r/vitahacks • u/sirjahjah • 10h ago
Port WIP Castle Crashers
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Have wanted this one on the Vita since 2012.
Here it is so far.
r/vitahacks • u/sirjahjah • 10h ago
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Have wanted this one on the Vita since 2012.
Here it is so far.
r/vitahacks • u/SupernovaTwilight • 6h ago
Been working on this for the past few weeks…Claude has helped make some serious stuff happen but there’s still a lot of work to do…
The first week was a lot of trial and error and sitting at my computer trying to get anything on the engine to run…
Cluade and I have been coming up with the brains for this port…such as: compressed ram for possible optimization, hot path rerouting, LLVM, and pre baking assets and MUCH more…
I’m please to tell you that test runs have it as high as 19fps on the menu and the physics engine is under weigh now…
Still, I’ve got a long roadmap ahead and am going to in consistently post about this build, I also don’t have a timeframe but I’m also super proud and exited about this build…
It’s amazing how easy it has been to move a 32bit game to 64…it’s the opposite for a 64bit arm build to run on a 32bit (arm 7 chip), but with some time and work this could be something great…
The unity engine on the vita is extremely outdated, so cluade and I built a custom engine translator (Called Shepard) that will be open source and available for free eventually for for dot.net runtimes…
Some things that go without day: youll need a computer (windows, Mac or Linux) to install the repack app which brings me to the second thing…you will need to own the game on a major platform like steam to be able to download the files…the translators are what make this build possible, you supply the legit purchased game…
Give me some time as I’ve got a lot of tricks up my sleeve to get this port working and need to run tests and compare logs and runtimes to see if improvements have been made…
The roadmap: full game, full quality where possible, updates and more improvements if we can get to it…then DLCs and finally co-op which I’ve got some major ideas for but that’s last…
I’ve got a whole plan and it’s just taking cluade a while to get it right but don’t worry because I’m not ghosting this port and even better it will be something I support for as long as necessary to ensure it works well…
Ah yes, one more thing…please if you don’t have anything nice to say then don’t say it…I’m not stopping this port because someone online hates ai…I’m not claiming to be well rounded in older code or systems but I’m learning what I can and not just prompting “fix it” repeatedly…so keep that in mind…thank you😊
r/vitahacks • u/Hansie00 • 9h ago
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Used the code from the old port from TechnicalJicama4 as a starting point. (https://github.com/technicaljicama/duck-psv)
Not gonna lie, this newer version is vibe coded.
Still ironing out some bugs.
r/vitahacks • u/spiderjackal • 29m ago
I never thought I would see nights into dreams running on my vita but it runs so well!! Other than the audio being horrible and incredibly crunchy it's amazing. I'm so impressed to see the Sega saturn games running on vita when everyone said it would be impossible!
r/vitahacks • u/Bulky_Cable3018 • 11h ago
Today SandstoneDEV has published his PS2-TO-PSP AI agents skill-forwarders to simplify AI agents in porting PS2 Titles to PSP.
Which means it should be easier to port PS2 games onto PSP (or Adrenaline) and with some thinkering it can be used for VITA too.
I think the last quarter of the year is going to be wild for the both communities.
EDIT1: Thanks to EukaryotaSynth since he has created another AI skill simplyfier specifically for a VITA - POST HERE.
EDIT2: Sources/References for HB creators:
r/vitahacks • u/xqspx • 1d ago
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I am working on a clone of CS 1.6 running on the Unity engine, focused on the PSVita platform but with cross-platform support for PC and Android. The first test showed a good result, the de_dust2 map has 4 bots and 2 live players (pc and playstation) for a total of 6 players on the map. Fps is kept at 30-35, if you play 1x1, 2x2, then 50-60 fps. Implemented modes: classic match (bomb), deadmatch, team deadmatch and arms race.
r/vitahacks • u/Medical_Smell2238 • 1d ago
A homebrew game called "Orbis Minor" lets you explore planets, roam through space, and fight enemy ships. It's pretty cool and fun to play, it reminds me of No Man's Sky.
r/vitahacks • u/MickeySyn • 6h ago
I've recently learned Halo CE is now playable on my Vita.
Anybody willing to hold my hand through installing it?
Also, I'm super new to to Vita landscape and am having a lot of difficulty finding all the games I want to play on it.
I always carry my PSP on me and recently have been trying to show my Vita some love.
Ironically all I want to play on it is PSP titles 😅
Pkg doesn't have even close to the majority of PSP titles.
Where else can I look?
I wanna do it without a laptop.
r/vitahacks • u/legallytrash666 • 1d ago
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I've been working on porting my favorite flash game CactusMcCoy for a while now. After the latest release of the Flash Emulator I paused for a bit, but as this game runs at a max of 4 fps (7 if overclocked) I figured might as well continue.
In the current state there are all worlds and rooms are connected seamlessly and it's running at a stable 60 fps.
r/vitahacks • u/No-Maintenance6160 • 1d ago
Hey everyone!
I've just released the first public beta of VitaGram, an unofficial Telegram client for PS Vita!
It supports chats, group's, channels, photos, stickers, GIFs, voice messages, video notes, and more. There's also support for multiple languages, themes, proxies, and optional local data encryption.
The app is built with VitaSDK and TDLib, with AI assistance during development.
It's still a beta, so expect some bugs and limitations. I'd really appreciate any feedback or bug reports!
GitHub & Download: https://github.com/ing156/VitaGram/releases
r/vitahacks • u/EukaryotaSynth • 1d ago
Agent skill for PS Vita port work. A public, MIT-licensed repo that turns the port workflow into steps an AI coding agent can follow, from feasibility check to VPK packaging.
What the skill covers
- Six port routes: native VitaSDK, vitaGL, cross-platform API emulation, Android .so loading, Java/TeaVM, and static recompilation
- Toolchain setup, including VitaSDK-softfp for Android .so ports
- Memory budget, heap and stack sizing, thread-to-core mapping
- OpenGL to vitaGL shader conversion and shader caching
- LiveArea packaging and VPK validation (title ID, SELF header, icon checks)
- Debugging through Vita3K, vitacompanion, and vita-parse-core
- Nine reference docs with code patterns pulled from real ports
Where the material came from
- mkwiita — the API-emulation layer, thread/priority mapping, TEV-to-GLSL shader generation
- soloader-boilerplate and Android2Vita-Candidate-Ports-List — the .so loader route, symbol tables, kubridge hooking
- Community research for the static-recomp route — Conker's Bad Fur Day and the Binding of Isaac recomp, both verified in October 2026
What it is not
It is documentation, not code that ports a game for you. The agent still does the work. The skill stops it from missing the steps that break ports: shader dialect, memory budget, title ID, ABI choice.
Two honest notes
- No single Vita-port masterlist exists. The skill's search step points agents at GitHub topics and release threads instead of a fake index.
- As of October 2026 there is still no GZDoom-vita. The skill states this rather than inventing a route.
Install
`npx skills add yannis100/vita-port-skill`
Repo: https://github.com/Yannis100/vita-port-skill (MIT)
If you do Vita ports, or build similar skills for another platform, feedback is welcome.
r/vitahacks • u/DannyXanderr • 11h ago
Hello everyone! I own a PS vita Slim for almost a year now and I want to upgrade my storage, I already purchases a SD2Vita card but the SD cards that I insert in them usually don't work. Do I need to get a specific kind of SD from a expecific brand?
I really want to download more games, I have only 7GB and I must constantly uninstall one game or two if I want to download something new.
(Sorry if I put it as Discussion I barely know how to use Reddit)
r/vitahacks • u/AutoModerator • 21h 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/arthwie • 1d ago
From: https://x.com/Rinnegatamante/status/2110126511990960378
First release of PCSX AwO is up for download: https://www.rinnegatamante.eu/vitadb/#/info/1622
PCSX AwO is a fork of PCSX that features native Vita internal resolution, MSAA 4x, frame generation, post-processing shaders and many more features.
Don't expect a wide coverage from High Octane renderer yet.
r/vitahacks • u/mrhkyy • 1d ago
Vita IPTV is a native IPTV player for the PS Vita / PS TV (HENkaku / Ensō). It plays your own M3U playlists and Xtream accounts (live TV, films, series, radio) through the Vita's hardware H.264 decoder, up to 1080p, with built-in HTTPS.
Download: https://github.com/emrhky/VitaIPTV/releases
What's new since 0.2.2
Vita IPTV is only a player: it does not include or point to any channels or playlists. It was developed with the help of AI (Anthropic's Claude) and tested on a real Vita. It is a hobby project, provided as is.
r/vitahacks • u/According-Slip-7074 • 1d ago
Hey everyone!
Wolff here again!
Since I've been banned from VitaDB and the Zealous Chuck and Vita Nueva Discord servers, I figured I'd share the updates here instead...
I thought it'd be nice to give you guys a little overview of the projects I've been working on for the PS Vita, how they started, what's changed over time, and where things stand now.
Starting with tools...
My first PS Vita project was FMVita (File Manager Vita), a fork of VitaShell that brings together features and improvements from several other forks (with proper credits to the original devs, of course).
The idea was to give the good old VitaShell a more modern and user-friendly interface, with touchscreen support and some quality-of-life improvements.
Moving on to games...
My first actual game port was The Case of the Golden Idol, a really interesting puzzle/mystery game released in 2022.
It was originally developed in Godot 3.x and later recreated in Unity. Interestingly, the original Godot version is what made the Vita port possible.
After that, I worked on a few other projects, including MOTHER Encore and PillowFight (which I never released because I couldn't get it to run properly on the Vita, lol).
I also worked with Rocrovers on an Endoparasitic port at one point. We actually got a playable build running, but performance in certain rooms was pretty bad due to limitations of SonicMastr's Godot Vita port, so we never released it.
Pretty much the same story with Dome Keeper. There's a technically playable build, but it still suffers from several issues related to those same engine limitations.
Then came GameMaker...
After spending some time with Godot, I started experimenting with GameMaker, mainly using Butterscotch as the runner.
That eventually led to some of my more recent and advanced projects:
I've also experimented with Cocos2d-x, including ports of The House 1 & 2, and more recently started working on Ao Oni 1. Haven't had much luck with that one yet, though.
(PS: Yeah... I tried porting No, I'm Not Human to the PS Vita, but I put the project on hold due to the extreme difficulty involved. There is already a playable build, featuring the menu and the first night, but 3D environment performance on the actual Vita is pretty dismal; it is playable on Vita3K, though xD)
And now... Godot 4.X on the PS Vita!
A few months ago, I started what has probably been one of my biggest projects so far: bringing Godot 4.x to the PS Vita.
After roughly three months of work, I'm finally starting to see some results!
The first two games I've been using to test the engine are:
Besides porting games, I've also spent quite a bit of time making the engine itself more practical to use on the Vita.
For example, I've added a default LiveArea asset structure and a selection of LiveArea previews, making it easier to customize the game's appearance on the Vita without having to organize everything manually.
It's a small thing, but I wanted the experience to be a bit more convenient compared to working with the older Godot 3.x Vita port.
The engine is still experimental, and there's definitely a lot left to improve, especially when it comes to performance and compatibility. But getting actual Godot 4 games running on real Vita hardware is already a pretty exciting milestone for me.
What comes next?
One of the reasons I've been so interested in getting Godot 4.x working is the number of indie games built with it.
Godot is also relatively approachable to work with, including when using AI-assisted development, which has been helpful while experimenting with the engine and adapting it to the Vita.
Of course, this doesn't mean every Godot 4 game will suddenly work on the Vita. Hardware limitations are still very real, and each game will need its own adjustments and optimizations.
Still, I think this could open up some interesting possibilities for future ports.
If you're curious about games made with Godot, these are worth checking out:
Games made with Godot on itch.io
And for anyone interested in the engines themselves:
Anyway, that's a little overview of what I've been working on lately. Some projects turned out better than others, some are still unfinished, and a few have been quite a headache, lol.
But it's been a fun learning experience, and there's still plenty I'd like to try.
Unfortunately, you might never see any of my projects on VitaDB, but my Discord and GitHub will always be kept up to date.
Soon, I’ll also be making my website and YouTube channel more active.
Thanks to everyone who's been following these projects, testing builds, reporting bugs, or just showing interest. I really appreciate it!
Hopefully, there's more to come!
OT:
I am happy about the announcements I’ve seen recently and pleased to have advocated for the responsible use of AI to bring about new developments and overcome the imaginary barriers that once existed in the PS Vita homebrew scene (a year ago, no one imagined a good DS emulator, the existence of a 3DS emulator, or GameCube and Wii ports on the Vita...).
I still see a lot of criticism regarding this within the Vita community, but I hope people stop being toxic and start being productive instead. If you didn't like a project that used AI, why not do it yourself without it?
Edit 1:
Added the GitHub repository link (https://github.com/WolffsRoom/Ambidextro-Vita) for the Ambidextro-Vita project.
r/vitahacks • u/deaththekidd69 • 1d ago
I'm not sure how to start a bounty. all time favorite games
r/vitahacks • u/VaxMerstappen00 • 2d ago
r/vitahacks • u/_WholePainting_ • 2d ago
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Hi everyone, I just wanted to show you all something I've been working on. Hope you like it.
r/vitahacks • u/me11yb3an • 2d ago
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sorry about my guy voice still doing voice training I've been working super hard lately and I wanted to show you all my progress!! Expect the private server build sometime next week and the singleplayer build sometime within the month the goal is to be able to switch between single player and online mode with just a tap :3 any questions feel free to hmu and ask away. Ooooo I forgot to mention you can tap square to disable the fps counter and whenever you're in dialogue you can use the vitas dpad to select dialogue and use x to continue :3 huge update: I'm adding the skillcapes and fire cape and all the content up to 2007 so we will have skill tutors tzhaar fight caves, and all matching emotes plus I'm also adding all the newer events like the drill Sargent and frog princes zombie dance etc it's basically RuneScape 2 before the graphic and UI update that started moving towards the rs3 graphics
r/vitahacks • u/AJ17O • 1d ago
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After struggling to optimize borderlands online, I had the crazy idea of using REA to assist in porting incremental gc to 2018.2.19f1, after several hours of monitoring claude and helping steer, It was able to enable the disabled settings for incremental gc in the il2cpp.exe and made a wrapper for it. (and a bunch of other technical things that will be on the github)
then Kane gave me the idea to see if we can force a dev build to run on a retail and that worked, then i had it combine libperf and shim it so unity reads the data and displays it.
next im gonna see if i can shim the gpu profilier then we will have full dev kit profiling on a retail.
i plan to release all of this on github with instructions within the next week or so (i work alot).
r/vitahacks • u/BlazeRed16 • 1d ago
Has anyone been able to replicate this?
https://www.reddit.com/r/vitahacks/s/kXWPQgU1rF
I’m trying to figure out a way to enable L2+R2 capabilities without using a grip / still keeping it portable.
I came across this post and it seems to work. I tried it last night and while I was able to get L2 and R2 to work by tapping the foil tape where I placed it. The input just doesn’t seem to stay for some reason.
Was wondering if anyone had success with this or found an alternative solution without the use of a grip / case.
End of the day I just want to keep the Vita portable.
r/vitahacks • u/spiderjackal • 1d ago
Finally figured out how to make bubbles for my emulated games! I made custom bubbles for them all and wanted to show them off. As a big fan of Klonoa it's so great how many I can play on my vita! Hoping for a port of Klonoa 2 someday to finish off my collection ✨
Adding, I also have Klonoa heroes but I forgot to make a bubble for it! I'll update tomorrow 💞
r/vitahacks • u/dingo57701 • 2d ago
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Hey All,
I finally am ready to showcase some snippets of one of the largest projects I've ever worked on.
The project is titled OpenSKY and is a TES V converter engine for the PS Vita. The video attached shows a run through of Bleak Falls Barrow and also being north of White Run fighting a dragon.
I do project management during the day, which helped in large portions to get Skyrim broken down to twelve totals milestones for AI to help assist with the coding structure.
Foundational Milestons:
1) converter: reads Skyrim special edition files and exports terrian, models, textures, animations and voices & quests.
2) custom engine running via Vita GL's backend.
3) open world streaming: TES V intro scene with alduin, walk from helgen to Riverwood, and bleak falls burrow.
4) interioirs, doors, & dungeons
5) save profiling, loading profiles, & title screen with new game/continue.
6) compass and directional markers
World & Characters:
1) NPCs with Skyrim's faces, outfits, daily ai scheduling (i,.e the paths they take), and voiceover dialogue.
2) creatures and enemies: Wolves, bears, spiders, draugrs, bandits, dragons, giants, mammoths, & skeevers.
3) day & night cycle, as well as weather scheduling
4) world map and local maps of each location (only within the square shown in the video thus far)
Gameplay systems:
1) melee, archery, blocking and sneaking
2) magic and shouts
3) inventory, equipment, looting and bartering with merchants.
4) skills, leveling, & classic perk tree with a spin.
5) smithing, alchemy, & enchanting
6) lockpicking
7) racial abilities & powers
Character creation:
1) all ten races and their race effects
2) Male & female characters
3) limited customability right now (more on this below)
Main quest opening:
1) wagon ride into Helgen
2) the lineup, Lokir's execution, & "who are you"? Scene.
3) the execution scene and alduin landing
4) Escape through the tower
5) the Ralof (stormcloak) or Hadvar (imoerial) choice.
6) helgen keep and full exit
WHAT IS LEFT (Note: A sh*t ton):
1) polish on the opening scenes and storyline.
2) WhiteRun, Dragons reach, & Bleak Falls Barrow as quest content.
3) The first dragon fight as a scripted quest and absorbing it's soul (I.e. the classic "you're a dragon born" scene).
4) the rest of the main quest with the greybeards etc.
5) side quests and factions.
6) the rest of the map beyond the starting region, so 70% unfinished on the sheer scope of the world.
7) performance and visual tuning.
8) adding shouts to walls and "learning words from them".
9) No DLC is added as of present.
Important note: you must own your own copy of the Elder Scrolls V: Skyrim Special Edition in order to use this converter mod and custom engine.
r/vitahacks • u/nicola_asdrubale • 2d ago
https://github.com/Barabbo/source-engine/releases/tag/v0.1.0-beta
After two years of development, I'm finally releasing the first public open beta of my Half-Life 2 port for PS Vita.
**Backstory (short version):** I grew up wanting HL2 in my pocket. Years later I tried the Android port on Vita via a pickup — it technically worked, but it wasn't the same. I always wondered why Sony never did this officially (probably the old Sony/Valve friction). So I decided to do it myself.
The first 3 months were a dead end — I tried adapting the Android build for Vita, but it just wouldn't compile for that environment. The real start came when nillerusr's GPL fork of the Source Engine source code became available. From there it was built piece by piece, starting with a hand-written memory allocator, through two years of crashes, a RAM crisis, and a very stubborn multicore implementation.
**Current state:**
- Multicore is stable
- Dynamic lights and soft shadow maps working
- Game is playable start to finish
**Known issues:**
- Audio: partially/not working
- Possible frame rate drops in crowded areas
- Occasional geometry artifacts in open levels
- Some scripted sequences may fail to complete correctly
**Requirements:**
- PS Vita with custom firmware (HENkaku/enso or h-encore)
- A legally owned copy of Half-Life 2 (game files must be copied to your SD card — not included)
Bug reports / feedback: http://t.me/HL_2_PSVitaChat
This is a non-commercial fan project, not affiliated with or endorsed by Valve or Sony. Full credits in the download.
Happy to answer any technical questions in the comments.