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pkgj blastrock has released pkgj version 0.30 for the PSVita.

What’s new:

- Temporary data is now also deleted when deleting resume data after a resume failure
- Implemented update of Shell’s database when installing an update so that livearea doesn’t say that an update is available when it’s already installed

Bug fixes:

- Resume data is now deleted after a successful installation to avoid an error when reinstalling

Download pkgj from the Brewology PSVita Store.

Posted in Brewology, PSVita | No Comments »

PSV VSH Menu joel16 has released PSV VSH Menu version 3.01 for the PSVita.

As of version 2.0 and above you will require a dependency plugin to be always enabled. (a modified (lighter) version of kuio.skprx is provided. Kuio was originally developed by Rinnegatamante) — Instructions can be found in the [README](https://github.com/joel16/PSV-VSH-Menu#installation).

- Fixed issues with certain games failing to open the VSH Menu.
- Fixed issues with games over 3.61+ not working.
- Fixed issues with games not being able to change any of the options.

The button combo to open the VSH menu is: **L + R + START**

If you’d like to support me, then feel free to buy me a coffee, I’d really appreciate it! **https://www.paypal.me/Joel16IA**

Download PSV VSH Menu from the Brewology PSVita Store.

Posted in Brewology, PSVita | No Comments »

PSV VSH Menu joel16 has released PSV VSH Menu version 3.01 for the PSVita.

As of version 2.0 and above you will require a dependency plugin to be always enabled. (a modified (lighter) version of kuio.skprx is provided. Kuio was originally developed by Rinnegatamante) — Instructions can be found in the [README](https://github.com/joel16/PSV-VSH-Menu#installation).

- Fixed issues with certain games failing to open the VSH Menu.
- Fixed issues with games over 3.61+ not working.
- Fixed issues with games not being able to change any of the options.

The button combo to open the VSH menu is: **L + R + START**

If you’d like to support me, then feel free to buy me a coffee, I’d really appreciate it! **https://www.paypal.me/Joel16IA**

Download PSV VSH Menu from the Brewology PSVita Store.

Posted in Brewology, PSVita | No Comments »

PSV VSH Menu joel16 has released PSV VSH Menu version 3.00 for the PSVita.

- Fixed many, if not all issues with game compatibility (Supports games up to 3.68 now). **Please note: as of this release, homebrews no longer work with this plugin. This also includes Adrenaline.**
- Fixed issues with certain games not being able to change any of the options.
- No longer uses KUIO, and uses it’s own kernel mode plugin that loads the user-mode plugin. Please follow [the updated instructions](https://github.com/joel16/PSV-VSH-Menu/blob/master/README.md#installation).

The button combo to open the VSH menu is: **L + R + START**

If you’d like to support my projects, then feel free to buy me a coffee, I’d really appreciate it! **https://www.paypal.me/Joel16IA**

Download PSV VSH Menu from the Brewology PSVita Store.

Posted in Brewology, PSVita | No Comments »

PSV VSH Menu joel16 has released PSV VSH Menu version 3.00 for the PSVita.

- Fixed many, if not all issues with game compatibility (Supports games up to 3.68 now). **Please note: as of this release, homebrews no longer work with this plugin. This also includes Adrenaline.**
- Fixed issues with certain games not being able to change any of the options.
- No longer uses KUIO, and uses it’s own kernel mode plugin that loads the user-mode plugin. Please follow [the updated instructions](https://github.com/joel16/PSV-VSH-Menu/blob/master/README.md#installation).

The button combo to open the VSH menu is: **L + R + START**

If you’d like to support my projects, then feel free to buy me a coffee, I’d really appreciate it! **https://www.paypal.me/Joel16IA**

Download PSV VSH Menu from the Brewology PSVita Store.

Posted in Brewology, PSVita | No Comments »

rePatch dots-tb has released rePatch version 2.70 for the PSVita.

fixed suspend issue for 3.68/3.67.

Download rePatch from the Brewology PSVita Store.

Posted in Brewology, PSVita | No Comments »

ScummVM rsn8887 has released ScummVM version 2.1.0git-rsn8887.28 for the PSVita.

Latest changes:
=====
release 28

- (Vita) improve pointer response to slow finger motion

- re-compiled with latest changes from git repository

**NOTE:** As of July 16, 2018, all the Vita and PSP-related changes listed above and below are part of the official source and are automatically included in the automated latest development builds here: http://buildbot.scummvm.org/builds.html
However the PSP development builds on that site are are still crashing, until the new buildbot will be implemented. The PSP version offered here works, so I will keep this release page up-to-date.

About:
=====

These are working builds of ScummVM for the PSP and Vita based on 2.1.0git development source from 20180714. The PSP development build here does not crash (the official buildbot build for PSP is currently crashing).

On the Vita, rear touch is enabled only when the option “touchpad mouse mode” is on. This option is off by default, but it can be easily turned on in the options menu in the control tab.

More information about controls on the Vita, including touch controls, is here:
http://wiki.scummvm.org/index.php/PlayStation_Vita

More information about controls on the PSP is here:
http://wiki.scummvm.org/index.php/PlayStation_Portable

![Screenshot of ScummVM-2.1.0git-rsn8887.3-psp](https://s7.postimg.cc/5ew9ddi6z/F00985_C7-_E37_B-4_A40-98_E0-_F1800_F2_DD3_E4.png)
(PSP Screenshot shown)

This release is for anyone who wants to test out the latest experimental version of ScummVM PSP or Vita.

Thanks to Cpasjuste, to everyone involved with the ScummVM Team, and to all the coders who developed VitaSDK.

Thanks also to my supporters on Patreon: Andyways, CountDuckula, and Sean Ritzo.

## Important note about touch controls

The front panel touch controls can be changed from direct (pointer jumps to finger) to indirect mode (drag pointer with finger) by editing ux0:/data/ScummVM/ScummVM.ini and changing ‘frontpanel_touchpad_mode=false’ to ‘frontpanel_touchpad_mode=true’.

More information about touch controls can be found at http://wiki.scummvm.org/index.php/PlayStation_Vita

## Recent changes:
release 28

- (Vita) improve pointer response to slow finger motion
- re-compiled with latest changes from git repository

release 27

- (Vita/PSP) fix problems with Sierra games such as crash in Phantasmagoria, slow graphics, etc.

release 26

- (Vita) enable additional memory

- (Vita) fix mp3 playback by using libmad from @Cpasjuste

- re-compiled with latest changes from git repository

release 25

- (Vita/PSP) fix wrong video colors in Urban Runner (thanks @ccawley2011 for the fix, and @SasakiSadako for reporting the bug)

- re-compiled with latest changes from git repository

release 24

- (Vita) improve pointer controls with bluetooth mouse by re-compiling with latest SDL-Vita

- re-compiled with latest changes from git repository

release 23

- (Vita) allow loading games from uma0: in addition to ux0:

- re-compiled with latest changes from git repository

release 22

- (Vita) make touch mouse clicks longer so all games receive them. Some games such as Gobliins or Dreamweb did not react to the simulated touch mouse clicks because the clicks were too short. This change ensures all games see the simulated clicks by giving each click a minimum duration of 50 ms instead of being as fast as possible.

- re-compiled with latest changes from git repository

release 21fix

- (PSP) Prevent crashes on PSP after add game dialog by disabling unstable engines for now, only on the PSP build.

release 21

- (Vita) Prevent accidental clicks when moving pointer using touch

pre-21

- (Vita) touch pointer was sometimes not directly under finger (fixed)

- re-compiled with latest changes from git repository

- (Vita) 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.

- (Vita) allow ‘frontpanel_touchpad_mode=true’ option in ScummVM.ini. The option can be changed manually by editing scummvm.ini in a text editor. If the option is set, it forces front panel into indirect touchpad mode where the pointer doesn’t jump to finger.

- re-compiled with unstable engines enabled (prince and coward, etc.). Unstable engines are WIP.

- (Vita) Prevent jumping touch cursor on right click that was introduced with the drag-and-drop feature.

- (Vita) Add 2-finger drag-and-drop touch motion. This is useful for example in FT to bring up the action menu, or to scroll through the game list in the menu using the scroll bar. It works in the following way: holding down two fingers for a while initiates a drag’n'drop where the left mouse button is being held down. The first finger affects mouse motion during the drag, the second finger can be removed without affecting the drag. When the last finger is removed, the left mouse button is released and the drag is over. Note the second finger can be anywhere, it doesn’t have to be close to the first finger. Typical usage of dual finger drag and drop in FT: Hold down one finger over an object. Then hold down a second finger somewhere on the screen for a little bit to initiate a dual finger drag. This brings up the action menu. Now let go of the second finger. The dual-finger drag continues since one finger is still down. Select an action with the first finger and let go of the first finger to end the drag.

- (Vita) improved direct touch accuracy in all screen modes. Before this, sometimes the mouse cursor was slightly shifted to the right of the finger in some graphics modes when using front touch. This should now be fixed.

- (Vita) Always use direct touch on front touch panel. Enabling the option “touchpad mouse mode” enables rear touch with relative touch mode, but the front panel always stays in direct touch mode. Thanks to ScHlAuChi and Csnover for help and suggestions regarding usability of touch features.

- (Vita) rear touch is now enabled *only* when the new option “touchpad mouse mode” is on. This option is now off by default, but it can be turned on easily in the options menu in the control tab. This change is because many people find it annoying when they just hold the Vita and accidentally trigger rear touch events that move the mouse pointer.
Note: When “touchpad mouse mode” is off, the rear touch is disabled, and the front touch is in direct mode, where the mouse pointer always jumps to the finger position, like on a mobile phone screen. When “touchpad mouse mode” is on, both front and rear touch are enabled, and they are both in indirect mode, where the finger can be far from the pointer and still move it, like on a laptop touchpad. In this mode, the pointer speed setting affects how far the pointer moves in response to a finger movement.

- (Vita) improved direct touch accuracy

- (Vita) direct touch implemented on front panel. It can be disabled and enabled in the control menu. Indirect touch now uses the pointer speed setting.

- (Vita) touch controls on Vita. Left button: tap single finger. Right button: hold single finger while tapping second finger.

- (Vita) fix crash on startup on Vita

- Proper lipsync in DOTT and FT. The lips of the characters now stop moving during pauses in their sentences, just like in the original DOS games. We were playing DOTT and FT *wrong* the whole time. These patches are only lightly tested so far. The patches are by @rasky (DOTT) and @bonki (FT), thank you for fixing a longstanding problem!

- Faster screen refresh and less input lag in the menu

- Joystick mouse cursor speed is independent of screen resolution.

- (Vita) Better analog joystick precision for more precise pointer movements, due to re-compilation with latest SDL2 library for Vita.

- (PSP) Fixed cursor jumps in x/y coordinates, fixed new smooth cursor speed to the same that it was for the old, jerky cursor (can be adjusted in “Controls” tab).

- (PSP) Implemented smooth mouse cursor motion and control options where one can change mouse cursor speed and joystick deadzone settings.

- (PSP) Add new graphics mode “Fit to Screen.” This mode replaces the “4:3 Aspect Ratio” and “Keep Aspect Ratio” modes. The new “Fit to Screen” mode makes proper use of the “Aspect Ratio Correction” checkbox setting. If the checkbox is set, the aspect ratio will be forced to 4:3, useful for games like Full Throttle. If the checkbox is not set, the aspect ratio will be the original game aspect ratio, useful for games like Dreamweb.

- (PSP) Add new graphics mode “4:3 Aspect Ratio” (dam-soft, digitall, rsn8887)
Now the user has the choice between the old graphics mode “Keep Aspect Ratio,” good for 16:10 games like Dreamweb, and a new mode “4:3 Aspect Ratio,” good for 4:3 games like Full Throttle.

Download ScummVM from the Brewology PSVita Store.

Posted in Brewology, PSVita | No Comments »

ScummVM rsn8887 has released ScummVM version 2.1.0git-rsn8887.28 for the PSVita.

Latest changes:
=====
release 28

- (Vita) improve pointer response to slow finger motion

- re-compiled with latest changes from git repository

**NOTE:** As of July 16, 2018, all the Vita and PSP-related changes listed above and below are part of the official source and are automatically included in the automated latest development builds here: http://buildbot.scummvm.org/builds.html
However the PSP development builds on that site are are still crashing, until the new buildbot will be implemented. The PSP version offered here works, so I will keep this release page up-to-date.

About:
=====

These are working builds of ScummVM for the PSP and Vita based on 2.1.0git development source from 20180714. The PSP development build here does not crash (the official buildbot build for PSP is currently crashing).

On the Vita, rear touch is enabled only when the option “touchpad mouse mode” is on. This option is off by default, but it can be easily turned on in the options menu in the control tab.

More information about controls on the Vita, including touch controls, is here:
http://wiki.scummvm.org/index.php/PlayStation_Vita

More information about controls on the PSP is here:
http://wiki.scummvm.org/index.php/PlayStation_Portable

![Screenshot of ScummVM-2.1.0git-rsn8887.3-psp](https://s7.postimg.cc/5ew9ddi6z/F00985_C7-_E37_B-4_A40-98_E0-_F1800_F2_DD3_E4.png)
(PSP Screenshot shown)

This release is for anyone who wants to test out the latest experimental version of ScummVM PSP or Vita.

Thanks to Cpasjuste, to everyone involved with the ScummVM Team, and to all the coders who developed VitaSDK.

Thanks also to my supporters on Patreon: Andyways, CountDuckula, and Sean Ritzo.

## Important note about touch controls

The front panel touch controls can be changed from direct (pointer jumps to finger) to indirect mode (drag pointer with finger) by editing ux0:/data/ScummVM/ScummVM.ini and changing ‘frontpanel_touchpad_mode=false’ to ‘frontpanel_touchpad_mode=true’.

More information about touch controls can be found at http://wiki.scummvm.org/index.php/PlayStation_Vita

## Recent changes:
release 28

- (Vita) improve pointer response to slow finger motion
- re-compiled with latest changes from git repository

release 27

- (Vita/PSP) fix problems with Sierra games such as crash in Phantasmagoria, slow graphics, etc.

release 26

- (Vita) enable additional memory

- (Vita) fix mp3 playback by using libmad from @Cpasjuste

- re-compiled with latest changes from git repository

release 25

- (Vita/PSP) fix wrong video colors in Urban Runner (thanks @ccawley2011 for the fix, and @SasakiSadako for reporting the bug)

- re-compiled with latest changes from git repository

release 24

- (Vita) improve pointer controls with bluetooth mouse by re-compiling with latest SDL-Vita

- re-compiled with latest changes from git repository

release 23

- (Vita) allow loading games from uma0: in addition to ux0:

- re-compiled with latest changes from git repository

release 22

- (Vita) make touch mouse clicks longer so all games receive them. Some games such as Gobliins or Dreamweb did not react to the simulated touch mouse clicks because the clicks were too short. This change ensures all games see the simulated clicks by giving each click a minimum duration of 50 ms instead of being as fast as possible.

- re-compiled with latest changes from git repository

release 21fix

- (PSP) Prevent crashes on PSP after add game dialog by disabling unstable engines for now, only on the PSP build.

release 21

- (Vita) Prevent accidental clicks when moving pointer using touch

pre-21

- (Vita) touch pointer was sometimes not directly under finger (fixed)

- re-compiled with latest changes from git repository

- (Vita) 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.

- (Vita) allow ‘frontpanel_touchpad_mode=true’ option in ScummVM.ini. The option can be changed manually by editing scummvm.ini in a text editor. If the option is set, it forces front panel into indirect touchpad mode where the pointer doesn’t jump to finger.

- re-compiled with unstable engines enabled (prince and coward, etc.). Unstable engines are WIP.

- (Vita) Prevent jumping touch cursor on right click that was introduced with the drag-and-drop feature.

- (Vita) Add 2-finger drag-and-drop touch motion. This is useful for example in FT to bring up the action menu, or to scroll through the game list in the menu using the scroll bar. It works in the following way: holding down two fingers for a while initiates a drag’n'drop where the left mouse button is being held down. The first finger affects mouse motion during the drag, the second finger can be removed without affecting the drag. When the last finger is removed, the left mouse button is released and the drag is over. Note the second finger can be anywhere, it doesn’t have to be close to the first finger. Typical usage of dual finger drag and drop in FT: Hold down one finger over an object. Then hold down a second finger somewhere on the screen for a little bit to initiate a dual finger drag. This brings up the action menu. Now let go of the second finger. The dual-finger drag continues since one finger is still down. Select an action with the first finger and let go of the first finger to end the drag.

- (Vita) improved direct touch accuracy in all screen modes. Before this, sometimes the mouse cursor was slightly shifted to the right of the finger in some graphics modes when using front touch. This should now be fixed.

- (Vita) Always use direct touch on front touch panel. Enabling the option “touchpad mouse mode” enables rear touch with relative touch mode, but the front panel always stays in direct touch mode. Thanks to ScHlAuChi and Csnover for help and suggestions regarding usability of touch features.

- (Vita) rear touch is now enabled *only* when the new option “touchpad mouse mode” is on. This option is now off by default, but it can be turned on easily in the options menu in the control tab. This change is because many people find it annoying when they just hold the Vita and accidentally trigger rear touch events that move the mouse pointer.
Note: When “touchpad mouse mode” is off, the rear touch is disabled, and the front touch is in direct mode, where the mouse pointer always jumps to the finger position, like on a mobile phone screen. When “touchpad mouse mode” is on, both front and rear touch are enabled, and they are both in indirect mode, where the finger can be far from the pointer and still move it, like on a laptop touchpad. In this mode, the pointer speed setting affects how far the pointer moves in response to a finger movement.

- (Vita) improved direct touch accuracy

- (Vita) direct touch implemented on front panel. It can be disabled and enabled in the control menu. Indirect touch now uses the pointer speed setting.

- (Vita) touch controls on Vita. Left button: tap single finger. Right button: hold single finger while tapping second finger.

- (Vita) fix crash on startup on Vita

- Proper lipsync in DOTT and FT. The lips of the characters now stop moving during pauses in their sentences, just like in the original DOS games. We were playing DOTT and FT *wrong* the whole time. These patches are only lightly tested so far. The patches are by @rasky (DOTT) and @bonki (FT), thank you for fixing a longstanding problem!

- Faster screen refresh and less input lag in the menu

- Joystick mouse cursor speed is independent of screen resolution.

- (Vita) Better analog joystick precision for more precise pointer movements, due to re-compilation with latest SDL2 library for Vita.

- (PSP) Fixed cursor jumps in x/y coordinates, fixed new smooth cursor speed to the same that it was for the old, jerky cursor (can be adjusted in “Controls” tab).

- (PSP) Implemented smooth mouse cursor motion and control options where one can change mouse cursor speed and joystick deadzone settings.

- (PSP) Add new graphics mode “Fit to Screen.” This mode replaces the “4:3 Aspect Ratio” and “Keep Aspect Ratio” modes. The new “Fit to Screen” mode makes proper use of the “Aspect Ratio Correction” checkbox setting. If the checkbox is set, the aspect ratio will be forced to 4:3, useful for games like Full Throttle. If the checkbox is not set, the aspect ratio will be the original game aspect ratio, useful for games like Dreamweb.

- (PSP) Add new graphics mode “4:3 Aspect Ratio” (dam-soft, digitall, rsn8887)
Now the user has the choice between the old graphics mode “Keep Aspect Ratio,” good for 16:10 games like Dreamweb, and a new mode “4:3 Aspect Ratio,” good for 4:3 games like Full Throttle.

Download ScummVM from the Brewology PSVita Store.

Posted in Brewology, PSVita | No Comments »

Enigma Vita rsn8887 has released Enigma Vita version 1.22git-vita1.10-rsn8887 for the PSVita.

Last Changes
=====
1.10

- Improve response to slow finger motion

NOTE: Since version 1.03 data files have not changed, only the vpk file.

Overview
=====
This is my Vita port of Enigma, a skill/puzzle game inspired by Oxyd on the Atari ST and Rock’n'Roll on the Amiga.

![](https://s14.postimg.cc/llsv6w001/26_E2_CAC5-0_C90-4708-_A750-371508_ECDD51.jpg)

The object of the game is to uncover pairs of identically colored Oxyd stones. Simple? Yes. Easy? Certainly not! Hidden traps, vast mazes, laser beams, and, most of all, countless hairy puzzles usually block your direct way to the Oxyd stones … If you are new to Enigma, you may want to take a look at a few [screenshots](http://www.nongnu.org/enigma/screenshots.html) or peek at the [user manual](http://www.nongnu.org/enigma/manual_1.20/manual/enigma.html).

Homepage
======
Detailed information about the game can be found here:
http://www.nongnu.org/enigma/index.html

Thanks
======
Thanks to my supporters on Patreon: Andyways, CountDuckula, and Sean Ritzo.

Thanks to @usineur for his libkbd-vita code for easy use of touch keyboard text entry.

Thanks to the developers of VitaSDK and other developers on the Vita for making this possible, in no particular order: @devnoname120, @TheOfficialFlow, @yifanlu, @Rinnegatamante, @cpasjuste, @xyzz, @xerpi, and many others.

Thanks to the many developers of the original game, such as the main developers Thomas Bernhardt, Raoul Bourquin, Siegfried Fennig, Martin Hawlisch, Daniel Heck, Ronald Lamprecht, Andreas Lochmann, Petr Machata, Nobby, Nat Pryce, Jacob Scott, Sven Siggelkow, Ralf Westram, and many many others.

The full credits are at http://www.nongnu.org/enigma/credits.html .

Special thanks to Meinolf Schneider / Amekudzi for the original Oxyd games on Atari ST and PC which inspired Enigma.

Installation Instructions
=====
- Install the .vpk
- Extract the contents of data.zip into ux0:data/

NOTE: I recommend using FTP transfer to copy the files over (~10,000 small files in data.zip). There is one report (thanks @ji11×38) that using the Vitashell “SELECT Button: USB” option to copy files directly from a MacOS computer to the Vita via USB caused the files to not transfer correctly, causing Enigma to crash on startup.

Vita-exclusive features
=====
- game controller support: analog joystick mouse controls and button mappings
- front and rear touch controls with left/right mouse click gestures
- complete level packages with >3,000 levels and pre-calculated preview screenshots
- Bluetooth keyboard and mouse combo support (Vita supports only a limited number of BT devices, tested working with Jelly Bean BT keyboard and mouse combo ASIN:B06Y56BBYP and with the standalone Jelly Comb Bluetooth Wireless Mouse ASIN:B075HBDWCF)

Vita Controls (controls updated with version 1.08)
=====
Left analog stick = analog control of the marble and mouse pointer
Square / L-trigger = select menu items, use object in game (left mouse button)
Triangle / R-trigger = cycle through inventory items (right mouse button)
Cross = ok in menu (return)
Circle = back / in-game menu (escape key)
Start = help screen (F1)
Select = destroy marble and remove one life (F3)
R-trigger + Select = restart level (shift-F3)

Dpad in menu = quick-select menu items (arrow keys)
Dpad left/right in game = quick-change mouse speed
Dpad up/down in game = cycle through previous messages

Front touch = analog control of the marble and mouse pointer
Rear touch = analog control of the marble and mouse pointer
Single finger tap = select menu items, use object in game (left mouse button)
Dual finger tap = cycle through inventory items (right mouse button)

Dual finger tap works by holding one finger down and quickly tapping with a second finger somewhere else.

Mouse sensitivity can be adjusted in options or in-game via dpad left/right. The setting affects analog joystick, touch, and real bluetooth mice.

Build Instructions
=====
Enigma needs xerces-c and inet. To prepare compilation:

- with a text-editor, load the file $VITASDK/arm-vita-eabi/include/netinet/in.h. Inside the file, replace “struct” with “inline struct” on line 45 and 49.
- download or clone my xerces-c repo from [here](https://www.github.com/rsn8887/xerces-c) into a folder called xerces
““
mkdir build
cd build
cmake -DCMAKE_TOOLCHAIN_FILE=$VITASDK/share/vita.toolchain.cmake -Dmutex-manager=nothreads -Dnetwork=OFF -DCMAKE_BUILD_TYPE=Release -Dsse2=OFF -Dthreads=OFF -DBUILD_SHARED_LIBS=OFF ../xerces/

make -j10
make install -j10
““
You should now have the file
““
$VITASDK/arm-vita-eabi/lib/libxerces-c.a
““
and a whole bunch of header files in
““
$VITASDK/arm-vita-eabi/include/xercesc/
““
- Clone the Enigma repo into a folder called Enigma and compile
““
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release ../Enigma
make enigma.vpk -j10
““

Changelog
=====
1.10

- Improve response to slow finger motion

1.09

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

1.08

- Improve keymap, map left/right mouse buttons also to L/R for better playability.

1.07

- prevent accidental clicks when moving marble using touch

1.06

- map dpad as arrow keys to quick select menu items and quick-select mouse speed in game
- map L to ‘F1′ (help), X to ‘Return’ (ok), O to ‘ESC’ (back)
- update help texts to reflect Vita controller mappings

1.05

- enable touch keyboard in menu, useful for name entry and level search
- increase smoothness of mouse pointer motion in gui
- remove the missing translations

1.04

- fix missing soundsets in audio menu

1.03

- updated data.zip to include many more levels with corresponding thumbnail previews and many more sound sets.

1.02

- decrease default joystick sensitivity (marble moved too fast when controlled with joystick)

1.01

- map r-trigger to ‘restart’ and select button to ‘kill marble’

1.00

- initial Vita port release based on latest Enigma development version

Download Enigma Vita from the Brewology PSVita Store.

Posted in Brewology, PSVita | No Comments »

Enigma Vita rsn8887 has released Enigma Vita version 1.22git-vita1.10-rsn8887 for the PSVita.

Last Changes
=====
1.10

- Improve response to slow finger motion

NOTE: Since version 1.03 data files have not changed, only the vpk file.

Overview
=====
This is my Vita port of Enigma, a skill/puzzle game inspired by Oxyd on the Atari ST and Rock’n'Roll on the Amiga.

![](https://s14.postimg.cc/llsv6w001/26_E2_CAC5-0_C90-4708-_A750-371508_ECDD51.jpg)

The object of the game is to uncover pairs of identically colored Oxyd stones. Simple? Yes. Easy? Certainly not! Hidden traps, vast mazes, laser beams, and, most of all, countless hairy puzzles usually block your direct way to the Oxyd stones … If you are new to Enigma, you may want to take a look at a few [screenshots](http://www.nongnu.org/enigma/screenshots.html) or peek at the [user manual](http://www.nongnu.org/enigma/manual_1.20/manual/enigma.html).

Homepage
======
Detailed information about the game can be found here:
http://www.nongnu.org/enigma/index.html

Thanks
======
Thanks to my supporters on Patreon: Andyways, CountDuckula, and Sean Ritzo.

Thanks to @usineur for his libkbd-vita code for easy use of touch keyboard text entry.

Thanks to the developers of VitaSDK and other developers on the Vita for making this possible, in no particular order: @devnoname120, @TheOfficialFlow, @yifanlu, @Rinnegatamante, @cpasjuste, @xyzz, @xerpi, and many others.

Thanks to the many developers of the original game, such as the main developers Thomas Bernhardt, Raoul Bourquin, Siegfried Fennig, Martin Hawlisch, Daniel Heck, Ronald Lamprecht, Andreas Lochmann, Petr Machata, Nobby, Nat Pryce, Jacob Scott, Sven Siggelkow, Ralf Westram, and many many others.

The full credits are at http://www.nongnu.org/enigma/credits.html .

Special thanks to Meinolf Schneider / Amekudzi for the original Oxyd games on Atari ST and PC which inspired Enigma.

Installation Instructions
=====
- Install the .vpk
- Extract the contents of data.zip into ux0:data/

NOTE: I recommend using FTP transfer to copy the files over (~10,000 small files in data.zip). There is one report (thanks @ji11×38) that using the Vitashell “SELECT Button: USB” option to copy files directly from a MacOS computer to the Vita via USB caused the files to not transfer correctly, causing Enigma to crash on startup.

Vita-exclusive features
=====
- game controller support: analog joystick mouse controls and button mappings
- front and rear touch controls with left/right mouse click gestures
- complete level packages with >3,000 levels and pre-calculated preview screenshots
- Bluetooth keyboard and mouse combo support (Vita supports only a limited number of BT devices, tested working with Jelly Bean BT keyboard and mouse combo ASIN:B06Y56BBYP and with the standalone Jelly Comb Bluetooth Wireless Mouse ASIN:B075HBDWCF)

Vita Controls (controls updated with version 1.08)
=====
Left analog stick = analog control of the marble and mouse pointer
Square / L-trigger = select menu items, use object in game (left mouse button)
Triangle / R-trigger = cycle through inventory items (right mouse button)
Cross = ok in menu (return)
Circle = back / in-game menu (escape key)
Start = help screen (F1)
Select = destroy marble and remove one life (F3)
R-trigger + Select = restart level (shift-F3)

Dpad in menu = quick-select menu items (arrow keys)
Dpad left/right in game = quick-change mouse speed
Dpad up/down in game = cycle through previous messages

Front touch = analog control of the marble and mouse pointer
Rear touch = analog control of the marble and mouse pointer
Single finger tap = select menu items, use object in game (left mouse button)
Dual finger tap = cycle through inventory items (right mouse button)

Dual finger tap works by holding one finger down and quickly tapping with a second finger somewhere else.

Mouse sensitivity can be adjusted in options or in-game via dpad left/right. The setting affects analog joystick, touch, and real bluetooth mice.

Build Instructions
=====
Enigma needs xerces-c and inet. To prepare compilation:

- with a text-editor, load the file $VITASDK/arm-vita-eabi/include/netinet/in.h. Inside the file, replace “struct” with “inline struct” on line 45 and 49.
- download or clone my xerces-c repo from [here](https://www.github.com/rsn8887/xerces-c) into a folder called xerces
““
mkdir build
cd build
cmake -DCMAKE_TOOLCHAIN_FILE=$VITASDK/share/vita.toolchain.cmake -Dmutex-manager=nothreads -Dnetwork=OFF -DCMAKE_BUILD_TYPE=Release -Dsse2=OFF -Dthreads=OFF -DBUILD_SHARED_LIBS=OFF ../xerces/

make -j10
make install -j10
““
You should now have the file
““
$VITASDK/arm-vita-eabi/lib/libxerces-c.a
““
and a whole bunch of header files in
““
$VITASDK/arm-vita-eabi/include/xercesc/
““
- Clone the Enigma repo into a folder called Enigma and compile
““
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release ../Enigma
make enigma.vpk -j10
““

Changelog
=====
1.10

- Improve response to slow finger motion

1.09

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

1.08

- Improve keymap, map left/right mouse buttons also to L/R for better playability.

1.07

- prevent accidental clicks when moving marble using touch

1.06

- map dpad as arrow keys to quick select menu items and quick-select mouse speed in game
- map L to ‘F1′ (help), X to ‘Return’ (ok), O to ‘ESC’ (back)
- update help texts to reflect Vita controller mappings

1.05

- enable touch keyboard in menu, useful for name entry and level search
- increase smoothness of mouse pointer motion in gui
- remove the missing translations

1.04

- fix missing soundsets in audio menu

1.03

- updated data.zip to include many more levels with corresponding thumbnail previews and many more sound sets.

1.02

- decrease default joystick sensitivity (marble moved too fast when controlled with joystick)

1.01

- map r-trigger to ‘restart’ and select button to ‘kill marble’

1.00

- initial Vita port release based on latest Enigma development version

Download Enigma Vita from the Brewology PSVita Store.

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