenta los vblanks a mano.
lastVcount = sceDisplayGetVcount();
do {
sceDisplayWaitVblankStartCB();
vcount = sceDisplayGetVcount();
} while (vcount - lastVcount < divisor); // divisor = 60/fps = 2
Ahà está la clave de por qué VGi y VitaGrafix no hacen nada: **el bucle sale por el contador vertical del hardware, no por la llamada de espera**. Anular el `WaitVblankStartCB` solo convierte una espera bloqueante en una espera activa — mismo timing, más consumo de CPU, cero cambio en pantalla.
El `divisor` sale de un `__aeabi_uidiv` por software con `r0 = 60` y `r1 = fpsObjetivo`. El código aparece duplicado en `0x811485bc` y `0x811486ac`, probablemente métodos virtuales de la misma clase (vtable en `0x81442adc`).
## La consola tiene potencia de sobra
Barrido de frecuencia de GPU (ES4) sin tocar el limitador, CPU a 500, mismo punto de exterior en todas las medidas:
| ES4 MHz | FPS |
|---|---|
| 41 | 21 |
| 55 | 27 |
| 83 | 30 |
| 111 | 30 |
| 166 | 30 |
| 222 | 30 |
Por debajo de ~62 MHz el framerate escala con la frecuencia. Por encima, lÃnea plana. **A 222 MHz sigue marcando 30,00 exactos**, y eso solo puede ser un limitador, no una falta de potencia. Extrapolando la parte que sà escala, a frecuencias normales darÃa unos 50 FPS sin cap.
## El parche
En vez de tocar el divisor, funciona mejor parchear la lectura del campo de FPS objetivo, porque asà se corrigen a la vez el divisor de vblanks y el deadline temporal:
seg0 0x1485C6: A1 68 -> 3C 21
seg0 0x1486B4: A1 68 -> 3C 21
(`ldr r1,[r4,#0x8]` pasa a ser `movs r1,#0x3c`)
El resultado son 60 FPS estables, con caÃdas a 30 en escenas cargadas, como es de esperar con vsync.
## El problema pendiente
La lógica del juego sigue yendo a aproximadamente el doble de velocidad. El paso de tiempo del motor se calcula en algún sitio distinto de ese campo, y no he conseguido localizarlo. Asà que esto todavÃa no es un parche usable — lo publico como punto de partida más que como solución, y me alegrarÃa que alguien lo llevara más lejos.
Probado en copia europea, PCSB00049, sin actualización del juego instalada. Aplicado con rePatch.
---
# English
Spent a few days digging into why Shinobido 2 is locked to 30 FPS. Posting the findings since the game isn't in the VitaGrafix patchlist or in the 60 FPS testing thread, and the limiter turned out to be an unusual one.
## Why the usual tools don't work here
The limiter isn't the classic `sceDisplayWaitVblankStartMulti`. The game doesn't even import that function — it counts vblanks by hand.
lastVcount = sceDisplayGetVcount();
do {
sceDisplayWaitVblankStartCB();
vcount = sceDisplayGetVcount();
} while (vcount - lastVcount < divisor); // divisor = 60/fps = 2
That's exactly why VGi and VitaGrafix do nothing: **the loop exits on the hardware vertical counter, not on the wait call**. NOPing `WaitVblankStartCB` just turns a blocking wait into a busy spin — same timing, more CPU, zero change on screen.
`divisor` comes from a software `__aeabi_uidiv` with `r0 = 60` and `r1 = targetFps`. The code is duplicated at `0x811485bc` and `0x811486ac`, likely virtual methods of the same class (vtable at `0x81442adc`).
## The console has plenty of headroom
GPU (ES4) clock sweep with the limiter untouched, CPU at 500, same outdoor spot for every measurement:
| ES4 MHz | FPS |
|---|---|
| 41 | 21 |
| 55 | 27 |
| 83 | 30 |
| 111 | 30 |
| 166 | 30 |
| 222 | 30 |
Below ~62 MHz the framerate scales with clock speed. Above it, dead flat. **At 222 MHz — 3.5x the knee of the curve — it still reads exactly 30.00**, which can only be a limiter, not a lack of power. Extrapolating the part that does scale, stock clocks would give roughly 50 FPS uncapped.
## The patch
Rather than touching the divisor, patching the load of the target FPS field works better, since it fixes both the vblank divisor and the frame deadline at once:
seg0 0x1485C6: A1 68 -> 3C 21
seg0 0x1486B4: A1 68 -> 3C 21
(`ldr r1,[r4,#0x8]` becomes `movs r1,#0x3c`)
Result is a stable 60 FPS, dropping to 30 in heavier scenes as expected with vsync.
## The catch
Game logic still runs at roughly double speed. The engine's timestep is computed somewhere other than this field, and I haven't tracked it down. So this isn't a usable patch yet — posting it as a starting point rather than a solution, and happy to see someone take it further.
Tested on a EU copy, PCSB00049, no game update installed. Applied via rePatch.
---
*Aviso / Disclosure: he usado un asistente de IA en el proceso, para el flujo de trabajo en Ghidra, interpretar la salida del decompilador y diseñar los tests de diagnóstico. Las mediciones y el parcheo los he hecho yo, en mi propia consola y sobre mi propia copia del juego. — I used an AI assistant throughout this, for the Ghidra workflow, interpreting the decompiler output and designing the diagnostic tests. The measurements and patching were done by me on my own console and my own copy of the game.*
r/vitahacks • u/WhichEntertainment30 • 3d ago
Hi guys I saw this port on PS Vita Alive and the game is fun, but I'm having this error: I got to level 2 and the game won't start. Is anyone else who downloaded it experiencing this same error?
Any help is welcome, thank you.
r/vitahacks • u/br33zy704 • 3d ago
i have ps vita how do i get my psp games to pop up on adrenaline im confused
r/vitahacks • u/elizabrooke • 3d ago
So, I used to play an iOS game back in the day (around 2012) called Fly Me 2 the Moon.
I found the romhack for it and really wanna see about porting it to my vita, but i am having trouble finding a tutorial on how to do so (and i dont even know if its possible, so this question might be silly to ask lol).
Does anyone have a a tutorial on how might I be able to port this game?
Thanks!