C-Dogs SDL Vita/PSTV pre-release posted
The pre-release thread reports a native Vita/PSTV build and links the Vita preview release on GitHub. LAN multiplayer support remains in development.
Source threadCommunity port updates
New ports, decompilations and wrappers, collected from the places where the scene actually posts them.
The pre-release thread reports a native Vita/PSTV build and links the Vita preview release on GitHub. LAN multiplayer support remains in development.
Source threadDeveloper reports PC save file support, implemented progression, local multiplayer and an in-game interface, with source published on GitHub.
Source threadCommunity bounty funding work to bring the iOS build of Call of Duty: Zombies to Vita through the iOS loader devnoname120 is developing. Metal Gear Solid Touch is named as another candidate for the same loader.
Source threadPublic release running the original 1.14d Windows build through winx86, an x86 to ARMv7 dynamic recompiler with native Vita API replacements. Settles around 20 to 25 FPS once its cache is built.
Source threadNative PlayStation Vita port of OpenMoHAA. Geometry, sound engine, mission scripts, and player controls functioning.
Status: 5–15 FPS in heavy outdoor combat scenes. Memory allocation optimization and shader pipeline tuning in progress.
Two independent experimental Melee ports are active: rob1n994 is moving Aurora to native SceGXM/vitaGL, while zm2283145 has an early decompilation-based build running in gameplay.
Status: Both builds remain work in progress. Rendering, textures, framebuffer effects, particles, stability, and substantial performance optimization are still required.
Complete C# / Unity decompilation translated into native ARM bytecode for the PS Vita.
Status: Memory exhaustion crashes during room transitions. Asset cache streaming currently being rewritten.
Reverse-engineering project evaluating GC/Wii decompiled shaders on Vita hardware.
Status: 15–20 FPS in static test scenes. High RAM footprint requiring custom texture compression.
Portal mechanics and chamber physics ported via standalone engine recreation.
Status: Smooth 30 FPS indoors; dips to 20 FPS when looking through recursive dual portals.
Gameloft action brawler reverse-engineered and wrapped with dual analog combat controls.
Status: Runs at 25–30 FPS in combat arenas; shader cleanup in progress.
Reverse-engineered port of Simpsons Hit and Run compiled for PlayStation Vita.
Status: Targeting 30 FPS. Stuttering observed during rapid vehicular streaming.
Community reverse-engineering and ARM wrapper research for Knights of the Old Republic.
Status: Early technical research stage.
Engine evaluation and reverse-engineering research for the Snowblind Studios engine on Vita.
Status: Pre-alpha technical analysis.
ARM wrapper port of NFS Hot Pursuit mobile with analog steering and custom Vita shaders.
Status: Smooth 30 FPS across sprint and pursuit courses.
Feature-full Vita port of the dark comedy visual novel. The September release post says playtesting and polish are still continuing, so this record does not claim every route or edge case is verified.
Status: The release post describes the build as playable and feature-complete, with further route testing and bug fixing still underway.
Major architectural breakthrough bringing Python 3.11 and modern Ren'Py 8.x games natively to Vita.
Status: Significantly lower memory usage and accelerated text rendering.
Direct native Vita build of the Harbour Masters reverse-engineered Ocarina of Time decompilation.
Status: Solid 30-60 FPS depending on enhancement settings.
One-touch steampunk racer ported via ARMv7 wrapper with full physical trigger integration.
Status: Locked 60 FPS at native OLED resolution.
Open-source recreation of Fallout 2 engine compiled natively for PlayStation Vita.
Status: Smooth 60 FPS in exploration and combat.
High-fidelity SGI CGI pre-rendered asset recreation of Super Mario 64 ported natively to Vita.
Status: 30-60 FPS with custom texture compression.
C-rewrite of the original PICO-8 Celeste prototype compiled directly for PlayStation Vita.
Status: Locked 60 FPS with pixel-perfect integer scaling.
Complete open-source NXEngine-evo upgrade supporting remastered music and wide aspect ratio.
Status: Rock solid 60 FPS.
Detected by the scanner on r/vitahacks. Awaiting independent verification on hardware.
Status: Detected by the scanner on r/vitahacks. Awaiting independent verification on hardware.
Native RC Cars port by antoxa2584x, published with source at github.com/antoxa2584x/rc_cars_vita. The progress post reports PC save file support, an implemented progression system, local multiplayer and an in-game interface.
Status: Developer reports progression, local multiplayer and the in-game interface as implemented, with PC save files compatible.
Public release that runs the original Diablo II: Lord of Destruction 1.14d Windows build on PS Vita. The x86 game code executes through winx86, a compatibility layer with an x86 to ARMv7 dynamic recompiler, while the Windows APIs are replaced by native Vita implementations.
Status: Diablo II itself is capped at 25 FPS, so the settled 20 to 25 FPS range is close to the original ceiling.
A community bounty is funding an effort to bring the iOS release of Call of Duty: Zombies to Vita, tied to the iOS loader devnoname120 is developing. The thread names Metal Gear Solid Touch as another iOS title the same loader could open up. No build exists yet.
Status: A community bounty is funding an effort to bring the iOS release of Call of Duty: Zombies to Vita, tied to the iOS loader devnoname120 is developing. The thread names Metal Gear Solid Touch as another iOS title the same loader could open up. No build exists yet.
Release of Illusia for PlayStation Vita by withLogic. The source repository describes an Android ARMv6 wrapper that resolves imports to native Vita functions and patches the original executable to run on Vita.
Status: Release of Illusia for PlayStation Vita by withLogic. The source repository describes an Android ARMv6 wrapper that resolves imports to native Vita functions and patches the original executable to run on Vita.
First v1.0 release of the single-player Jedi Academy Vita port. The project repository identifies OpenJK as its base and documents a native sceGxm rendering backend.
Status: The release thread documents a v1.0 build; the repository contains setup, controls and known-issue notes. No independent hardware verification is recorded in this ledger.
First v1.0 release of the single-player Jedi Outcast Vita port. The project repository identifies OpenJK as its base and documents a native sceGxm rendering backend.
Status: The release thread documents a v1.0 build; the repository contains setup, controls and known-issue notes. No independent hardware verification is recorded in this ledger.
Developer release of Barony for Vita. The original release described single-player support; a September update reports online, LAN and ad-hoc multiplayer plus an online leaderboard.
Status: Developer release of Barony for Vita. The original release described single-player support; a September update reports online, LAN and ad-hoc multiplayer plus an online leaderboard.
A September development thread reports Call of Duty 4 running in-game on Vita, with campaign and multiplayer work progressing separately. The edited update reports roughly 5–10 FPS, so this remains an early work-in-progress record.
Status: The source thread reports approximately 5–10 FPS during the update.
Public C-Dogs SDL Vita/PSTV pre-release posted by abby_6112. The source thread reports a native build tested on Vita/PSTV hardware and links a GitHub preview release; LAN multiplayer work is still in progress.
Status: The author reports a native Vita/PSTV build and requests real-hardware testing; no independent hardware report is recorded in this ledger.
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