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Ignition Vita Zeusthenen has released Ignition Vita version 1.1 for the PSVita.

# Ignition Vita v1.1

*(Español primero · English below)*

## 🇪🇸 Español

**Ignition Vita** es un port no oficial, de aficionados y sin ánimo de lucro, de *Ignition* (1997) para **PlayStation Vita**.

> **Este paquete NO contiene el juego.** Debes aportar los archivos de tu propia copia legal de *Ignition*. El proyecto no está afiliado ni respaldado por los propietarios de *Ignition* ni por Sony.

### Novedades de v1.1

- Corregido el cuelgue que podía producirse al terminar un campeonato y restaurado su avance normal.
- Corregidos el desbloqueo y la persistencia de vehículos, dificultades y pistas.
- Verificados en una PS Vita real: primer campeonato completo, coche **Banana**, dificultad **Amateur** y una pista adicional, conservados tras guardar y reiniciar.
- Carrera rápida y Persecución terminan correctamente y vuelven al menú.
- Guardado atómico: el progreso se escribe primero en un archivo temporal para reducir el riesgo de corrupción.
- Controles predeterminados mejorados: **✕ acelera** y **□ frena / marcha atrás**.
- Los botones de Vita pueden configurarse desde **Opciones → Jugador 1 → Configurar teclado** y las asignaciones persisten al reiniciar.
- Diversas mejoras de estabilidad. Objetivo de 30 FPS, con posibles caídas en zonas exigentes.

### Actualización desde v1.0

1. Haz una copia de seguridad de ux0:data/ignition/ign_3dfx.btz.
2. Instala IgnitionVita_v1.1.vpk encima de la versión anterior con VitaShell y homebrew inseguro activado.
3. No borres ux0:data/ignition/: ahí están los datos del juego, progreso y opciones.

### Limitaciones conocidas

- Pantalla dividida y multijugador online/en red están visibles pero desactivados.
- Los campeonatos posteriores al primero usan la misma ruta de progresión, pero sus premios no se han verificado uno por uno.
- PlayStation TV no está probado.

### Verificación

- VPK: IgnitionVita_v1.1.vpk
- Tamaño: 2.136.458 bytes
- SHA-256: fda91c1b687c7b5e76e9ec2e7b95668d93350ba7d54092dec7bf68b7a1795d50
- Código fuente correspondiente: IgnitionVita_v1.1_corresponding-source.tar.xz
- SHA-256 del paquete de fuentes: 290701fffba027dd8a902e0f12bf1ce71d275f932690d98d73c3c22572a24d27

Para informar de errores, abre un *Issue* e incluye modelo de Vita, modo, pista, vehículo, dificultad, frecuencia, pasos para reproducir y los logs de ux0:data/ignition/logs. No adjuntes archivos del juego.

—

## 🇬🇧 English

**Ignition Vita** is an unofficial, fan-made, non-commercial port of *Ignition* (1997) to **PlayStation Vita**.

> **This package does NOT contain the game.** You must provide files from your own legal copy of *Ignition*. The project is not affiliated with or endorsed by the owners of *Ignition* or Sony.

### What is new in v1.1

- Fixed the crash that could occur at the end of a championship and restored normal championship progression.
- Fixed unlocking and persistence of vehicles, difficulties and tracks.
- Verified on real PS Vita hardware: first championship completion, **Banana** car, **Amateur** difficulty and one additional track, all retained after saving and restarting.
- Quick Race and Chase now finish correctly and return to the menu.
- Atomic saves: progress is written to a temporary file first to reduce corruption risk.
- Improved defaults: **✕ accelerates** and **□ brakes / reverses**.
- Vita buttons can be remapped through **Options → Player 1 → Keyboard config**, and assignments persist after restarting.
- Several stability improvements. The target is 30 FPS, with possible drops in demanding areas.

### Updating from v1.0

1. Back up ux0:data/ignition/ign_3dfx.btz.
2. Install IgnitionVita_v1.1.vpk over the previous version with VitaShell and unsafe homebrew enabled.
3. Do not delete ux0:data/ignition/: it contains game data, progress and settings.

### Known limitations

- Split screen and online/network multiplayer remain visible but disabled.
- Later championships use the same progression path, but their rewards have not been individually verified end to end.
- PlayStation TV has not been tested.

### Verification

- VPK: IgnitionVita_v1.1.vpk
- Size: 2,136,458 bytes
- SHA-256: fda91c1b687c7b5e76e9ec2e7b95668d93350ba7d54092dec7bf68b7a1795d50
- Corresponding source: IgnitionVita_v1.1_corresponding-source.tar.xz
- Source package SHA-256: 290701fffba027dd8a902e0f12bf1ce71d275f932690d98d73c3c22572a24d27

Please report reproducible problems through *Issues* with your Vita model, mode, track, vehicle, difficulty, clock frequency, exact steps and logs from ux0:data/ignition/logs. Do not attach game files.

Full source, licenses and detailed documentation: https://github.com/Zeusthenen/Ignition-Vita

Download Ignition Vita from the Brewology PSVita Store.

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FF3-Vita frangarcj has released FF3-Vita version 1.2.5 for the PSVita.

## New options
Selectable from the Configurator:
- **Aspect Ratio** (#15): 16:9 (default), 4:3, 2:1 and 21:9. 4:3 shows more of the scene vertically, while 2:1 and 21:9 show more horizontally, with black bars filling the rest of the screen. The opening movie and the PostFX effects still use the whole screen.
- **Swap Cross/Circle** (#11): Circle confirms and Cross cancels.

## Fixes
- Spanish: character names are shown again instead of "?P1???" and "?P???" (#5). The game's Spanish texts for controller play have these name tags broken; the port now restores them.
- Korean: the party gets Korean default names (루네스, 아르크, 레피아, 잉거스) (#12).
- Korean, Japanese and Chinese: character names can now be typed in those scripts. The keyboard used to be limited to Latin characters (#12).

## Other changes
- Bump app version to 1.2.5 (SFO 01.25).

Download FF3-Vita from the Brewology PSVita Store.

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Art3m1sPSV DeQxJ00 has released Art3m1sPSV version 1.4.6 for the PSVita.

- 封面缩略图缓存改为 DXT1/BC1,单张磁盘缓存由约 182 KiB 降至 23 KiB;后台完成压缩和纹理排列转换,翻页复用按钮图集。
- 内置 demo 封面缩小到 640×360,减少资源体积和首次解码开销。
- 进入游戏前停止封面加载线程并清空队列;退出游戏时释放离屏目标、转场截图池、预留显存、E-mote 临时 GPU 资源及归档句柄。实机两轮进出 demo 后回到相同列表内存基线。
- 方块菜单及字体设置页的中英文底部提示改为预渲染图片,不再在打开时读取菜单字体;实机 demo 菜单首帧由约 3.35 秒降至约 58 毫秒,关闭后仍释放纹理。计时包含渲染等待,不代表所有场景的端到端延迟。

- Store cover thumbnails as DXT1/BC1, reducing each disk cache entry from about 182 KiB to 23 KiB. Compression and texture layout conversion run in the background; page changes reuse button atlases.
- Resize the bundled demo cover to 640×360 to reduce asset size and initial decoding work.
- Stop the cover worker and clear its queues before starting a game. Release offscreen targets, transition captures, reserved VRAM, transient E-mote GPU resources and archive handles on exit. Two device demo entry/exit cycles returned to the same launcher memory baseline.
- Bake Chinese and English footer hints for the Square-button menu and font settings instead of loading the menu font on opening. Device demo menu first-frame time dropped from about 3.35 seconds to 58 milliseconds; closing still releases textures. Timing includes rendering waits and is not a universal end-to-end latency guarantee.

PSV VPK built from `c6436c843cb63746ed3171b5b4f862ffa334190b`.

Package version: `v1.4.6`.

[Verified build](https://github.com/DeQxJ00/Art3m1sPSV/actions/runs/40085746877). Includes SHA256SUMS.

Download Art3m1sPSV from the Brewology PSVita Store.

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GMCA thcolin has released GMCA version 1.3.1 for the PSVita.

### Fixed

- **Play uses the version picked on a movie (#96).** On a movie with several
versions, Play started the first accessible one whatever the Version
selector showed, on Plex, Jellyfin and Emby.
- **The video info screen no longer shows tokens or passwords.** The Url and
play method lines mask `X-Plex-Token`, `api_key` and `ApiKey`, and the
user and password of FTP and SFTP addresses, so a screenshot of that screen
can be shared. mpv still gets the full address.
- **Plex: remote playback refused with HTTP 403 (#88).** Plex refuses remote
playback from third-party apps when the account has neither Plex Pass nor
Remote Watch Pass. A dialog now names that rule, instead of a retry into a
transcode ending on "mpv -13". A download refused the same way says so in
the Downloads tab.
- **Server addresses that don't resolve (#57).** Adding a Jellyfin or Emby
server or a remote whose host doesn't resolve names the host and asks for
its IPv4 address. On Switch and Vita, a `.local` address is refused before
the request, since neither has an mDNS resolver.
- **PS4 fixes from @amansingh909 (#91, #92, #93, #94, #95).**
– Initialized globals no longer read as zero, and two threads starting
the same static no longer abort the app.
– Network timeouts fire again: they counted CPU time, so a server that
didn't answer kept the app waiting.
– A closed connection no longer kills the app (SIGPIPE).
– The system keyboard confirms with the console's enter button.
– Text subtitles (SRT, VTT, SSA/ASS) are drawn.
– The Files tab lists folders, and the USB drives mounted before GMCA
starts (#97).
– HDR video plays instead of a blue screen, and a bigger audio buffer
keeps the sound from going choppy.

![download](https://img.shields.io/github/downloads/thcolin/gamepad-media-center-aggregator/v1.3.1/total?label=Downloads)

Download GMCA from the Brewology PSVita Store.

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pleNx thcolin has released pleNx version 1.3.1 for the PSVita.

### Fixed

- **Play uses the version picked on a movie (#96).** On a movie with several
versions, Play started the first accessible one whatever the Version
selector showed, on Plex, Jellyfin and Emby.
- **The video info screen no longer shows tokens or passwords.** The Url and
play method lines mask `X-Plex-Token`, `api_key` and `ApiKey`, and the
user and password of FTP and SFTP addresses, so a screenshot of that screen
can be shared. mpv still gets the full address.
- **Plex: remote playback refused with HTTP 403 (#88).** Plex refuses remote
playback from third-party apps when the account has neither Plex Pass nor
Remote Watch Pass. A dialog now names that rule, instead of a retry into a
transcode ending on "mpv -13". A download refused the same way says so in
the Downloads tab.
- **Server addresses that don't resolve (#57).** Adding a Jellyfin or Emby
server or a remote whose host doesn't resolve names the host and asks for
its IPv4 address. On Switch and Vita, a `.local` address is refused before
the request, since neither has an mDNS resolver.
- **PS4 fixes from @amansingh909 (#91, #92, #93, #94, #95).**
– Initialized globals no longer read as zero, and two threads starting
the same static no longer abort the app.
– Network timeouts fire again: they counted CPU time, so a server that
didn't answer kept the app waiting.
– A closed connection no longer kills the app (SIGPIPE).
– The system keyboard confirms with the console's enter button.
– Text subtitles (SRT, VTT, SSA/ASS) are drawn.
– The Files tab lists folders, and the USB drives mounted before GMCA
starts (#97).
– HDR video plays instead of a blue screen, and a bigger audio buffer
keeps the sound from going choppy.

![download](https://img.shields.io/github/downloads/thcolin/gamepad-media-center-aggregator/v1.3.1/total?label=Downloads)

Download pleNx from the Brewology PSVita Store.

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FF3-Vita frangarcj has released FF3-Vita version 1.2.4 for the PSVita.

## Fixes
- Fix the crash right before the opening movie (#17). The movie and PostFX shaders are now compiled as Cg; newer vitaGL treated them as GLSL and failed to link them.
- Fix the Configurator getting stuck on the spinning vitaGL logo (#17). vitaGL is now built with its legacy pipeline, which the Configurator UI needs to draw.

## New PostFX effects
Selectable from the Configurator:
- **CRT**: curved screen, scanlines, shadow mask and vignette.
- **CRT-Bleeding**: CRT plus horizontal color bleeding, like composite video.
- **CRT-Bleeding-Flat**: CRT-Bleeding without curvature, vignette or scrolling scanlines, and slightly less exposure.

## Other changes
- Build against the current VitaSDK and vitaGL.
- Bump app version to 1.2.4 (SFO 01.24).

## Credits
The CRT effects are ported from [Rinnegatamante](https://github.com/Rinnegatamante)'s [PCSX_AwO](https://github.com/Rinnegatamante/PCSX_AwO), based on Mattias Gustavsson's [CRT shader](https://www.shadertoy.com/view/Ms23DR).

Download FF3-Vita from the Brewology PSVita Store.

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Neon Drift ToiletCat Games has released Neon Drift version New for the PSVita.

There’s no errors or bugs, and is the same that in the original game.

 

Download Neon Drift from the Brewology PSVita Store.

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Uae4All2 Vita_mod rsn8887 has released Uae4All2 Vita_mod version 1.78 for the PSVita.

Changes in this Version
======
1.78

- fix 68020+ bitfield instructions (fixes crash in Virocop AGA)

Description
=====
Use4All2 Mod is an Amiga emulator for Vita and Switch. This is my mod of this great Amiga emulator that was originally ported to the Vita by Cpasjuste. Depending on when you read this, this mod might be ahead or behind his version.

![Screenshot of UAE4All2 running on Vita](https://s14.postimg.cc/lzgf1988h/uae4all_b.jpg)

![Photo of UAE4All2 running on Switch in tabletop mode](https://i.postimg.cc/3RD6Lr7j/Split-Joycon-b.jpg)

Thanks to Cpasjuste for the original port and for jumping in and adding shader support and making the assembler optimizations work.

Thanks to ScHlAuChi for extensive testing, ideas, and for contributing the new larger virtual keyboard images.

Thanks to the original authors Chui, john4p, TomB, notaz, Bernd Schneider, Toni Wilen, Pickle, smoku, AnotherGuest, Anonymous engineer, finkel, Lubomyr, pelya and many more.

Thanks to my supporters on Patreon: Andyways, CountDuckula, Matthew Machnee, and RadicalR.

Installation
======
* Vita:
* Install .vpk
* Obtain and copy BIOS files “kick13.rom”, “kick20.rom” and “kick31.rom” to “ux0:/data/uae4all/kickstarts”

* Switch:
* Download and unzip `uae4all2_switch.zip`
* Copy the resulting folder `uae4all2` to `/switch/` onto your SDCard, ensure none of the “archive” flags is set.
* You should now have the executable `/switch/uae4all2/uae4all2.nro` and a folder `/switch/uae4all2/data/` with the keyboard icons and other data files on your SDCard.
* Obtain and copy BIOS files `kick13.rom` (size: 262,144 bytes), `kick20.rom` (size: 524,288 bytes) and `kick31.rom` (size: 524,288 bytes) to your SDCard into `/switch/uae4all2/kickstarts/`
* Use your favorite Homebrew Launcher or Homebrew Loader to start Uaeall2

Vita/Switch-exclusive Features
======
- Full speed emulation of most Amiga games with zero frameskip
- Large, complete virtual keyboard with adjustable position and adjustable transparency
- Three fully mappable custom control sets: map Vita buttons to any Amiga joystick or key input, three custom control sets supported
- Multiple hard-file support: up to 4 hdf files (size <2GB each) can be mounted simultaneously
- Multiple controller support on Vita TV: up to four paired controllers can be fully mapped
- Analog mouse control: control the mouse using the analog stick with adjustable sensitivity
- Shader support: default “sharp_bilinear_simple” uses integer pre-scale for sharp, undistorted pixels with minimum blur, even if game is zoomed to fill the full screen
- Custom autofire: any mapped Vita button can have autofire with adjustable rate
- Savestate with hard-file support: state can be saved even when hard-files are used
- Additional emulator settings: sprite-sprite collisions can be enabled, blitter settings can be changed
- Adjustable stereo separation
- A button can be mapped to “slow mouse” in custom controls. When custom controls are on and that button is held down, the mouse pointer speed is greatly reduced. This is useful for precisely positioning the cursor.
- Sticky virtual keyboard modifiers: allows keyboard combos like CTRL-C to be entered easily
- Touchpad style pointer controls using the touchscreen
- Parallel port joystick adapter support for multiplayer games with up to 4 joysticks.
- Additional savestate slot called auto, for automatic savestate loading
- Bluetooth keyboard and mouse support (Vita only)
- Supports loading files from ux0: or uma0: partition (Vita only)
- Rear touch panel can be enabled for mouse pointer control (Vita only)
- Split Joy-Con support (Switch only)

Controls
=====

General
—–
(For Switch: Cross = B, Square = Y, Triangle = X, Circle = A, Select = Minus, Start = Plus)

Select = Toggle menu
Start = Toggle virtual keyboard
R+Start+Dpad up/down = Move screen up/down
R+Start+Dpad left/right = Change screenmode (to zoom in on games with borders)
Right analog stick = Analog mouse (can switch this to left stick in menu)

When custom controls are off
—–
Up to four controllers are automatically mapped to players 1-4. Players 3 and 4 are on the emulated parallel port 4 player adapter.

Left analog stick = Amiga joystick directions
Dpad = Amiga joystick directions
L shoulder button = right mouse click (player 1 only)
R shoulder button = left mouse click (player 1 only)
(Shown below are control presets 1 (default) / 2 / 3 / 4)
Square = Autofire (default) / Fire / Autofire / Fire
Cross = Fire (default) / Autofire / Up (Jump) / Up (Jump)
Triangle = Space (default) / Space / Fire / Autofire
Circle = Secondary Fire (used only in a few games)
R+Square = Ctrl
R+Circle = Left Alt
R+Cross = Help
L+Square = Left mouse
L+Circle = Right mouse
R+Dpad = Arrow keys

When custom controls are on
—–
L+Start = Toggle between custom control set number 1, 2, and 3

In this mode, Vita buttons can be mapped to any Amiga side keyboard key or joystick action. There’s also a mapping option called “slow mouse.” It will slow down the mouse pointer by a factor ten if that mapped button is held down. Up to four controllers can be mapped (for multiplayer on VitaTV and Switch). Four Amiga-side joysticks are supported. Joystick 3 and 4 are on the emulated parallel port joystick adapter.

Virtual keyboard controls
—–
Start = Toggle virtual keyboard
Right analog stick up/down = Move virtual keyboard up and down
Right analog stick left/right = Change virtual keyboard transparency
Cross = Press selected key (on Switch, this can be changed from B to A)
Square = Backspace
Triangle = Toggle shift
Circle = Turn off all sticky keys (ctrl, alt, amiga, and shift) (on Switch, this can be changed from A to B)

Touch controls
—–
Note: for multi-touch gestures, the fingers have to be far enough apart from each other, so that the Vita will not erroneously recognize them as a single finger. Otherwise the pointer will jump around.

Single short tap = left mouse click
Single short tap while holding a second finger down = right mouse click
Single finger drag = move the mouse pointer, how far the pointer moves in response to finger motion depends on the Mouse Speed setting
Dual finger drag = drag’n'drop (left mouse button is held down)
Three finger drag = drag’n'drop (right mouse button is held down)

Switch controls
—–
The default OK button in menu and on-screen keyboard is B. This can be changed to A in “more options.”

ZR button = slow-mouse (if custom controls are off)
ZL button = slow-mouse (if custom controls are off)

Split Joycon Mode: Split Joycon mode can be enabled/disabled in “more options.” Upto four single Joycons are supported. Buttons can still be remapped. SL for player 1 is hardcoded to bring up the keyboard.

Split Joycon Controls:
Minus/Plus = Menu (player 1 only)
SL = on-screen keyboard (player 1 only)
Pressing stick while moving it = change keyboard transparency/position, control mouse pointer (player 1 only)
SR + SL + Stick directions = hotkey to quick-zoom image and center image vertically (player 1 only)

Bluetooth Keyboard / Mouse controls (Vita only)
—–
Mouse + keyboard tested working with the “Jelly Comb Mini Bluetooth Keyboard With Mouse Touchpad, ASIN:B06Y56BBYP,” and with the “Jelly Comb Bluetooth Wireless Mouse ASIN:B075HBDWCF.” The Amiga keys are mapped to Windows (GUI) keys as well as Page Up/Down. The Vita doesn’t pair with all Bluetooth keyboards and mice. As a rule, if the keyboard works to highlight bubbles with cursor keys, it should also work in UAE4All.

Notes
======
- *Bios:* Please put kickstart files in `ux0:/data/uae4all/kickstarts` on Vita and in `/switch/uae4all2/kickstarts` directory on Switch. Files must be named as kick13.rom, kick20.rom, kick31.rom
- *Speed:* Most games run full speed. Some slow Amiga 1200 and WHDLoad games actually run faster if the CPU speed is reduced from 14 MHz to 7 MHz, because they rely more on custom chips than CPU. Some graphics glitches in Lionheart WHDLoad inside the caves are fixed by this.
- *Config File:* If you have problems with settings not saving etc, please delete or rename your config file in the folder `ux0:/data/uae4all` (Vita) or `/switch/uae4all2/conf/` and restart the emu. I heard this can fix many problems when you are replacing an older version of this emulator with a newer version. Lots of things are changing in the config file between releases.
- *Display:* The sharp_bilinear_simple shader, on by default, creates a sharp pixel image with minimal blurring. It applies a maximum integer pre-scale first. Then it scales only the small remainder using the builtin bilinear filter, keeping the aspect ratio intact.
Many Amiga games fit the Vita and Switch screens very nicely. For example, take Chaos Engine with a screen setting of 320*200 and sharp_bilinear_simple shader enabled. The picture can be zoomed using R+Start+Dpad left/right (R+Plus+Dpad left/right on Switch), and moved vertically using R+Start+Dpad up/down (R+Plus+Dpad up/down on Switch) to center it on the screen. Once this is done, the picture fills almost the whole screen and looks amazing with no artifacts or blurriness. The game runs smooth with zero frameskip.
Selecting a ‘Preset Width’ of 320, 352 or 384 (max overscan) results in lo-res screen emulation, good for most games, while 640, 704, or 768 results in hi-res screen emulation, good for use with Workbench or some text-based games.
- *Blitter:* The blitter settings can help with graphics glitches in some games. Since it seems to work best, “immediate” is the default. But some games require setting blitter to “normal” and re-booting to remove graphics glitches, for example PP Hammer, Spindizzy Worlds, and Shufflepuck Cafe.
- *WHDLoad:* If you have problems with a WHDLoad .hdf game, maybe try an .adf version of the same game. Rock’n Roll is one of a few games that work on UAE4All2 only using .adf files. It has graphics glitches and runs too fast in WHDLoad with .hdf. To make it work correctly, I loaded the “Rock’n Roll.adf” from Gamebase Amiga, chose the preset A500 config, and changed the Blitter setting to Normal.
- *Sprite Collisions:* Some games require sprite-to-sprite collisions. Sprite collisions can be turned on in the “more options” menu. The only game I know of that requires this is SpaceTaxi 3.
- *Savestates:* Four regular savestates can be saved per game. There’s also a slot for an automatic savestate, labeled “auto”. If it exists, this will be loaded immediately when the .adf is inserted. To prevent this, delete the auto savestate by selecting it and choosing “delete savestate”.
- *Multiplayer:* Up to four controllers on Vita TV and Switch are supported and can be fully mapped. The mouse can be switched off because it interferes with the other joystick that controls player 2 in most games. If you pair new controllers on Vita TV and they do not seem to work, scan for them in the “custom controls” menu by pressing L. At the bottom it will say how many controllers have been found. This scanning is not neccessary on Switch. By default, parallel port Amiga joysticks 3 and 4 are controlled by VitaTV/Switch gamepads 3 and 4. They can also be mapped to other inputs using the custom controls screen.
- *Sound:* For use with headphones, a stereo separation setting of 50 sounds better than the default setting of 100. The original Amiga had completely disjoint left/right channels. This can sound quite jarring on headphones. Concerning sound frequency, on the Vita, the default of 44.1 kHz gives by far the best results. On the Switch, the best sound is obtained with 48 kHz, which is the only frequency supported on Switch.

FAQ
=====
* Kickstart rom files not found on startup?

First, please ensure you are using the correct files. They should be “kick13.rom” (size: 262,144 bytes), “kick20.rom” (size: 524,288) and “kick31.rom” (size: 524,288). They should be placed in “ux0:/data/uae4all/kickstarts” on Vita and “/switch/uae4all2/kickstarts” on Switch. Second, on Vita, please make sure your ux0:/data folder does NOT have the FAT attributes “hidden” or “system” set.

* Black screen on Switch, or crash on startup?

In my testing (only with exFAT), I found that exFAT corruption can cause all files in the uae4all2 folder to become corrupted (among others). This includes kick13.rom and other kickstart files, which causes a black screen when leaving the menu. Game .adf files can become corrupted, causing the game to stop booting. Even the executable uae4all2.nro and/or config files in the conf folder can become corrupted quite easily, causing black screen crash on startup. Either don’t use exFAT, or make a good backup of the folder and restore it via FTP if there are problems. Once I switched to FAT32, all these problems with file corruption went away.

Games with known fixes
======

- Lure of the Temptress (adf only)
Issue: hangs at title
Fix: use hdf version

- PP Hammer
Issue: flickering
Fix: set “Blitter: Normal” and reboot

- Rainbow Islands (adf only)
Issue: hangs after title
Fix: use hdf version

- Rock’n’Roll
Issue: gfx glitches / flickering
Fix: set “Blitter: Normal,” use .adf and A500 config, and reboot

- Shufflepuck Cafe
Issue: flickering
Fix: set “Blitter: Normal” and reboot.

- Spacetaxi 3
Issue: taxis move through each other
Fix: set “Sprite Collisions: On” then it works perfectly.

- Spindizzy Worlds
Issue: flickering/screen tearing
Fix: set “Blitter: Normal” and reboot.

- Xenon 2
Issue: hangs after title
Fix: use hdf version “Xenon21 disk” which works perfectly.

Games with no fixes (or unknown fixes)
======

- Banshee AGA
Issue: score display on left is missing.
Fix: unknown

- Celtic Legends
Issue: cannot get past language select screen, all keypresses are ignored.
Fix: unknown. This requires cycle exact, which is not supported.

- IK+
Issue: no sound fx
Fix: unknown, but can play PlayStation 1 version in Retroarch instead. This requires cycle exact, which is not supported.

- Marvin’s Marvellous Adventure AGA
Issue: nothing happens when selecting “start game”
Fix: unknown. Apparently something to do with an interrupt for the music routine that is ignored. The game refuses to start unless the music is playing at the correct volume.

- Nebulus 2
Issue: doors are not showing
Fix: unknown. This requires cycle exact, which is not supported.

- Prince of Persia
Issue: : runs slow
Fix: unknown, but can play Usineur’s native Switch/Vita port [SDLPop](https://github.com/usineur/SDLPoP/releases)

Compiling
======
* Dependencies: SDL2, SDL2_image, libpng, libjpeg, zlib
* Clone repo into a folder somewhere
* Vita:
* Install VitaSDK toolchain and all vdpm packages: http://vitasdk.org
* Compile and package:
“`
mkdir build
cd build
ccmake “your uae4all2 repo folder” -DBUILD_PSP2=ON -DCMAKE_BUILD_TYPE=Release
make uae4all2.vpk
“`
* Note: The Vita source depends on FrangarCJ’s Vita2d fbo branch with shader support here: https://github.com/Cpasjuste/vita2dlib/tree/fbo
and FrangarCJ’s vita-shader-collection gtu branch: https://github.com/frangarcj/vita-shader-collection/tree/gtu
Those are both included as binaries and linked automatically.

* Switch:
* Install DevkitPro: https://devkitpro.org/wiki/devkitPro_pacman#Using_Pacman
* Install required libs:
“`
sudo (dkp-)pacman -S switch-dev
sudo -E dkp-pacman -S switch-sdl2
sudo -E dkp-pacman -S switch-sdl2_image
sudo -E dkp-pacman -S switch-glm
sudo -E dkp-pacman -S switch-glad
sudo -E dkp-pacman -S switch-mesa
sudo -E dkp-pacman -S switch-libpng
sudo -E dkp-pacman -S switch-zlib
sudo -E dkp-pacman -S switch-libjpeg-turbo
sudo -E dkp-pacman -S switch-libdrm-nouveau
“`
* Patch SDL2 library to include SL/SR button support, otherwise SL/SR will not function in UAE4All2
“`
git clone https://github.com/rsn8887/pacman-packages/tree/SwitchSDL2ButtonFix
cd pacman-packages/pacman-packages/switch/SDL2
dkp-makepkg
cd pkg/switch-sdl2/opt/devkitpro/portlibs/switch/lib
cp *.a $DEVKITPRO/portlibs/switch/lib/
cp *.la $DEVKITPRO/portlibs/switch/lib/
“`
* Compile and package:
“`
mkdir build
cd build
ccmake “your uae4all2 repo folder” -DBUILD_NX=ON -DCMAKE_BUILD_TYPE=Release
make uae4all2_switch.zip
“`
* Unzip and copy all all files to Switch so you have `/switch/uae4all2/uae4all2.nro` and `/switch/uae4all2/data/` etc. on your SD card
* Launch using your favorite homebrew launcher

CHANGELOG
=====
1.78

- fix 68020+ bitfield instructions (fixes crash in Virocop AGA)

1.77

- increase max files per dir from 3072 to 10240
- on Switch, in split JoyCon mode, make SL/SR act as L/R also in menu
- on Switch, in split JoyCon mode, disable L/R/ZL/ZR in menu

1.76

- fixed lag when navigating the savestate menu
- on Switch, added split Joycon option for tabletop multiplayer with up to four single Joycons
- on Switch, allow menu navigation with analog stick

1.75

- fixed crash when booting a floppy with floppy speed >1x
- fixed inconsistencies in menu navigation
- enabled long filename display in file browser (hold Triangle or X to show it)
- fixed an issue where HD Dir could not be selected unless Boot HD was set to OFF
- removed legacy code and data files that were not needed

1.74 (Switch only)

- Allow remapping of ZR/ZL on Switch
- Map ZR/ZL to “slow-down mouse” on Switch if custom controls are off
- Add option to misc menu to choose either A or B as OK button on Switch
- Add sharp-bilinear-simple scaling routine, and make it the new default
- Add point filtering scaling routine

1.73 (Switch only)

- Fix savestates on Switch

1.72switch

- Added Switch release

1.72

- Savestate location can now be changed in the menu

- Savestates can now be deleted from the menu

- Implemented an automatic savestate. There’s a new savestate slot called auto. If it exists, this savestate will be loaded immediately when inserting a floppy.

1.71

- Fix hd settings not saving, and displayline settings not loading in certain situations

1.70

- Improve pointer response to diagonal stick directions

1.69

- Improve pointer response to slow finger motion

1.68

- Parallel port joystick adapter support. By default, Amiga joysticks 3 and 4 are controlled by VitaTV gamepads 3 and 4. They can also be mapped to other inputs using the custom controls screen.

1.67

- Improve pointer controls with bluetooth mouse by re-compiling with latest SDL-Vita

1.66

- Prevent accidental clicks when moving pointer using touch

1.65

- eliminate transparent keyboard slowdown
- fix joystick port setting affecting custom controls unless set to ‘port1′

1.64

- improved ‘normal’ blitter mode (fixes flicker in PP Hammer and Spindizzy Worlds)

1.63
- implemented three-finger drag as right-button drag (useful to hold-down the right mouse button). Fingers have to be somewhat apart from each other, otherwise they are recognized as single or dual touch by the Vita.

1.62
- re-compiled in safe-mode
- fix empty directory listing of uma0:

1.61
- re-compiled in unsafe-mode

1.60
- support for uma0: added
- prevent suspend mode because it can corrupt hdf files

1.59
- implemented touchpad-style pointer controls. Touch controls are configured under ‘More Options/Touch.’ Choices are ‘Touch Off’, ‘Front only’, or ‘Front and Back.’ The default is to use only the front panel. Both panels work the same, using relative touch mode. How far a certain finger motion moves the pointer depends on the Mouse Speed setting, which also affects how fast the analog stick moves the mouse.

1.58
- fix ‘movec pcr,d0′ not throwing exception on 68020 (fixes WHDload 18.3)
- recompiled with latest SDL library supporting full analog joystick range

1.57
- sticky virtual keyboard keys implemented. The alt, ctrl, amiga, and shift virtual keyboard keys are now sticky. Press them once to enable and another time to let go of the key. Key combos like “Amiga-Q” can now be entered using the virtual keyboard. The circle button quickly un-sticks all keys.

1.56
- fix keys being pressed when pressing Vita buttons (introduced in 1.55)

1.55
- support for Bluetooth keyboard and mouse added. The Vita doesn’t pair with all Bluetooth keyboard/mouse combos. As a rule, if the keyboard works to highlight bubbles with cursor keys, it should also work in UAE4All. Mouse + keyboard tested working with the “Jelly Comb Mini Bluetooth Keyboard With Mouse Touchpad, ASIN:B06Y56BBYP.” The Amiga keys are mapped to Windows (GUI) keys as well as Page Up/Down.

1.54
- more choices for setting mouse speeds in steps of 0.25 now
- a button can be mapped to “slow mouse” in custom controls. When custom controls are on and that button is held down, the mouse pointer speed is greatly reduced. This is useful for precisely positioning the cursor.

1.53
- fix analog stick angular zone sizes (22.5 degrees per half zone now e.g. eight 45 degree zones)

1.52
- improved joystick diagonals and deadzone when controlling the Amiga joystick with Vita analog stick. The joystick analog-to-digital conversion is now done using a proper radial deadzone with eight symmetric angular zones for the possible directions.

1.51
- fix autofire for ply 2 w/o custom controls

1.50
- fix improved analog deadzone (broken in last release)

1.49
- improved analog mouse deadzone (radial and scaled)

1.48
- cleaned up display menu
- added option to choose menu background

1.47
- new menu background
- fix swapped “Quote”"Backquote” overlay keyboard keys

1.46
- never save autofire button to reduce confusion
- fixed menu navigation bug in HDF file selection

1.45
- added option to use autofire with custom configs, can choose one Vita button that will have autofire, or set it to ‘none’ (default) to turn it off

1.44
- improved contrast of virtual keyboard overlays (thanks to ScHlAuChi for new images)
- added option to choose between US, UK and German virtual keyboard overlay (thanks to ScHlAuChi for new images)

1.43
- full support for up to 4 controllers on Vita TV that can be fully mapped individually
- filelists (adf, hdf, etc) are now sorted alphabetically with directories at the top
- added option to turn off mouse emulation because it often interferes with second player (port 0 joystick) when playing multiplayer on the Vita TV
- added option to turn on sprite-sprite collisions, useful for Spacetaxi 3
- changed blitter default to “immediate” it seems to be more compatible

1.42
- added two player support on Vita TV, second paired Dualshock controller controls the ‘other’ joystick, only works if port is not set to ‘both’
- fixed a crash bug when changing audio parameters while sound was playing

1.41
- assembler optimizations enabled by Cpasjuste, emulator is faster now!

1.40
- disabled the menu entries ’screenwidth’ and ’stylus offset’ that did nothing on the Vita. To show the borders in overscan games like Settlers, simply use the menu option ‘Preset Width’ and set it to >320 for lores, (or >640 for hires). There are choices 352, 384, 704 and 768 that cover the full overscan range.

1.39
- fix sound setting changes not being applied until restart
- fix sound distortion for stereo separation settings 0 (mono) and 25%

1.38
- added stereo separation setting to select between 0 (mono) 25%, 50%, 75% and 100% (stereo, default, original Amiga sound)
- added the blitter options ‘normal, immediate, and improved’ default is ‘normal.’ Might help with some games

1.37
- some fixes to savestates. Now savestates work even with no disk inserted in df0. Savestate file name is now the first available name among df0, boot-hd, hdf2, hdf3, hdf4, df1, df2, df3.

1.36
- added measures to prevent file corruption: Disabled PS button because it caused corruption of hdf files; display a warning about file corruption if the Amiga is writing to hdf while the user tries to exit the program
- fix hdf size checking
- fixed up some menu text
- adjusted quickswitch screenmodes by two pixels

1.35
- now upto four hdf files can be mounted. From my own testing, it looks like 2 Gb is the hdf size limit. Geometry for each file can be changed by manually editing the config file, default is sectors:surfaces:reserved:blocksize=32:1:2:512 for files 1Gb and 32:4:2:512 for files >2Gb. Only files <=2 Gb seem to work.

1.34
- hires support (e.g. 640*256), switchable in display menu. (Select a screen mode with “640″ as width in the first option of the display menu, and the Workbench will be rendered with every pixel. A width of “320″ reverts back to old behavior.)

1.33
- implemented three fully mappable custom configs, configurable in controls menu. Quick switch between them using “L+Start”
- allow the “other joystick” to be mapped in custom controls to the Dpad or any buttons. This only works if ports is not set to “both”. Works great for Llamatron in dual joystick mode!

1.32
- virtual keyboard transparency adjust now toggles between four values, two of which cause zero slow-down when keyboard is displayed.
- resolution/zoom quick switch with R+Start+Dpad left/right is now more responsive

1.31
- Allow menu quit from within sub-menus using ’select’

1.30
- updated autocentering of analog sticks so that both sticks are always auto-centered, not just the one that controls the mouse

1.29
- Changed controls. The virtual keyboard is too useful to put it on an obscure combo. Start Button now toggles the virtual keyboard. When keyboard is active, right analog stick then controls the keyboard’s vertical position and transparency. When keyboard is off, use R+Start+Dpad to move screen up and down and to quick switch between common resolutions. This used to be just Start+Dpad. Now it is R+Start+Dpad.

1.28
- bugfix: the virtual keyboard sometimes sent joystick button presses to the emulator when selecting keys. This has been fixed.

1.27
- virtual keyboard hotkeys added, square = backspace, triangle = toggle shift
- virtual keyboard controls are now more responsive

1.26
- virtual keyboard transparency is now adjustable (START+dpad left/right)
- fixed bug in virtual keyboard initialization where the keyboard send an endless string of ‘ symbols on boot up before it was first opened

1.25
- vastly improved virtual keyboard: The image is now bigger, supports more keys including the shift modifier, and is transparent (thanks to ScHlAuChi for the new keyboard image and many ideas)
- Fixed virtual keyboard not reacting when custom dpad mode was active
- The virtual keyboard can now be moved up and down using start+dpad up and start + dpad down.

1.24
- virtual keyboard (mapped to “hold start then press select”)
- labels in custom control menu now reflect Vita controller
- default analog mouse control deadzone increased from 100 to 1000 to fix mouse pointer drift (can be changed in menu)
- default joystick port set to 1, since the mouse is always on (can be changed in menu)

1.23
- added analog joystick deadzone setting
- implemented autocentering to fix mouse pointer drift on some Vitas. Centering happens on program start and whenever the menu is opened
- START+DPAD left/right for quick switching between different zoomed screenmodes, useful for games like Chaos Engine. Use START+DPAD up/down to center screen after quick switching.

1.22
- fixed broken analog mouse control dead zone and improved mouse analog sensitivity

1.21
- moved shader config to display menu

1.20:
- added analog mouse support with menu option to choose left or right stick for mouse control
- new menu items in misc menu:
shader choice (default: sharp_bilinear_simple)
choice which analog stick to use for mouse
- disabled broken gp2x stylus mode and mouse emu mode
- L/R are mouse buttons now
- screen movement switched from L+R+DPAD to START+DPAD
- START does not switch input modes anymore (mouse is always enabled)
- updated Readme.txt with new Vita control scheme
- fixed misc menu entries for shader and analog mouse
- custom controls menu is now more snappy

<1.20:
- perfect 2x scaling support to reduce pixel wobble
- HD Dir fix (supports one HD Dir & one HDF simultaneously, but max hdf size is still 1 Gb)
- Shader support implemented by Cpasjuste

Download Uae4All2 Vita_mod from the Brewology PSVita Store.

Posted in Brewology, PSVita | No Comments »

Uae4All2 Vita_mod rsn8887 has released Uae4All2 Vita_mod version 1.78 for the PSVita.

Changes in this Version
======
1.78

- fix 68020+ bitfield instructions (fixes crash in Virocop AGA)

Description
=====
Use4All2 Mod is an Amiga emulator for Vita and Switch. This is my mod of this great Amiga emulator that was originally ported to the Vita by Cpasjuste. Depending on when you read this, this mod might be ahead or behind his version.

![Screenshot of UAE4All2 running on Vita](https://s14.postimg.cc/lzgf1988h/uae4all_b.jpg)

![Photo of UAE4All2 running on Switch in tabletop mode](https://i.postimg.cc/3RD6Lr7j/Split-Joycon-b.jpg)

Thanks to Cpasjuste for the original port and for jumping in and adding shader support and making the assembler optimizations work.

Thanks to ScHlAuChi for extensive testing, ideas, and for contributing the new larger virtual keyboard images.

Thanks to the original authors Chui, john4p, TomB, notaz, Bernd Schneider, Toni Wilen, Pickle, smoku, AnotherGuest, Anonymous engineer, finkel, Lubomyr, pelya and many more.

Thanks to my supporters on Patreon: Andyways, CountDuckula, Matthew Machnee, and RadicalR.

Installation
======
* Vita:
* Install .vpk
* Obtain and copy BIOS files “kick13.rom”, “kick20.rom” and “kick31.rom” to “ux0:/data/uae4all/kickstarts”

* Switch:
* Download and unzip `uae4all2_switch.zip`
* Copy the resulting folder `uae4all2` to `/switch/` onto your SDCard, ensure none of the “archive” flags is set.
* You should now have the executable `/switch/uae4all2/uae4all2.nro` and a folder `/switch/uae4all2/data/` with the keyboard icons and other data files on your SDCard.
* Obtain and copy BIOS files `kick13.rom` (size: 262,144 bytes), `kick20.rom` (size: 524,288 bytes) and `kick31.rom` (size: 524,288 bytes) to your SDCard into `/switch/uae4all2/kickstarts/`
* Use your favorite Homebrew Launcher or Homebrew Loader to start Uaeall2

Vita/Switch-exclusive Features
======
- Full speed emulation of most Amiga games with zero frameskip
- Large, complete virtual keyboard with adjustable position and adjustable transparency
- Three fully mappable custom control sets: map Vita buttons to any Amiga joystick or key input, three custom control sets supported
- Multiple hard-file support: up to 4 hdf files (size <2GB each) can be mounted simultaneously
- Multiple controller support on Vita TV: up to four paired controllers can be fully mapped
- Analog mouse control: control the mouse using the analog stick with adjustable sensitivity
- Shader support: default “sharp_bilinear_simple” uses integer pre-scale for sharp, undistorted pixels with minimum blur, even if game is zoomed to fill the full screen
- Custom autofire: any mapped Vita button can have autofire with adjustable rate
- Savestate with hard-file support: state can be saved even when hard-files are used
- Additional emulator settings: sprite-sprite collisions can be enabled, blitter settings can be changed
- Adjustable stereo separation
- A button can be mapped to “slow mouse” in custom controls. When custom controls are on and that button is held down, the mouse pointer speed is greatly reduced. This is useful for precisely positioning the cursor.
- Sticky virtual keyboard modifiers: allows keyboard combos like CTRL-C to be entered easily
- Touchpad style pointer controls using the touchscreen
- Parallel port joystick adapter support for multiplayer games with up to 4 joysticks.
- Additional savestate slot called auto, for automatic savestate loading
- Bluetooth keyboard and mouse support (Vita only)
- Supports loading files from ux0: or uma0: partition (Vita only)
- Rear touch panel can be enabled for mouse pointer control (Vita only)
- Split Joy-Con support (Switch only)

Controls
=====

General
—–
(For Switch: Cross = B, Square = Y, Triangle = X, Circle = A, Select = Minus, Start = Plus)

Select = Toggle menu
Start = Toggle virtual keyboard
R+Start+Dpad up/down = Move screen up/down
R+Start+Dpad left/right = Change screenmode (to zoom in on games with borders)
Right analog stick = Analog mouse (can switch this to left stick in menu)

When custom controls are off
—–
Up to four controllers are automatically mapped to players 1-4. Players 3 and 4 are on the emulated parallel port 4 player adapter.

Left analog stick = Amiga joystick directions
Dpad = Amiga joystick directions
L shoulder button = right mouse click (player 1 only)
R shoulder button = left mouse click (player 1 only)
(Shown below are control presets 1 (default) / 2 / 3 / 4)
Square = Autofire (default) / Fire / Autofire / Fire
Cross = Fire (default) / Autofire / Up (Jump) / Up (Jump)
Triangle = Space (default) / Space / Fire / Autofire
Circle = Secondary Fire (used only in a few games)
R+Square = Ctrl
R+Circle = Left Alt
R+Cross = Help
L+Square = Left mouse
L+Circle = Right mouse
R+Dpad = Arrow keys

When custom controls are on
—–
L+Start = Toggle between custom control set number 1, 2, and 3

In this mode, Vita buttons can be mapped to any Amiga side keyboard key or joystick action. There’s also a mapping option called “slow mouse.” It will slow down the mouse pointer by a factor ten if that mapped button is held down. Up to four controllers can be mapped (for multiplayer on VitaTV and Switch). Four Amiga-side joysticks are supported. Joystick 3 and 4 are on the emulated parallel port joystick adapter.

Virtual keyboard controls
—–
Start = Toggle virtual keyboard
Right analog stick up/down = Move virtual keyboard up and down
Right analog stick left/right = Change virtual keyboard transparency
Cross = Press selected key (on Switch, this can be changed from B to A)
Square = Backspace
Triangle = Toggle shift
Circle = Turn off all sticky keys (ctrl, alt, amiga, and shift) (on Switch, this can be changed from A to B)

Touch controls
—–
Note: for multi-touch gestures, the fingers have to be far enough apart from each other, so that the Vita will not erroneously recognize them as a single finger. Otherwise the pointer will jump around.

Single short tap = left mouse click
Single short tap while holding a second finger down = right mouse click
Single finger drag = move the mouse pointer, how far the pointer moves in response to finger motion depends on the Mouse Speed setting
Dual finger drag = drag’n'drop (left mouse button is held down)
Three finger drag = drag’n'drop (right mouse button is held down)

Switch controls
—–
The default OK button in menu and on-screen keyboard is B. This can be changed to A in “more options.”

ZR button = slow-mouse (if custom controls are off)
ZL button = slow-mouse (if custom controls are off)

Split Joycon Mode: Split Joycon mode can be enabled/disabled in “more options.” Upto four single Joycons are supported. Buttons can still be remapped. SL for player 1 is hardcoded to bring up the keyboard.

Split Joycon Controls:
Minus/Plus = Menu (player 1 only)
SL = on-screen keyboard (player 1 only)
Pressing stick while moving it = change keyboard transparency/position, control mouse pointer (player 1 only)
SR + SL + Stick directions = hotkey to quick-zoom image and center image vertically (player 1 only)

Bluetooth Keyboard / Mouse controls (Vita only)
—–
Mouse + keyboard tested working with the “Jelly Comb Mini Bluetooth Keyboard With Mouse Touchpad, ASIN:B06Y56BBYP,” and with the “Jelly Comb Bluetooth Wireless Mouse ASIN:B075HBDWCF.” The Amiga keys are mapped to Windows (GUI) keys as well as Page Up/Down. The Vita doesn’t pair with all Bluetooth keyboards and mice. As a rule, if the keyboard works to highlight bubbles with cursor keys, it should also work in UAE4All.

Notes
======
- *Bios:* Please put kickstart files in `ux0:/data/uae4all/kickstarts` on Vita and in `/switch/uae4all2/kickstarts` directory on Switch. Files must be named as kick13.rom, kick20.rom, kick31.rom
- *Speed:* Most games run full speed. Some slow Amiga 1200 and WHDLoad games actually run faster if the CPU speed is reduced from 14 MHz to 7 MHz, because they rely more on custom chips than CPU. Some graphics glitches in Lionheart WHDLoad inside the caves are fixed by this.
- *Config File:* If you have problems with settings not saving etc, please delete or rename your config file in the folder `ux0:/data/uae4all` (Vita) or `/switch/uae4all2/conf/` and restart the emu. I heard this can fix many problems when you are replacing an older version of this emulator with a newer version. Lots of things are changing in the config file between releases.
- *Display:* The sharp_bilinear_simple shader, on by default, creates a sharp pixel image with minimal blurring. It applies a maximum integer pre-scale first. Then it scales only the small remainder using the builtin bilinear filter, keeping the aspect ratio intact.
Many Amiga games fit the Vita and Switch screens very nicely. For example, take Chaos Engine with a screen setting of 320*200 and sharp_bilinear_simple shader enabled. The picture can be zoomed using R+Start+Dpad left/right (R+Plus+Dpad left/right on Switch), and moved vertically using R+Start+Dpad up/down (R+Plus+Dpad up/down on Switch) to center it on the screen. Once this is done, the picture fills almost the whole screen and looks amazing with no artifacts or blurriness. The game runs smooth with zero frameskip.
Selecting a ‘Preset Width’ of 320, 352 or 384 (max overscan) results in lo-res screen emulation, good for most games, while 640, 704, or 768 results in hi-res screen emulation, good for use with Workbench or some text-based games.
- *Blitter:* The blitter settings can help with graphics glitches in some games. Since it seems to work best, “immediate” is the default. But some games require setting blitter to “normal” and re-booting to remove graphics glitches, for example PP Hammer, Spindizzy Worlds, and Shufflepuck Cafe.
- *WHDLoad:* If you have problems with a WHDLoad .hdf game, maybe try an .adf version of the same game. Rock’n Roll is one of a few games that work on UAE4All2 only using .adf files. It has graphics glitches and runs too fast in WHDLoad with .hdf. To make it work correctly, I loaded the “Rock’n Roll.adf” from Gamebase Amiga, chose the preset A500 config, and changed the Blitter setting to Normal.
- *Sprite Collisions:* Some games require sprite-to-sprite collisions. Sprite collisions can be turned on in the “more options” menu. The only game I know of that requires this is SpaceTaxi 3.
- *Savestates:* Four regular savestates can be saved per game. There’s also a slot for an automatic savestate, labeled “auto”. If it exists, this will be loaded immediately when the .adf is inserted. To prevent this, delete the auto savestate by selecting it and choosing “delete savestate”.
- *Multiplayer:* Up to four controllers on Vita TV and Switch are supported and can be fully mapped. The mouse can be switched off because it interferes with the other joystick that controls player 2 in most games. If you pair new controllers on Vita TV and they do not seem to work, scan for them in the “custom controls” menu by pressing L. At the bottom it will say how many controllers have been found. This scanning is not neccessary on Switch. By default, parallel port Amiga joysticks 3 and 4 are controlled by VitaTV/Switch gamepads 3 and 4. They can also be mapped to other inputs using the custom controls screen.
- *Sound:* For use with headphones, a stereo separation setting of 50 sounds better than the default setting of 100. The original Amiga had completely disjoint left/right channels. This can sound quite jarring on headphones. Concerning sound frequency, on the Vita, the default of 44.1 kHz gives by far the best results. On the Switch, the best sound is obtained with 48 kHz, which is the only frequency supported on Switch.

FAQ
=====
* Kickstart rom files not found on startup?

First, please ensure you are using the correct files. They should be “kick13.rom” (size: 262,144 bytes), “kick20.rom” (size: 524,288) and “kick31.rom” (size: 524,288). They should be placed in “ux0:/data/uae4all/kickstarts” on Vita and “/switch/uae4all2/kickstarts” on Switch. Second, on Vita, please make sure your ux0:/data folder does NOT have the FAT attributes “hidden” or “system” set.

* Black screen on Switch, or crash on startup?

In my testing (only with exFAT), I found that exFAT corruption can cause all files in the uae4all2 folder to become corrupted (among others). This includes kick13.rom and other kickstart files, which causes a black screen when leaving the menu. Game .adf files can become corrupted, causing the game to stop booting. Even the executable uae4all2.nro and/or config files in the conf folder can become corrupted quite easily, causing black screen crash on startup. Either don’t use exFAT, or make a good backup of the folder and restore it via FTP if there are problems. Once I switched to FAT32, all these problems with file corruption went away.

Games with known fixes
======

- Lure of the Temptress (adf only)
Issue: hangs at title
Fix: use hdf version

- PP Hammer
Issue: flickering
Fix: set “Blitter: Normal” and reboot

- Rainbow Islands (adf only)
Issue: hangs after title
Fix: use hdf version

- Rock’n’Roll
Issue: gfx glitches / flickering
Fix: set “Blitter: Normal,” use .adf and A500 config, and reboot

- Shufflepuck Cafe
Issue: flickering
Fix: set “Blitter: Normal” and reboot.

- Spacetaxi 3
Issue: taxis move through each other
Fix: set “Sprite Collisions: On” then it works perfectly.

- Spindizzy Worlds
Issue: flickering/screen tearing
Fix: set “Blitter: Normal” and reboot.

- Xenon 2
Issue: hangs after title
Fix: use hdf version “Xenon21 disk” which works perfectly.

Games with no fixes (or unknown fixes)
======

- Banshee AGA
Issue: score display on left is missing.
Fix: unknown

- Celtic Legends
Issue: cannot get past language select screen, all keypresses are ignored.
Fix: unknown. This requires cycle exact, which is not supported.

- IK+
Issue: no sound fx
Fix: unknown, but can play PlayStation 1 version in Retroarch instead. This requires cycle exact, which is not supported.

- Marvin’s Marvellous Adventure AGA
Issue: nothing happens when selecting “start game”
Fix: unknown. Apparently something to do with an interrupt for the music routine that is ignored. The game refuses to start unless the music is playing at the correct volume.

- Nebulus 2
Issue: doors are not showing
Fix: unknown. This requires cycle exact, which is not supported.

- Prince of Persia
Issue: : runs slow
Fix: unknown, but can play Usineur’s native Switch/Vita port [SDLPop](https://github.com/usineur/SDLPoP/releases)

Compiling
======
* Dependencies: SDL2, SDL2_image, libpng, libjpeg, zlib
* Clone repo into a folder somewhere
* Vita:
* Install VitaSDK toolchain and all vdpm packages: http://vitasdk.org
* Compile and package:
“`
mkdir build
cd build
ccmake “your uae4all2 repo folder” -DBUILD_PSP2=ON -DCMAKE_BUILD_TYPE=Release
make uae4all2.vpk
“`
* Note: The Vita source depends on FrangarCJ’s Vita2d fbo branch with shader support here: https://github.com/Cpasjuste/vita2dlib/tree/fbo
and FrangarCJ’s vita-shader-collection gtu branch: https://github.com/frangarcj/vita-shader-collection/tree/gtu
Those are both included as binaries and linked automatically.

* Switch:
* Install DevkitPro: https://devkitpro.org/wiki/devkitPro_pacman#Using_Pacman
* Install required libs:
“`
sudo (dkp-)pacman -S switch-dev
sudo -E dkp-pacman -S switch-sdl2
sudo -E dkp-pacman -S switch-sdl2_image
sudo -E dkp-pacman -S switch-glm
sudo -E dkp-pacman -S switch-glad
sudo -E dkp-pacman -S switch-mesa
sudo -E dkp-pacman -S switch-libpng
sudo -E dkp-pacman -S switch-zlib
sudo -E dkp-pacman -S switch-libjpeg-turbo
sudo -E dkp-pacman -S switch-libdrm-nouveau
“`
* Patch SDL2 library to include SL/SR button support, otherwise SL/SR will not function in UAE4All2
“`
git clone https://github.com/rsn8887/pacman-packages/tree/SwitchSDL2ButtonFix
cd pacman-packages/pacman-packages/switch/SDL2
dkp-makepkg
cd pkg/switch-sdl2/opt/devkitpro/portlibs/switch/lib
cp *.a $DEVKITPRO/portlibs/switch/lib/
cp *.la $DEVKITPRO/portlibs/switch/lib/
“`
* Compile and package:
“`
mkdir build
cd build
ccmake “your uae4all2 repo folder” -DBUILD_NX=ON -DCMAKE_BUILD_TYPE=Release
make uae4all2_switch.zip
“`
* Unzip and copy all all files to Switch so you have `/switch/uae4all2/uae4all2.nro` and `/switch/uae4all2/data/` etc. on your SD card
* Launch using your favorite homebrew launcher

CHANGELOG
=====
1.78

- fix 68020+ bitfield instructions (fixes crash in Virocop AGA)

1.77

- increase max files per dir from 3072 to 10240
- on Switch, in split JoyCon mode, make SL/SR act as L/R also in menu
- on Switch, in split JoyCon mode, disable L/R/ZL/ZR in menu

1.76

- fixed lag when navigating the savestate menu
- on Switch, added split Joycon option for tabletop multiplayer with up to four single Joycons
- on Switch, allow menu navigation with analog stick

1.75

- fixed crash when booting a floppy with floppy speed >1x
- fixed inconsistencies in menu navigation
- enabled long filename display in file browser (hold Triangle or X to show it)
- fixed an issue where HD Dir could not be selected unless Boot HD was set to OFF
- removed legacy code and data files that were not needed

1.74 (Switch only)

- Allow remapping of ZR/ZL on Switch
- Map ZR/ZL to “slow-down mouse” on Switch if custom controls are off
- Add option to misc menu to choose either A or B as OK button on Switch
- Add sharp-bilinear-simple scaling routine, and make it the new default
- Add point filtering scaling routine

1.73 (Switch only)

- Fix savestates on Switch

1.72switch

- Added Switch release

1.72

- Savestate location can now be changed in the menu

- Savestates can now be deleted from the menu

- Implemented an automatic savestate. There’s a new savestate slot called auto. If it exists, this savestate will be loaded immediately when inserting a floppy.

1.71

- Fix hd settings not saving, and displayline settings not loading in certain situations

1.70

- Improve pointer response to diagonal stick directions

1.69

- Improve pointer response to slow finger motion

1.68

- Parallel port joystick adapter support. By default, Amiga joysticks 3 and 4 are controlled by VitaTV gamepads 3 and 4. They can also be mapped to other inputs using the custom controls screen.

1.67

- Improve pointer controls with bluetooth mouse by re-compiling with latest SDL-Vita

1.66

- Prevent accidental clicks when moving pointer using touch

1.65

- eliminate transparent keyboard slowdown
- fix joystick port setting affecting custom controls unless set to ‘port1′

1.64

- improved ‘normal’ blitter mode (fixes flicker in PP Hammer and Spindizzy Worlds)

1.63
- implemented three-finger drag as right-button drag (useful to hold-down the right mouse button). Fingers have to be somewhat apart from each other, otherwise they are recognized as single or dual touch by the Vita.

1.62
- re-compiled in safe-mode
- fix empty directory listing of uma0:

1.61
- re-compiled in unsafe-mode

1.60
- support for uma0: added
- prevent suspend mode because it can corrupt hdf files

1.59
- implemented touchpad-style pointer controls. Touch controls are configured under ‘More Options/Touch.’ Choices are ‘Touch Off’, ‘Front only’, or ‘Front and Back.’ The default is to use only the front panel. Both panels work the same, using relative touch mode. How far a certain finger motion moves the pointer depends on the Mouse Speed setting, which also affects how fast the analog stick moves the mouse.

1.58
- fix ‘movec pcr,d0′ not throwing exception on 68020 (fixes WHDload 18.3)
- recompiled with latest SDL library supporting full analog joystick range

1.57
- sticky virtual keyboard keys implemented. The alt, ctrl, amiga, and shift virtual keyboard keys are now sticky. Press them once to enable and another time to let go of the key. Key combos like “Amiga-Q” can now be entered using the virtual keyboard. The circle button quickly un-sticks all keys.

1.56
- fix keys being pressed when pressing Vita buttons (introduced in 1.55)

1.55
- support for Bluetooth keyboard and mouse added. The Vita doesn’t pair with all Bluetooth keyboard/mouse combos. As a rule, if the keyboard works to highlight bubbles with cursor keys, it should also work in UAE4All. Mouse + keyboard tested working with the “Jelly Comb Mini Bluetooth Keyboard With Mouse Touchpad, ASIN:B06Y56BBYP.” The Amiga keys are mapped to Windows (GUI) keys as well as Page Up/Down.

1.54
- more choices for setting mouse speeds in steps of 0.25 now
- a button can be mapped to “slow mouse” in custom controls. When custom controls are on and that button is held down, the mouse pointer speed is greatly reduced. This is useful for precisely positioning the cursor.

1.53
- fix analog stick angular zone sizes (22.5 degrees per half zone now e.g. eight 45 degree zones)

1.52
- improved joystick diagonals and deadzone when controlling the Amiga joystick with Vita analog stick. The joystick analog-to-digital conversion is now done using a proper radial deadzone with eight symmetric angular zones for the possible directions.

1.51
- fix autofire for ply 2 w/o custom controls

1.50
- fix improved analog deadzone (broken in last release)

1.49
- improved analog mouse deadzone (radial and scaled)

1.48
- cleaned up display menu
- added option to choose menu background

1.47
- new menu background
- fix swapped “Quote”"Backquote” overlay keyboard keys

1.46
- never save autofire button to reduce confusion
- fixed menu navigation bug in HDF file selection

1.45
- added option to use autofire with custom configs, can choose one Vita button that will have autofire, or set it to ‘none’ (default) to turn it off

1.44
- improved contrast of virtual keyboard overlays (thanks to ScHlAuChi for new images)
- added option to choose between US, UK and German virtual keyboard overlay (thanks to ScHlAuChi for new images)

1.43
- full support for up to 4 controllers on Vita TV that can be fully mapped individually
- filelists (adf, hdf, etc) are now sorted alphabetically with directories at the top
- added option to turn off mouse emulation because it often interferes with second player (port 0 joystick) when playing multiplayer on the Vita TV
- added option to turn on sprite-sprite collisions, useful for Spacetaxi 3
- changed blitter default to “immediate” it seems to be more compatible

1.42
- added two player support on Vita TV, second paired Dualshock controller controls the ‘other’ joystick, only works if port is not set to ‘both’
- fixed a crash bug when changing audio parameters while sound was playing

1.41
- assembler optimizations enabled by Cpasjuste, emulator is faster now!

1.40
- disabled the menu entries ’screenwidth’ and ’stylus offset’ that did nothing on the Vita. To show the borders in overscan games like Settlers, simply use the menu option ‘Preset Width’ and set it to >320 for lores, (or >640 for hires). There are choices 352, 384, 704 and 768 that cover the full overscan range.

1.39
- fix sound setting changes not being applied until restart
- fix sound distortion for stereo separation settings 0 (mono) and 25%

1.38
- added stereo separation setting to select between 0 (mono) 25%, 50%, 75% and 100% (stereo, default, original Amiga sound)
- added the blitter options ‘normal, immediate, and improved’ default is ‘normal.’ Might help with some games

1.37
- some fixes to savestates. Now savestates work even with no disk inserted in df0. Savestate file name is now the first available name among df0, boot-hd, hdf2, hdf3, hdf4, df1, df2, df3.

1.36
- added measures to prevent file corruption: Disabled PS button because it caused corruption of hdf files; display a warning about file corruption if the Amiga is writing to hdf while the user tries to exit the program
- fix hdf size checking
- fixed up some menu text
- adjusted quickswitch screenmodes by two pixels

1.35
- now upto four hdf files can be mounted. From my own testing, it looks like 2 Gb is the hdf size limit. Geometry for each file can be changed by manually editing the config file, default is sectors:surfaces:reserved:blocksize=32:1:2:512 for files 1Gb and 32:4:2:512 for files >2Gb. Only files <=2 Gb seem to work.

1.34
- hires support (e.g. 640*256), switchable in display menu. (Select a screen mode with “640″ as width in the first option of the display menu, and the Workbench will be rendered with every pixel. A width of “320″ reverts back to old behavior.)

1.33
- implemented three fully mappable custom configs, configurable in controls menu. Quick switch between them using “L+Start”
- allow the “other joystick” to be mapped in custom controls to the Dpad or any buttons. This only works if ports is not set to “both”. Works great for Llamatron in dual joystick mode!

1.32
- virtual keyboard transparency adjust now toggles between four values, two of which cause zero slow-down when keyboard is displayed.
- resolution/zoom quick switch with R+Start+Dpad left/right is now more responsive

1.31
- Allow menu quit from within sub-menus using ’select’

1.30
- updated autocentering of analog sticks so that both sticks are always auto-centered, not just the one that controls the mouse

1.29
- Changed controls. The virtual keyboard is too useful to put it on an obscure combo. Start Button now toggles the virtual keyboard. When keyboard is active, right analog stick then controls the keyboard’s vertical position and transparency. When keyboard is off, use R+Start+Dpad to move screen up and down and to quick switch between common resolutions. This used to be just Start+Dpad. Now it is R+Start+Dpad.

1.28
- bugfix: the virtual keyboard sometimes sent joystick button presses to the emulator when selecting keys. This has been fixed.

1.27
- virtual keyboard hotkeys added, square = backspace, triangle = toggle shift
- virtual keyboard controls are now more responsive

1.26
- virtual keyboard transparency is now adjustable (START+dpad left/right)
- fixed bug in virtual keyboard initialization where the keyboard send an endless string of ‘ symbols on boot up before it was first opened

1.25
- vastly improved virtual keyboard: The image is now bigger, supports more keys including the shift modifier, and is transparent (thanks to ScHlAuChi for the new keyboard image and many ideas)
- Fixed virtual keyboard not reacting when custom dpad mode was active
- The virtual keyboard can now be moved up and down using start+dpad up and start + dpad down.

1.24
- virtual keyboard (mapped to “hold start then press select”)
- labels in custom control menu now reflect Vita controller
- default analog mouse control deadzone increased from 100 to 1000 to fix mouse pointer drift (can be changed in menu)
- default joystick port set to 1, since the mouse is always on (can be changed in menu)

1.23
- added analog joystick deadzone setting
- implemented autocentering to fix mouse pointer drift on some Vitas. Centering happens on program start and whenever the menu is opened
- START+DPAD left/right for quick switching between different zoomed screenmodes, useful for games like Chaos Engine. Use START+DPAD up/down to center screen after quick switching.

1.22
- fixed broken analog mouse control dead zone and improved mouse analog sensitivity

1.21
- moved shader config to display menu

1.20:
- added analog mouse support with menu option to choose left or right stick for mouse control
- new menu items in misc menu:
shader choice (default: sharp_bilinear_simple)
choice which analog stick to use for mouse
- disabled broken gp2x stylus mode and mouse emu mode
- L/R are mouse buttons now
- screen movement switched from L+R+DPAD to START+DPAD
- START does not switch input modes anymore (mouse is always enabled)
- updated Readme.txt with new Vita control scheme
- fixed misc menu entries for shader and analog mouse
- custom controls menu is now more snappy

<1.20:
- perfect 2x scaling support to reduce pixel wobble
- HD Dir fix (supports one HD Dir & one HDF simultaneously, but max hdf size is still 1 Gb)
- Shader support implemented by Cpasjuste

Download Uae4All2 Vita_mod from the Brewology PSVita Store.

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rePatch reDux0 dots-tb has released rePatch reDux0 version 3.0 for the PSVita.

* Compat pack compatibility [thanks to CelesteBlue and TheFlow (for 3.68 H-encore)]
* Manual (with additional pages) and Changeinfo Support
* No need for rePatch AIDS
* Support for “ux0:”, “uma0:”, “imc0:”, “grw0:”, “xmc0:” (Note: it will only load files from one device PER GAME, and this is the priority order. So if no ux0:rePatch/titleid, it will load uma0:rePatch/titleid. A ux0:rePatch/titleid will prevent uma0:rePatch/titleid)
* Now uses the Sony overlay system, you may now create files that don’t exist in both patch and app, however, the game must support this.
* Mods such as SBXE ( https://twitter.com/Nkekev/status/1059271162629365761) now take less time to load (1:10 vs 1:16)

Addresses: #5 #10 #13 #15 #17 #18 #24 #28

Please note that while the crashes are fixed when using DLC in above games, decrypted DLC may not load. This does not prevent OFFICIAL or NoNpDRM DLC from loading.

Special thanks to: @AluProductions @froid_san @RealYoti and waterflame for extreme testing!

Download rePatch reDux0 from the Brewology PSVita Store.

Posted in Brewology, PSVita | No Comments »

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