[PSVita] Dragon Ball Z: BT 3 Vita 1.2.1 and Void Trader 1.6.0

2 PSVita homebrew apps were updated in the Brewology PSVita Store today:

Dragon Ball Z: BT 3 VitaDragon Ball Z: BT 3 Vita v1.2.1 by arielxflores

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.

Void TraderVoid Trader v1.6.0 by Syncriel

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.

Full release notes in the store

Download them from the Brewology PSVita Store.

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