PS VITA / PsTV [In Development - GTA:SA-VITA ] A Grand Theft Auto: San Andreas Port for the PS Vita / PS TV

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Developer @Rinnegatamante and @theflow0 are a lethal team in the PS Vita Homebrew / Hacking Community. We have always seen them do amazing things on their own and working together but they continue to raise the bar in many ways and they continue supporting the Vita platform. After porting first Grand Theft Auto III and then GTA: Vice City, it was only fitting we see a San Andreas port right? Well, if you been following the psx-place twitter or the developer's twitter accounts, you already know they are developing a port for the PS Vita. If you are unaware of some of the progress made to bringing GTA:SA to the Vita and improvements to VitaGL we have some tweets below to get you caught up.

This time around they will be using the Android mobile version of the game (unlike GTA 3/ Vice City), The GTA:SA will be similar to how Max Payne was recently ported using the android verison to start.. The devs has had some significant progress and looks to be a feasible release in the future as the optimize the release. Stay Tuned as this will be an exciting release for your PS Vita or your PlayStation TV devices.​


psv_gtaSA.png


  • Development Progress of GTA: San Andreas:
    • Jan 17 (TheFlow) - I wrote a .so loader for the PS Vita to load Android's GTA San Andreas. I then added a bunch of hooks to replace shaders etc. What sounded like crazy idea at first, turned out to be not so difficult. There's still lots to optimize to get it running at a good framerate, though.
      • Er8e-nyW8AED1tr.jpg Er8e-nvXEAQrNNb.jpg Er8e-nnXAAEOYCn.jpg
    • Jan 17 (Rinnegatamante) : Here's a video showing current state of @theflow0 GTA: San Andreas mobile port. The whole way how this works is impressive. Looking forward to what it could bring in the future.
    • Jan 23 (@Rinnegatamante) - Here's a vid of GTA: SA mobile running on vitaGL in its current state: (We already have several optimizations i had turned off during this test since i was debugging the glitches with cars you'll see in the video that will improve even further perfs).
    • Jan 23 (Rinnegatamante): Today a huge milestone has been reached with vitaGL. GLES drawing pipeline code has been fully revamped now allowing to use normal draw pipeline with it. This means now vitaGL can be used to port games and stuffs using GLES code (no fixed function pipeline) without changing code.
      • You literally just slap vitaGL in and barely edit code for the setup of the lib + translate the shaders. (Similarly to what Piglet allowed recently). Performance wise vitaGL is vastly better than Piglet as well as less problematic in some areas
      • GTA: San Andreas mobile code for example required our piglet code base to have a patch in the shader generator and MSAA wasn't working while vitaGL doesn't require said patch and fully works with MSAA. As a bonus, vitaGL build lacks some bugs present in Piglet build.
      • As an example: during the cutscene in the first mission (Big Smoke) when Ballas blow up the car, the car turned invisible with Piglet while renders fine with vitaGL. Still some stuffs needs to be ironed out however at the end, vitaGL, once those changes will be upstreamed will fully superseed Piglet (faster, less prone to bugs, opensource and easily debuggable + optimizable + expandable due to its opensource nature.
    • Jan 24 (Rinnegatamante) - First build of GTA: San Andreas Mobile running with vitaGL completely glitches free. Next step will be optimization (Formerly mipmaps and, possibly, preswizzling for textures)
    • Jan 25 (Rinnegatamante) - Stable fullspeed GTA San Andreas Mobile on Vita thanks to recent vitaGL development combined to latest apk version (v.2.0) ported by @theflow0
      is now reality!
    • Jan 26 (Rinnegatamante) - Today we got some renderer improvements namingly: (partially) addressed skinning bugs present in mobile version (eg: Tenpenny face during cutscenes) as well as two PS2 effects (colourfilter and sun corona). Also we disabled detail textures giving that "grain like" feel. All those settings will be customizable through a config file (and probably a companion app). Here's some screenshots with detail textures off and both PS2 effects on. More renderer improvements and patches will come in the future too.
      • Esssr0IW4AIXEg-.jpg Esssqq9XEAI0czT.jpg Essspq6XMAIjTmX.jpg
    • Jan 26 (Rinnegatamante) - San Andreas Mobile Visual Effects settings comparison. Max is prohibitive for a good framerate however the other three settings seems to hold playable performances. Probably the suggested way to go is Medium. (First screenshot = Low, 2nd = Medium, 3rd = High, 4th = Max)
      • 1.jpg 2.jpg 3.jpg 4.jpg

    Released

 
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