OpenMoHAA Vita v0.0.2-vita.2
Pre-release
Pre-release
OpenMoHAA Vita v0.0.2-vita.2
Second experimental pre-release of the OpenMoHAA PlayStation Vita port.
Changes since v0.0.2-vita.1
- Preserves persistent client-effect events across mission transitions, preventing a confirmed use-after-free during later combat.
- Archives stable TIKI model names for transient effects instead of stale renderer-owned pointers.
- Recovers complete saves created by recent Vita test builds when their temporary-model TIKI pointer is missing but the archived model handle remains valid.
- Skips malformed skeletal render entities safely rather than dereferencing a null TIKI.
- Retains the textured-sky, BSP triangle, multitexture/lightmap, transition-cleanup, and complete manual-save improvements from the first pre-release.
Hardware observations
- The first mission completes at approximately 18–20 FPS on tested hardware.
- Natural progression into the second mission works.
- Fresh manual saves and checkpoint saves have been created and loaded.
- The campaign remains playable beyond the first mission, but full-game validation is not complete.
Installation
Install OpenMoHAA.vpk, then place legitimate Medal of Honor: Allied Assault data under:
ux0:data/openmohaa/main/
The VPK can be installed over an earlier OpenMoHAA Vita build. Existing game data and complete saves are retained.
Save compatibility
- Complete saves containing
.sav,.ssv, and.tgamay be recoverable with this build. - Older metadata-only slots lacking the required
.savworld archive cannot be recovered. - Some save thumbnails may contain black or noisy framebuffer pixels. This is a separate screenshot-capture issue and does not indicate that the
.savpayload is corrupt.
Known issues
- Performance is scene-dependent and can drop substantially during NPC-heavy combat.
- Save/load and checkpoint behavior remain experimental.
- The complete campaign and expansion campaigns have not been validated.
- Occasional crashes may still exist in untested effects or mission paths.
This is an experimental pre-release, not a final stable port.