Mad Bullets Vita

PS VITA / PsTV Mad Bullets Vita by Rinnegatamante v.1.1

jolek

Senior Member
Mad Bullets Vita

  • This is a wrapper/port of Mad Bullets for the PS Vita.

    The port works by loading the official Android ARMv7 executable in memory, resolving its imports with native functions and patching it in order to properly run. By doing so, it's basically as if we emulate a minimalist Android environment in which we run natively the executable as it is.

    Notes
    • The loader has been tested with v.2.1.18 of the game.
    • The game takes a while to launch (approx. 2 minutes).

    Setup Instructions (For End Users)
    • Install kubridge and FdFix by copying kubridge.skprx and fd_fix.skprx to your taiHEN plugins folder (usually ux0:tai) and adding two entries to your config.txt under *KERNEL:
    Code:
      *KERNEL
      ux0:tai/kubridge.skprx
      ux0:tai/fd_fix.skprx

    Note Don't install fd_fix.skprx if you're using rePatch plugin
    • Optional: Install PSVshell to overclock your device to 500Mhz.
    • Install libshacccg.suprx, if you don't have it already, by following this guide.
    • Install the vpk from Release tab.
    • Obtain your copy of Mad Bullets legally for Android in form of an .apk.
    • Open the apk with your zip explorer and extract the files libengine.so from the lib/armeabi-v7a folder to ux0:data/bullets.
    • Extract the content of the assets folder in ux0:data/bullets.

  • Credits
    • TheFloW for the original .so loader.
Source:
https://github.com/Rinnegatamante/mad-bullets-vita.
 
Mad Bullets Vita v.1.1 it out!

Changelog:
  • Fixed a bug causing options changes to not be kept after app closure.
  • Moved to SceLibc for I/O operations: slightly reduced loading times.
  • Enabled more aggressive optimizations in vitaGL: slightly improves framerate.
  • Added possibility to pause the game with START button.
 

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