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Asphalt 5 HD - PS Vita Port v1.2.0

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@MetalSyntax MetalSyntax released this 28 Sep 01:59

Asphalt 5 HD - PS Vita Port (v1.2.0) 🏎️💨

Asphalt 5 for PS Vita is fully playable from start to finish with physical controls, full
audio and cutscene video.

🆕 What's new in v1.2.0

Fixes for the issues reported on GitHub after v1.0 — thanks for the reports!

  • The left analog stick now steers (and moves Up/Down in menus), exactly like the D-Pad. The
    stick was never switched to analog mode, so it always read as centered.
  • No more crackling in the main menu and results screen. The mixer no longer jumps the music
    volume every time a UI sound starts or stops. Music volume fades are smooth, stopped sounds fade
    out in ~5 ms instead of being cut mid-wave, and the limiter no longer flattens music peaks.
    Mixing now runs at 44.1 kHz, an exact 2x of the game's 22 kHz sounds, for a cleaner sound. The
    Sound Options menu no longer restarts the song on every frame.
  • The "You Win / You Lose" banner can be skipped with a tap, ❌, Start or ⭕. You no longer
    have to wait for it to go away on its own.
  • Post-race reporter video no longer freezes for a couple of seconds at the start. Audio and
    video packets are now read in time order.
  • Smoother frame rate in races. Diagnostic logging written to the memory card on every sound
    start and stick movement caused frame hitches. It's gone from the hot paths.

This port uses a custom Android wrapper (soLoader/FalsoJNI) to run the original ARMv6 Android
executable natively on the Vita, fully hardware-accelerated via vitaGL.

✨ Features

  • Full physical controls. A custom input router bridges the Vita's buttons with the game's
    native touch engine. It only works with the Touch Buttons control scheme, which is set
    automatically on a fresh install.
    • Menus: D-Pad or Left Analog Stick (Up/Down). ❌ (Cross) selects, ⭕ (Circle)
      goes back.
    • "You Win / You Lose" banner: tap, ❌, Start or ⭕ to skip it.
    • Title screens: any face button skips.
    • Racing:
      • D-Pad Left/Right, L/R Triggers, or Left Analog Stick to steer.
      • ❌ (Cross) for nitro.
      • 🟥 (Square) to brake / drift.
      • Start to pause.
      • Select to show / hide the on-screen brake & nitro icons.
  • Custom audio engine. A 32-bit fixed-point mixer with linear interpolation at 44.1 kHz. It
    follows the engine's routing: looped engine and skid sounds track RPM live, music has a
    dedicated voice that SFX can't steal, and a soft limiter keeps busy scenes clean.
  • Hardware-accelerated graphics via vitaGL.
  • Post-race flow. The win/lose banner and the results screens advance with a tap or ❌. Held race inputs are released
    cleanly at the state change.

⚠️ Known Issues

  • Only the Touch Buttons control scheme works with physical controls. Don't switch to Tilt or
    the drag schemes in Options.
  • Manual standby (power button sleep/resume mid-game) is untested. Idling is safe.
  • Heavy tracks may drop a few frames at busy moments.
  • The intro trailer needs its .mp4 in ux0:data/asphalt5/data/. Otherwise it's skipped.

🛠️ Installation Instructions

  1. Install libshacccg.suprx if you don't have it already (required for vitaGL).
  2. Install the provided asphalt5.vpk.
  3. Extract the game data files (assets) into ux0:data/asphalt5/. (Data files are not
    provided with this release. You must extract them from your own legally obtained copy of the
    Android game.)
  4. Launch the game and enjoy!

A huge thanks to the PS Vita homebrew community and the vitaGL contributors for making this possible! Let us know your feedback and bug reports.

Asphalt 5 HD - PS Vita Port v1.1.0

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@MetalSyntax MetalSyntax released this 24 Sep 22:05

Asphalt 5 HD - PS Vita Port (v1.1.0) 🏎️💨

Asphalt 5 for PS Vita is out of beta. The game is fully playable from start to finish with physical controls, full audio and cutscene video.

This port uses a custom Android wrapper (soLoader/FalsoJNI) to run the original ARMv6 Android executable natively on the Vita, fully hardware-accelerated via vitaGL.

🔧 Fixed since the Beta

  • Nitro works on a single press. Before, ❌ (Cross) often needed several presses unless you
    were also steering or braking. The engine only reads a nitro press during its 25 Hz game-logic
    step, and on the Vita some frames run no step at all, so the press got lost. It's now held
    until the car logic reads it.
  • The drift skid no longer gets stuck after a drift ends (before, it kept playing until you
    paused).
  • Race music no longer plays twice on top of itself.
  • Scenery ambient loops tamed. A "revving + skidding" clip tied to some animated track
    objects looped at full volume from far away and sounded like a phantom car. It now fades out
    much faster with distance and never goes above 50%.
  • Brake and nitro on-screen icons at ~1% opacity, since the physical buttons drive them.
    Press SELECT during a race to show or hide them.
  • Exit closes the app from the pause menu and the main menu.
  • Cutscene video at ~30 FPS (was ~10), still skippable with ❌ or Start.
  • No screen-off freeze while idling in menus.
  • Left analog stick steering, a sharper internal render resolution (800x480), Touch Buttons
    as the default control scheme on a fresh install, and Circle no longer duplicating Start's
    pause mid-race.

✨ Features

  • Full physical controls. A custom input router bridges the Vita's buttons with the game's
    native touch engine. It only works with the Touch Buttons control scheme, which is set
    automatically on a fresh install.
    • Menus: D-Pad or Left Analog Stick (Up/Down). ❌ (Cross) selects, ⭕ (Circle)
      goes back.
    • Title screens: any face button skips.
    • Racing:
      • D-Pad Left/Right, L/R Triggers, or Left Analog Stick to steer.
      • ❌ (Cross) for nitro.
      • 🟥 (Square) to brake / drift.
      • Start to pause.
      • Select to show / hide the on-screen brake & nitro icons.
  • Custom audio engine. A 32-bit fixed-point mixer with linear interpolation at 48 kHz. It
    follows the engine's routing: looped engine and skid sounds track RPM live, music has a
    dedicated voice that SFX can't steal, and a soft limiter keeps busy scenes clean.
  • Hardware-accelerated graphics via vitaGL.
  • Post-race flow. Results screens advance with a tap or ❌. Held race inputs are released
    cleanly at the state change.

⚠️ Known Issues

  • Only the Touch Buttons control scheme works with physical controls. Don't switch to Tilt or
    the drag schemes in Options.
  • Manual standby (power button sleep/resume mid-game) is untested. Idling is safe.
  • Heavy tracks may drop a few frames at busy moments.
  • The intro trailer needs its .mp4 in ux0:data/asphalt5/data/. Otherwise it's skipped.

🛠️ Installation Instructions

  1. Install libshacccg.suprx if you don't have it already (required for vitaGL).
  2. Install the provided asphalt5.vpk.
  3. Extract the game data files (assets) into ux0:data/asphalt5/. (Data files are not
    provided with this release. You must extract them from your own legally obtained copy of the
    Android game.)
  4. Launch the game and enjoy!

A huge thanks to the PS Vita homebrew community and the vitaGL contributors for making this possible! Let us know your feedback and bug reports.

Asphalt 5 HD - PS Vita Port v1.0.3

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@MetalSyntax MetalSyntax released this 20 Sep 04:47

Asphalt 5 HD - PS Vita Port v1.0.3

We are incredibly excited to announce the first public Beta release of Asphalt 5 for the PS Vita!

This port uses a custom Android wrapper (soLoader/FalsoJNI) to run the original ARMv6 Android executable natively on the Vita, fully hardware-accelerated via vitaGL.

Since this is a Beta release, the game is fully playable from start to finish, but please keep in mind that there are still some minor bugs and details being ironed out.

✨ Key Features in this Beta:

  • Full Physical Controls Integration: We've built a custom input router that seamlessly bridges Vita physical buttons with the game's native touch engine. It only works with the Touch Buttons control scheme (not Tilt or the drag-to-steer variants) — this is now forced automatically the very first time you run the port, before any save file exists.
    • Menus: Fully navigable using the D-Pad or Left Analog Stick (Up/Down). Use ❌ (Cross) to select and ⭕ (Circle) to go back.
    • Title Screens: Press any face button to instantly skip splash screens.
    • In-Game Racing:
      • D-Pad Left/Right, L/R Triggers, or Left Analog Stick to Steer.
      • ❌ (Cross) to trigger Nitrous.
      • 🟥 (Square) to Brake / Drift.
      • Start to Pause (Circle no longer duplicates this in-race — it's menu-only Back now).
  • Custom Optimized Audio Engine: The original Android game used heavy floating-point math for audio mixing, which crippled the Vita's CPU. We wrote a custom 32-bit fixed-point audio mixer from scratch with Linear Interpolation, providing perfectly smooth engine pitches, zero stuttering, and high-fidelity 48kHz audio output through the Vita's MAIN audio port. It follows the engine's own routing: looped sounds (engine hum, skids) track RPM live, long music tracks get a dedicated voice that SFX can never steal, and the master bus uses a soft limiter so heavy scenes don't square-wave.
  • Hardware Accelerated Graphics: Running buttery smooth thanks to vitaGL.
  • Post-Race Flow: Results screens advance with a tap anywhere, or with ❌ (Cross) on the pad — held steering/nitro from the race is cleanly released at the state change, so no more stuck input after crossing the finish line.
  • Intro & Cutscene Video Playback: The game's original MPEG-4 .mp4 cutscenes (which the Vita has no hardware decoder for) play in software at a smooth 30 FPS with in-sync audio — the intro trailer (A5_Ultimate_VNFS_2.mp4) and the in-race videos alike. Videos are decoded at half resolution and upscaled, so motion stays fluid; press ❌ (Cross) or Start at any time to skip.
  • No Screen-Off Freeze: The port resets the Vita's idle timer every frame, so the console's auto power-save can no longer turn the screen off and freeze the game while you read a menu.

⚠️ Known Issues / Beta Status:

  • Open issue — Touch Buttons icons still visible, and Nitro often needs several presses: the on-screen brake/nitro icons are drawn even though physical controls work, and ❌ (Cross) frequently needs multiple presses before Nitro actually fires — except pressing 🟥 (Square, brake/drift) immediately before ❌ (Cross), which reliably triggers Nitro on the very first try. Root cause not isolated yet; we need a console log capturing that exact drift-then-nitro pattern to fix it for real instead of guessing.
  • Recent adjustments (build clean, not yet confirmed on real hardware): left analog stick steering, a sharper internal render resolution (800x480 instead of 720x432), Touch Buttons forced as the default control scheme on first run, and Circle no longer opening the pause menu mid-race (Start already did that, so the overlap was removed).
  • This is a Beta! You might encounter occasional UI quirks or unmapped buttons in very specific sub-menus.
  • Performance is mostly solid, but some heavy tracks might experience slight frame drops. Further optimizations are planned.
  • The intro trailer needs its .mp4 present in ux0:data/asphalt5/data/ — otherwise it is skipped.
  • Manual standby with the power button (sleep/resume) is still untested — leaving the game idle is safe, but putting the console to sleep mid-game may not resume cleanly yet.

🛠️ Installation Instructions:

  1. Install libshacccg.suprx if you don't have it already (required for vitaGL).
  2. Install the provided Asphalt5.vpk.
  3. Extract the game data files (assets) into ux0:data/asphalt5/. (Note: Data files are not provided with this release; you must extract them from your own legally obtained copy of the Android game).
  4. Launch the game and enjoy!

A huge thanks to the PS Vita homebrew community and the vitaGL contributors for making this possible! Let us know your feedback and bug reports.

Asphalt 5 HD - PS Vita Port v1.0.2

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@MetalSyntax MetalSyntax released this 11 Sep 05:04

Asphalt 5 HD - PS Vita Port v1.0.2 🏎️💨

We are incredibly excited to announce the first public Beta release of Asphalt 5 for the PS Vita!

This port uses a custom Android wrapper (soLoader/FalsoJNI) to run the original ARMv6 Android executable natively on the Vita, fully hardware-accelerated via vitaGL.

Since this is a Beta release, the game is fully playable from start to finish, but please keep in mind that there are still some minor bugs and details being ironed out.

✨ Key Features in this Beta:

  • Full Physical Controls Integration: We've built a custom input router that seamlessly bridges Vita physical buttons with the game's native touch engine.
    • Menus: Fully navigable using the D-Pad or Left Analog Stick (Up/Down). Use ❌ (Cross) to select and ⭕ (Circle) to go back.
    • Title Screens: Press any face button to instantly skip splash screens.
    • In-Game Racing:
      • D-Pad Left/Right (or L/R Triggers) to Steer.
      • ❌ (Cross) to trigger Nitrous.
      • 🟥 (Square) to Brake / Drift.
      • Start to Pause.
  • Custom Optimized Audio Engine: The original Android game used heavy floating-point math for audio mixing, which crippled the Vita's CPU. We wrote a custom 32-bit fixed-point audio mixer from scratch with Linear Interpolation, providing perfectly smooth engine pitches, zero stuttering, and high-fidelity 48kHz audio output through the Vita's MAIN audio port. It follows the engine's own routing: looped sounds (engine hum, skids) track RPM live, long music tracks get a dedicated voice that SFX can never steal, and the master bus uses a soft limiter so heavy scenes don't square-wave.
  • Hardware Accelerated Graphics: Running buttery smooth thanks to vitaGL.
  • Post-Race Flow: Results screens advance with a tap anywhere, or with ❌ (Cross) on the pad — held steering/nitro from the race is cleanly released at the state change, so no more stuck input after crossing the finish line.
  • Intro & Cutscene Video Playback: The game's original MPEG-4 .mp4 cutscenes (which the Vita has no hardware decoder for) play in software at a smooth 30 FPS with in-sync audio — the intro trailer (A5_Ultimate_VNFS_2.mp4) and the in-race videos alike. Videos are decoded at half resolution and upscaled, so motion stays fluid; press ❌ (Cross) or Start at any time to skip.
  • No Screen-Off Freeze: The port resets the Vita's idle timer every frame, so the console's auto power-save can no longer turn the screen off and freeze the game while you read a menu.

⚠️ Known Issues / Beta Status:

  • This is a Beta! You might encounter occasional UI quirks or unmapped buttons in very specific sub-menus.
  • Performance is mostly solid, but some heavy tracks might experience slight frame drops. Further optimizations are planned.
  • The intro trailer needs its .mp4 present in ux0:data/asphalt5/data/ — otherwise it is skipped.
  • Manual standby with the power button (sleep/resume) is still untested — leaving the game idle is safe, but putting the console to sleep mid-game may not resume cleanly yet.

🛠️ Installation Instructions:

  1. Install libshacccg.suprx if you don't have it already (required for vitaGL).
  2. Install the provided Asphalt5.vpk.
  3. Extract the game data files (assets) into ux0:data/asphalt5/. (Note: Data files are not provided with this release; you must extract them from your own legally obtained copy of the Android game).
  4. Launch the game and enjoy!

A huge thanks to the PS Vita homebrew community and the vitaGL contributors for making this possible! Let us know your feedback and bug reports.

Asphalt 5 HD - PS Vita Port v1.0.1 (Beta Release)

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@MetalSyntax MetalSyntax released this 06 Sep 08:18

Asphalt 5 HD - PS Vita Port v1.0.1 (Beta Release) 🏎️💨

We are incredibly excited to announce the first public Beta release of Asphalt 5 for the PS Vita!

This port uses a custom Android wrapper (soLoader/FalsoJNI) to run the original ARMv6 Android executable natively on the Vita, fully hardware-accelerated via vitaGL.

Since this is a Beta release, the game is fully playable from start to finish, but please keep in mind that there are still some minor bugs and details being ironed out.

✨ Key Features in this Beta:

  • Full Physical Controls Integration: We've built a custom input router that seamlessly bridges Vita physical buttons with the game's native touch engine.
    • Menus: Fully navigable using the D-Pad or Left Analog Stick (Up/Down). Use ❌ (Cross) to select and ⭕ (Circle) to go back.
    • Title Screens: Press any face button to instantly skip splash screens.
    • In-Game Racing:
      • D-Pad Left/Right (or L/R Triggers) to Steer.
      • ❌ (Cross) to trigger Nitrous.
      • 🟥 (Square) to Brake / Drift.
      • Start to Pause.
  • Custom Optimized Audio Engine: The original Android game used heavy floating-point math for audio mixing, which crippled the Vita's CPU. We wrote a custom 32-bit fixed-point audio mixer from scratch with Linear Interpolation, providing perfectly smooth engine pitches, zero stuttering, and high-fidelity 48kHz audio output through the Vita's MAIN audio port. It follows the engine's own routing: looped sounds (engine hum, skids) track RPM live, long music tracks get a dedicated voice that SFX can never steal, and the master bus uses a soft limiter so heavy scenes don't square-wave.
  • Hardware Accelerated Graphics: Running buttery smooth thanks to vitaGL.
  • Post-Race Flow: Results screens advance with a tap anywhere, or with ❌ (Cross) on the pad — held steering/nitro from the race is cleanly released at the state change, so no more stuck input after crossing the finish line.

⚠️ Known Issues / Beta Status:

  • This is a Beta! You might encounter occasional UI quirks or unmapped buttons in very specific sub-menus.
  • Performance is mostly solid, but some heavy tracks might experience slight frame drops. Further optimizations are planned.
  • The intro trailer needs its .mp4 present in ux0:data/asphalt5/data/ — otherwise it is skipped.

🛠️ Installation Instructions:

  1. Install libshacccg.suprx if you don't have it already (required for vitaGL).
  2. Install the provided Asphalt5.vpk.
  3. Extract the game data files (assets) into ux0:data/asphalt5/. (Note: Data files are not provided with this release; you must extract them from your own legally obtained copy of the Android game).
  4. Launch the game and enjoy!

A huge thanks to the PS Vita homebrew community and the vitaGL contributors for making this possible! Let us know your feedback and bug reports.

Asphalt 5 HD - PS Vita Port v1.0.0 (Beta Release)

Choose a tag to compare

@MetalSyntax MetalSyntax released this 31 Aug 19:31

Asphalt 5 HD - PS Vita Port v1.0.0 (Beta Release) 🏎️💨

We are incredibly excited to announce the first public Beta release of Asphalt 5 for the PS Vita!

This port uses a custom Android wrapper (soLoader/FalsoJNI) to run the original ARMv6 Android executable natively on the Vita, fully hardware-accelerated via vitaGL.

Since this is a Beta release, the game is fully playable from start to finish, but please keep in mind that there are still some minor bugs and details being ironed out.

✨ Key Features in this Beta:

  • Full Physical Controls Integration: We've built a custom input router that seamlessly bridges Vita physical buttons with the game's native touch engine.
    • Menus: Fully navigable using the D-Pad or Left Analog Stick (Up/Down). Use ❌ (Cross) to select and ⭕ (Circle) to go back.
    • Title Screens: Press any face button to instantly skip splash screens.
    • In-Game Racing:
      • D-Pad Left/Right (or L/R Triggers) to Steer.
      • ❌ (Cross) to trigger Nitrous.
      • 🟥 (Square) to Brake / Drift.
      • Start to Pause.
  • Custom Optimized Audio Engine: The original Android game used heavy floating-point math for audio mixing, which crippled the Vita's CPU. We wrote a custom 32-bit fixed-point audio mixer from scratch with Linear Interpolation, providing perfectly smooth engine pitches, zero stuttering, and high-fidelity 48kHz audio output through the Vita's MAIN audio port.
  • Hardware Accelerated Graphics: Running buttery smooth thanks to vitaGL.

⚠️ Known Issues / Beta Status:

  • This is a Beta! You might encounter occasional UI quirks or unmapped buttons in very specific sub-menus.
  • Performance is mostly solid, but some heavy tracks might experience slight frame drops. Further optimizations are planned.

🛠️ Installation Instructions:

  1. Install libshacccg.suprx if you don't have it already (required for vitaGL).
  2. Install the provided Asphalt5.vpk.
  3. Extract the game data files (assets) into ux0:data/asphalt5/. (Note: Data files are not provided with this release; you must extract them from your own legally obtained copy of the Android game).
  4. Launch the game and enjoy!

A huge thanks to the PS Vita homebrew community and the vitaGL contributors for making this possible! Let us know your feedback and bug reports.