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Releases: MetalSyntax/Shadow-Guardian-vita

Shadow Guardian Vita v1.4

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@MetalSyntax MetalSyntax released this 27 Sep 04:49

Shadow Guardian Vita v1.4

This is a wrapper/port of Shadow Guardian HD for the PS Vita.

Changelog

  • v1.4: Ultra-fluid camera overhaul, in-game sensitivity OSD, and HUD polish:
    • Eliminated camera micro-pauses during 360° turns. The previous camera implementation relied on an artificial 110px bounding box that triggered synthetic ACTION_UP and ACTION_DOWN cycles. Decompilation revealed that StartFreeCamera reset camera inertia (0.25f) and produced 0-delta frames on every wrap, creating noticeable stutters during rotations. Drag is now 100% continuous while the stick is deflected, resulting in completely uninterrupted 60 FPS camera rotation.
    • In-game camera sensitivity adjustment (1–10) with OSD bar. Sensitivity can now be adjusted in real time during gameplay using SELECT + D-Pad Up / Down. The setting is saved persistently to ux0:data/shadowguardian/camera_sens.txt and displays a clean 10-block on-screen indicator bar.
    • HUD virtual weapon selector & aim button polish. The virtual weapon icon (top-right) is kept at 100% opacity without forcing visibility on every sub-element, allowing the engine's internal UpdateWeaponGUI to cleanly display only the currently active weapon without graphical overlap. The redundant touch aim button (bottom-right) and virtual joystick are cleanly hidden.
    • Select button dual-mode. Tapping SELECT toggles virtual on-screen touch controls on release, without conflicting with SELECT + D-Pad sensitivity combos.

Setup Instructions

In order to properly install the game, you'll need to extract the data from the original Android game.

  1. Install the kubridge and fd_fix plugins on your PS Vita.
  2. Install libshacccg.suprx, if you don't have it already, by following this guide.
  3. Obtain the original APK of Shadow Guardian (Shadow-Guardian-HD-v1-0-1-UK-RU.apk) and the required data files.
  4. Extract the .apk using any zip extractor.
  5. Place the executable libshadowguardian.so (from lib/armeabi-v7a/ inside the APK) in ux0:data/shadowguardian/. (If the APK also contains libStormGLOFT.so, you can copy it too — it does no harm.)
  6. Place all game asset folders (res, shaders, textures, models, music, sounds, etc.) in ux0:data/shadowguardian/.
  7. Make sure the 16:9 assets sprites_1_7 and gui_1_7 are present. If the APK only ships the sprites_1_6 / gui_1_6 variants, duplicate them with VitaShell (Copy + Paste + Rename) so the _1_7 names exist — missing 16:9 GUI assets can crash the game on the LOADING screen. Also confirm the res/ folder was copied.
  8. Double-check that gui_1_6 and sprites_1_6 themselves are also present in ux0:data/shadowguardian/ (not just the _1_7 copies) — some assets are only ever requested by their _1_6 name at runtime, and a copy missing just these two files can pass every other check and still crash later during gameplay.
  9. Download and install shadowguardian.vpk on your PS Vita.

Controls

  • Left Analog - Movement (in-game only)
  • Right Analog - Camera (free-look, continuous drag — smooth quadratic curve, sub-pixel precision, no stutter)
  • Select + D-Pad Up / Down - Adjust camera sensitivity (1–10, saved to camera_sens.txt with OSD bar)
  • D-Pad - Menu Navigation / Movement
  • R / R1 - Fire
  • L / L1 - Aim (hold)
  • Cross - Contextual action (jump / run / climb)
  • Circle - Grab / interact
  • Square - Switch weapon (synthetic swipe)
  • Start - Pause / Back
  • Select (tap) - Toggle Virtual Buttons (Hide/Show touch controls)
  • Touch Screen - Original Touch Controls

Known Issues

  • A blue highlight/glow effect shown specifically when switching weapons may still appear even with the touch controls hidden — the generic HighlightButton hook covers the button-prompt glow, but the weapon-change flash may come from a separate effect. Please report it with a log/screenshot of the exact moment it happens.

Troubleshooting

Crash on the LOADING screen (C2-12828-1 error): this is usually a data setup problem, not a game bug. Check the following with VitaShell:

  1. You installed the latest shadowguardian.vpk (older builds have known crashes that are already fixed).
  2. kubridge and fd_fix plugins plus libshacccg.suprx are installed (see Setup above).
  3. In ux0:data/shadowguardian/: libshadowguardian.so, the res/ folder, and all asset folders are present, and both the _1_6 and _1_7 variants of sprites and gui exist (sprites_1_6, sprites_1_7, gui_1_6, gui_1_7) — copy whichever ones are missing from the variant you do have. As of v1.2.3, a missing gui_1_6/gui_1_7 or sprites_1_6/sprites_1_7 shows a clear "missing game data files" dialog on boot instead of crashing later — if you see that dialog, it's telling you exactly which one to fix.

If it still crashes, please report it with:

  1. The newest ux0:data/shadowguardian/logs/game_log_*.txt (from the time of the crash — do not delete it).
  2. The newest ux0:data/psp2core-*-eboot.bin.psp2dmp core dump.
  3. A note on exactly when it happens (on boot, which level loading, do you ever reach the menu?).

Credits

  • TheFloW for the so_loader wrapper and Android porting boilerplate.
  • Rinnegatamante for vitaGL and porting tools.
  • Gameloft for the original game.

Shadow Guardian Vita v1.3

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@MetalSyntax MetalSyntax released this 20 Sep 04:30

Shadow Guardian Vita v1.3

This is a wrapper/port of Shadow Guardian HD for the PS Vita.

Changelog

  • v1.3: Full controls rework based on hardware testing feedback:
    • Wrong weapon-switch position fixed. The old touch coordinate for the weapon icon was only measured by eye and turned out to sit inside the FIRE button's touch hit-radius, so pressing that button fired the gun instead of switching weapons. All button positions (fire, aim, contextual action, grab, weapon) were re-measured with a pixel grid over a real 960x544 gameplay screenshot.
    • Weapon switch moved to Square and reworked as a swipe, not a tap. Reading the engine's own input handler (out_ghidra.c:86760-86813) showed the real weapon selector responds to the drag delta of a touch (Actor::SetNextWeapon() / SetPreviousWeapon() picked by the sign of the movement, matching its actual "left/right arrow slider" look), not a fixed tap zone — so Square now sends a synthetic down → drag-right → release over the weapon icon instead of a plain tap.
    • Circle reassigned from a debug visibility toggle to Grab/interact (the hand icon never had a physical button before); Select now toggles the touch controls on/off, taking over the old debug-toggle role.
    • Square no longer shares the Aim spot with L — only L aims now.
    • Virtual button hiding is now enforced every frame instead of once at startup, fixing buttons (the aim reticle in particular) that the engine would silently re-show later in a session.
    • Hooked GS_GamePlay::HighlightButton so the button-highlight glow shown during aim feedback / "touch this button" tutorial prompts is suppressed while the touch controls are hidden, instead of glowing over an otherwise-invisible button.
    • The weapon-selector graphics are hidden too now (previously always shown by request), using the exact GUI item index range (0xb-0x20) the engine itself uses to fade them out.
    • Free-look camera (right stick) rewritten from an absolute stick-to-touch-position mapping — which hard-capped at a fixed offset and could never complete a full turn — to a continuous relative drag with invisible wraparound recentring, so holding the stick now keeps rotating indefinitely: slow and precise at a light tilt, fast at full tilt, a full 360° around the character is now possible.
    • Fixed a blurry intro video. A texture-downsampling optimization was quartering the effective resolution of logo.m4v before a 4x upscale to the screen; disabled, since the intro is only a few seconds and the blur wasn't worth the saved upload bandwidth.

Setup Instructions

In order to properly install the game, you'll need to extract the data from the original Android game.

  1. Install the kubridge and fd_fix plugins on your PS Vita.
  2. Install libshacccg.suprx, if you don't have it already, by following this guide.
  3. Obtain the original APK of Shadow Guardian (Shadow-Guardian-HD-v1-0-1-UK-RU.apk) and the required data files.
  4. Extract the .apk using any zip extractor.
  5. Place the executable libshadowguardian.so (from lib/armeabi-v7a/ inside the APK) in ux0:data/shadowguardian/. (If the APK also contains libStormGLOFT.so, you can copy it too — it does no harm.)
  6. Place all game asset folders (res, shaders, textures, models, music, sounds, etc.) in ux0:data/shadowguardian/.
  7. Make sure the 16:9 assets sprites_1_7 and gui_1_7 are present. If the APK only ships the sprites_1_6 / gui_1_6 variants, duplicate them with VitaShell (Copy + Paste + Rename) so the _1_7 names exist — missing 16:9 GUI assets can crash the game on the LOADING screen. Also confirm the res/ folder was copied.
  8. Double-check that gui_1_6 and sprites_1_6 themselves are also present in ux0:data/shadowguardian/ (not just the _1_7 copies) — some assets are only ever requested by their _1_6 name at runtime, and a copy missing just these two files can pass every other check and still crash later during gameplay.
  9. Download and install shadowguardian.vpk on your PS Vita.

Controls

  • Left Analog - Movement (in-game only)
  • Right Analog - Camera (free-look, continuous drag - hold to keep turning; light tilt for slow/precise aim, full tilt for a fast full 360°)
  • D-Pad - Menu Navigation / Movement
  • R - Fire
  • L - Aim (hold)
  • Cross - Contextual action (jump / run / climb)
  • Circle - Grab / interact
  • Square - Switch weapon
  • Start - Pause / Back
  • Select - Toggle Virtual Buttons (Hide/Show touch controls)
  • Touch Screen - Original Touch Controls

Known Issues

  • A blue highlight/glow effect shown specifically when switching weapons may still appear even with the touch controls hidden — the generic HighlightButton hook (v1.3) covers the button-prompt glow, but the weapon-change flash may come from a separate, not-yet-located effect. Please report it with a log/screenshot of the exact moment it happens.
  • Square's weapon-switch swipe and the new continuous camera drag (v1.3) are newly implemented and pending confirmation on hardware across multiple weapons/play sessions.

Troubleshooting

Crash on the LOADING screen (C2-12828-1 error): this is usually a data setup problem, not a game bug. Check the following with VitaShell:

  1. You installed the latest shadowguardian.vpk (older builds have known crashes that are already fixed).
  2. kubridge and fd_fix plugins plus libshacccg.suprx are installed (see Setup above).
  3. In ux0:data/shadowguardian/: libshadowguardian.so, the res/ folder, and all asset folders are present, and both the _1_6 and _1_7 variants of sprites and gui exist (sprites_1_6, sprites_1_7, gui_1_6, gui_1_7) — copy whichever ones are missing from the variant you do have. As of v1.2.3, a missing gui_1_6/gui_1_7 or sprites_1_6/sprites_1_7 shows a clear "missing game data files" dialog on boot instead of crashing later — if you see that dialog, it's telling you exactly which one to fix.

If it still crashes, please report it with:

  1. The newest ux0:data/shadowguardian/logs/game_log_*.txt (from the time of the crash — do not delete it).
  2. The newest ux0:data/psp2core-*-eboot.bin.psp2dmp core dump.
  3. A note on exactly when it happens (on boot, which level loading, do you ever reach the menu?).

Credits

  • TheFloW for the so_loader wrapper and Android porting boilerplate.
  • Rinnegatamante for vitaGL and porting tools.
  • Gameloft for the original game.

Shadow Guardian Vita v1.2.5

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@MetalSyntax MetalSyntax released this 16 Sep 05:57

Shadow Guardian Vita v1.2.5

This is a wrapper/port of Shadow Guardian HD for the PS Vita.

Changelog

  • v1.2.5: Fixed broken rendering on interactable objects. shaders/interactible_basic.xml, interactible_bump.xml, and interactible_shadowmap.xml (the engine's own shader source, shipped inside the original game data) use GLSL that Android's GLES driver quietly accepts but the Vita's on-device Shark compiler (shark_compile_shader_extended()) rejects outright: a vec4(1) constructor without an explicit float literal in all three, and — in _bump only — an OutlineSize uniform that's read in the shader body but never declared. All three previously failed to compile on Vita; the v1.2.1 and v1.2.4 hotfixes only stopped the game from crashing when that happened (a symptom of the bug, not the cause), so the interactable objects using these shaders kept rendering without their proper material/shading even on a "successful" boot. Found by diffing a tester's working data folder against a clean APK data dump — the only differences were these 3 files, hand-patched locally but never shipped. Corrected copies are now bundled inside the VPK (extras/shader_patches/) and installed to ux0:data/shadowguardian/shaders/ automatically on every boot (apply_shader_patches() in source/utils/init.c), so this is fixed for every tester regardless of which data dump they installed from — no manual file replacement needed.

Setup Instructions

In order to properly install the game, you'll need to extract the data from the original Android game.

  1. Install the kubridge and fd_fix plugins on your PS Vita.
  2. Install libshacccg.suprx, if you don't have it already, by following this guide.
  3. Obtain the original APK of Shadow Guardian (Shadow-Guardian-HD-v1-0-1-UK-RU.apk) and the required data files.
  4. Extract the .apk using any zip extractor.
  5. Place the executable libshadowguardian.so (from lib/armeabi-v7a/ inside the APK) in ux0:data/shadowguardian/. (If the APK also contains libStormGLOFT.so, you can copy it too — it does no harm.)
  6. Place all game asset folders (res, shaders, textures, models, music, sounds, etc.) in ux0:data/shadowguardian/.
  7. Make sure the 16:9 assets sprites_1_7 and gui_1_7 are present. If the APK only ships the sprites_1_6 / gui_1_6 variants, duplicate them with VitaShell (Copy + Paste + Rename) so the _1_7 names exist — missing 16:9 GUI assets can crash the game on the LOADING screen. Also confirm the res/ folder was copied.
  8. Double-check that gui_1_6 and sprites_1_6 themselves are also present in ux0:data/shadowguardian/ (not just the _1_7 copies) — some assets are only ever requested by their _1_6 name at runtime, and a copy missing just these two files can pass every other check and still crash later during gameplay.
  9. Download and install shadowguardian.vpk on your PS Vita.

Controls

  • Left Analog - Movement (in-game only)
  • Right Analog - Camera (free-look)
  • D-Pad - Menu Navigation / Movement
  • R - Fire
  • L / Square - Aim (hold)
  • Cross - Contextual action (jump / run / grab / climb)
  • Triangle - Reload / Switch weapon
  • Circle - Toggle Virtual Buttons (Hide/Show HUD layout)
  • Start - Pause / Back
  • Select - Menu
  • Touch Screen - Original Touch Controls

Known Issues

  • Reload/weapon touch position (Triangle) confirmed by layout only; verify in combat on hardware.
  • [Update this section prior to release with any remaining unresolved bugs]

Troubleshooting

Crash on the LOADING screen (C2-12828-1 error): this is usually a data setup problem, not a game bug. Check the following with VitaShell:

  1. You installed the latest shadowguardian.vpk (older builds have known crashes that are already fixed).
  2. kubridge and fd_fix plugins plus libshacccg.suprx are installed (see Setup above).
  3. In ux0:data/shadowguardian/: libshadowguardian.so, the res/ folder, and all asset folders are present, and both the _1_6 and _1_7 variants of sprites and gui exist (sprites_1_6, sprites_1_7, gui_1_6, gui_1_7) — copy whichever ones are missing from the variant you do have. As of v1.2.3, a missing gui_1_6/gui_1_7 or sprites_1_6/sprites_1_7 shows a clear "missing game data files" dialog on boot instead of crashing later — if you see that dialog, it's telling you exactly which one to fix.

If it still crashes, please report it with:

  1. The newest ux0:data/shadowguardian/logs/game_log_*.txt (from the time of the crash — do not delete it).
  2. The newest ux0:data/psp2core-*-eboot.bin.psp2dmp core dump.
  3. A note on exactly when it happens (on boot, which level loading, do you ever reach the menu?).

Credits

  • TheFloW for the so_loader wrapper and Android porting boilerplate.
  • Rinnegatamante for vitaGL and porting tools.
  • Gameloft for the original game.

Shadow Guardian Vita v1.2.4

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@MetalSyntax MetalSyntax released this 16 Sep 00:09

Shadow Guardian Vita v1.2.4

This is a wrapper/port of Shadow Guardian HD for the PS Vita.

Changelog

  • v1.2.4: Fixed a crash in vitaGL's shader cache (lib/vitagl/source/custom_shaders.c, compile_shader) that could happen mid-level (seen while loading the interactible_bump shader) when the on-device Shark compiler failed to compile a shader — the code tried to write that failed (NULL) shader to the on-disk cache anyway, crashing inside sceClibMemcpy. Caching is now skipped for any shader that fails to compile. Also added an in-memory cache for sounds/*.wav effects (source/reimpl/io.c) to help with FPS drops reported while shooting/rolling: the engine was doing a full storage round-trip (fopen+fread+fclose) on the main thread for every single sound trigger, which piles up when several gunshots/impacts/ricochets fire at once during combat; repeated sounds are now served from RAM after the first real read instead of hitting storage again.

Setup Instructions

In order to properly install the game, you'll need to extract the data from the original Android game.

  1. Install the kubridge and fd_fix plugins on your PS Vita.
  2. Install libshacccg.suprx, if you don't have it already, by following this guide.
  3. Obtain the original APK of Shadow Guardian (Shadow-Guardian-HD-v1-0-1-UK-RU.apk) and the required data files.
  4. Extract the .apk using any zip extractor.
  5. Place the executable libshadowguardian.so (from lib/armeabi-v7a/ inside the APK) in ux0:data/shadowguardian/. (If the APK also contains libStormGLOFT.so, you can copy it too — it does no harm.)
  6. Place all game asset folders (res, shaders, textures, models, music, sounds, etc.) in ux0:data/shadowguardian/.
  7. Make sure the 16:9 assets sprites_1_7 and gui_1_7 are present. If the APK only ships the sprites_1_6 / gui_1_6 variants, duplicate them with VitaShell (Copy + Paste + Rename) so the _1_7 names exist — missing 16:9 GUI assets can crash the game on the LOADING screen. Also confirm the res/ folder was copied.
  8. Double-check that gui_1_6 and sprites_1_6 themselves are also present in ux0:data/shadowguardian/ (not just the _1_7 copies) — some assets are only ever requested by their _1_6 name at runtime, and a copy missing just these two files can pass every other check and still crash later during gameplay.
  9. Download and install shadowguardian.vpk on your PS Vita.

Controls

  • Left Analog - Movement (in-game only)
  • Right Analog - Camera (free-look)
  • D-Pad - Menu Navigation / Movement
  • R - Fire
  • L / Square - Aim (hold)
  • Cross - Contextual action (jump / run / grab / climb)
  • Triangle - Reload / Switch weapon
  • Circle - Toggle Virtual Buttons (Hide/Show HUD layout)
  • Start - Pause / Back
  • Select - Menu
  • Touch Screen - Original Touch Controls

Known Issues

  • Reload/weapon touch position (Triangle) confirmed by layout only; verify in combat on hardware.
  • [Update this section prior to release with any remaining unresolved bugs]

Troubleshooting

Crash on the LOADING screen (C2-12828-1 error): this is usually a data setup problem, not a game bug. Check the following with VitaShell:

  1. You installed the latest shadowguardian.vpk (older builds have known crashes that are already fixed).
  2. kubridge and fd_fix plugins plus libshacccg.suprx are installed (see Setup above).
  3. In ux0:data/shadowguardian/: libshadowguardian.so, the res/ folder, and all asset folders are present, and both the _1_6 and _1_7 variants of sprites and gui exist (sprites_1_6, sprites_1_7, gui_1_6, gui_1_7) — copy whichever ones are missing from the variant you do have. As of v1.2.3, a missing gui_1_6/gui_1_7 or sprites_1_6/sprites_1_7 shows a clear "missing game data files" dialog on boot instead of crashing later — if you see that dialog, it's telling you exactly which one to fix.

If it still crashes, please report it with:

  1. The newest ux0:data/shadowguardian/logs/game_log_*.txt (from the time of the crash — do not delete it).
  2. The newest ux0:data/psp2core-*-eboot.bin.psp2dmp core dump.
  3. A note on exactly when it happens (on boot, which level loading, do you ever reach the menu?).

Credits

  • TheFloW for the so_loader wrapper and Android porting boilerplate.
  • Rinnegatamante for vitaGL and porting tools.
  • Gameloft for the original game.

Shadow Guardian Vita v1.2.3

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@MetalSyntax MetalSyntax released this 14 Sep 23:08

Shadow Guardian Vita v1.2.3

This is a wrapper/port of Shadow Guardian HD for the PS Vita.

Changelog

  • v1.2.3: The startup data check in init.c now also validates gui_1_6/gui_1_7 (flat or under GloftSGHP/), the same way it already did for sprites_1_6/sprites_1_7. A tester's console crashed mid-gameplay with the same SpriteMgr::LoadSprite signature as v1.2.2 even though the startup check passed — the log showed gui_1_6 was also missing from their data copy, which the old check never looked for. This doesn't fix the crash by itself (the data still needs to be there), but a missing gui_1_6/gui_1_7 now shows a clear "missing game data files" dialog on boot instead of an opaque native crash later in gameplay.

Setup Instructions

In order to properly install the game, you'll need to extract the data from the original Android game.

  1. Install the kubridge and fd_fix plugins on your PS Vita.
  2. Install libshacccg.suprx, if you don't have it already, by following this guide.
  3. Obtain the original APK of Shadow Guardian (Shadow-Guardian-HD-v1-0-1-UK-RU.apk) and the required data files.
  4. Extract the .apk using any zip extractor.
  5. Place the executable libshadowguardian.so (from lib/armeabi-v7a/ inside the APK) in ux0:data/shadowguardian/. (If the APK also contains libStormGLOFT.so, you can copy it too — it does no harm.)
  6. Place all game asset folders (res, shaders, textures, models, music, sounds, etc.) in ux0:data/shadowguardian/.
  7. Make sure the 16:9 assets sprites_1_7 and gui_1_7 are present. If the APK only ships the sprites_1_6 / gui_1_6 variants, duplicate them with VitaShell (Copy + Paste + Rename) so the _1_7 names exist — missing 16:9 GUI assets can crash the game on the LOADING screen. Also confirm the res/ folder was copied.
  8. Double-check that gui_1_6 and sprites_1_6 themselves are also present in ux0:data/shadowguardian/ (not just the _1_7 copies) — some assets are only ever requested by their _1_6 name at runtime, and a copy missing just these two files can pass every other check and still crash later during gameplay.
  9. Download and install shadowguardian.vpk on your PS Vita.

Controls

  • Left Analog - Movement (in-game only)
  • Right Analog - Camera (free-look)
  • D-Pad - Menu Navigation / Movement
  • R - Fire
  • L / Square - Aim (hold)
  • Cross - Contextual action (jump / run / grab / climb)
  • Triangle - Reload / Switch weapon
  • Circle - Toggle Virtual Buttons (Hide/Show HUD layout)
  • Start - Pause / Back
  • Select - Menu
  • Touch Screen - Original Touch Controls

Known Issues

  • Reload/weapon touch position (Triangle) confirmed by layout only; verify in combat on hardware.
  • [Update this section prior to release with any remaining unresolved bugs]

Troubleshooting

Crash on the LOADING screen (C2-12828-1 error): this is usually a data setup problem, not a game bug. Check the following with VitaShell:

  1. You installed the latest shadowguardian.vpk (older builds have known crashes that are already fixed).
  2. kubridge and fd_fix plugins plus libshacccg.suprx are installed (see Setup above).
  3. In ux0:data/shadowguardian/: libshadowguardian.so, the res/ folder, and all asset folders are present, and both the _1_6 and _1_7 variants of sprites and gui exist (sprites_1_6, sprites_1_7, gui_1_6, gui_1_7) — copy whichever ones are missing from the variant you do have. As of v1.2.3, a missing gui_1_6/gui_1_7 or sprites_1_6/sprites_1_7 shows a clear "missing game data files" dialog on boot instead of crashing later — if you see that dialog, it's telling you exactly which one to fix.

If it still crashes, please report it with:

  1. The newest ux0:data/shadowguardian/logs/game_log_*.txt (from the time of the crash — do not delete it).
  2. The newest ux0:data/psp2core-*-eboot.bin.psp2dmp core dump.
  3. A note on exactly when it happens (on boot, which level loading, do you ever reach the menu?).

Credits

  • TheFloW for the so_loader wrapper and Android porting boilerplate.
  • Rinnegatamante for vitaGL and porting tools.
  • Gameloft for the original game.

Shadow Guardian Vita v1.2.2

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@MetalSyntax MetalSyntax released this 12 Sep 01:31

Shadow Guardian Vita v1.2.2

This is a wrapper/port of Shadow Guardian HD for the PS Vita.

Changelog

  • v1.2.2: Fixed a crash in SpriteMgr::LoadSprite (Data abort inside STLport locale code, _Locale_long_d_fmt) that could still happen after v1.2.1 despite the startup asset check passing. Root cause: the engine's asset requests reach translate_path() (source/reimpl/io.c) already as flat ux0: paths (via the initPath hook), and that code path had no fallback to DATA_PATH "GloftSGHP/<file>" for anything other than the _1_7→_1_6 redirect — so a data folder that kept the original APK layout (GloftSGHP/sprites_1_6 instead of a flattened sprites_1_6) passed the startup check but still failed to load the sprite Lib at runtime, corrupting engine state and crashing shortly after. The GloftSGHP/ fallback is now applied to every asset request, not just _1_7.

Setup Instructions

In order to properly install the game, you'll need to extract the data from the original Android game.

  1. Install the kubridge and fd_fix plugins on your PS Vita.
  2. Install libshacccg.suprx, if you don't have it already, by following this guide.
  3. Obtain the original APK of Shadow Guardian (Shadow-Guardian-HD-v1-0-1-UK-RU.apk) and the required data files.
  4. Extract the .apk using any zip extractor.
  5. Place the executable libshadowguardian.so (from lib/armeabi-v7a/ inside the APK) in ux0:data/shadowguardian/. (If the APK also contains libStormGLOFT.so, you can copy it too — it does no harm.)
  6. Place all game asset folders (res, shaders, textures, models, music, sounds, etc.) in ux0:data/shadowguardian/.
  7. Make sure the 16:9 assets sprites_1_7 and gui_1_7 are present. If the APK only ships the sprites_1_6 / gui_1_6 variants, duplicate them with VitaShell (Copy + Paste + Rename) so the _1_7 names exist — missing 16:9 GUI assets can crash the game on the LOADING screen. Also confirm the res/ folder was copied.
  8. Download and install shadowguardian.vpk on your PS Vita.

Controls

  • Left Analog - Movement (in-game only)
  • Right Analog - Camera (free-look)
  • D-Pad - Menu Navigation / Movement
  • R - Fire
  • L / Square - Aim (hold)
  • Cross - Contextual action (jump / run / grab / climb)
  • Triangle - Reload / Switch weapon
  • Circle - Toggle Virtual Buttons (Hide/Show HUD layout)
  • Start - Pause / Back
  • Select - Menu
  • Touch Screen - Original Touch Controls

Known Issues

  • Reload/weapon touch position (Triangle) confirmed by layout only; verify in combat on hardware.
  • [Update this section prior to release with any remaining unresolved bugs]

Troubleshooting

Crash on the LOADING screen (C2-12828-1 error): this is usually a data setup problem, not a game bug. Check the following with VitaShell:

  1. You installed the latest shadowguardian.vpk (older builds have known crashes that are already fixed).
  2. kubridge and fd_fix plugins plus libshacccg.suprx are installed (see Setup above).
  3. In ux0:data/shadowguardian/: libshadowguardian.so, the res/ folder, and all asset folders are present, and the 16:9 files sprites_1_7 / gui_1_7 exist (copy them from the _1_6 variants if needed).

If it still crashes, please report it with:

  1. The newest ux0:data/shadowguardian/logs/game_log_*.txt (from the time of the crash — do not delete it).
  2. The newest ux0:data/psp2core-*-eboot.bin.psp2dmp core dump.
  3. A note on exactly when it happens (on boot, which level loading, do you ever reach the menu?).

Credits

  • TheFloW for the so_loader wrapper and Android porting boilerplate.
  • Rinnegatamante for vitaGL and porting tools.
  • Gameloft for the original game.

Shadow Guardian Vita v1.2.1

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@MetalSyntax MetalSyntax released this 11 Sep 17:48

Shadow Guardian Vita v1.2.1

This is a wrapper/port of Shadow Guardian HD for the PS Vita.

Changelog

  • v1.2.1: Robustness hotfix — added validation guards in vitaGL's unserialize_shader and glLinkProgram to prevent crash on corrupted/0-byte shader cache files (falls back to recompilation cleanly); added early startup data validation in init.c with friendly error dialogues if required game assets (sprites_1_6/sprites_1_7 or res/) are missing; improved asset fallback routing for GloftSGHP/ subfolders.

Setup Instructions

In order to properly install the game, you'll need to extract the data from the original Android game.

  1. Install the kubridge and fd_fix plugins on your PS Vita.
  2. Install libshacccg.suprx, if you don't have it already, by following this guide.
  3. Obtain the original APK of Shadow Guardian (Shadow-Guardian-HD-v1-0-1-UK-RU.apk) and the required data files.
  4. Extract the .apk using any zip extractor.
  5. Place the executable libshadowguardian.so (from lib/armeabi-v7a/ inside the APK) in ux0:data/shadowguardian/. (If the APK also contains libStormGLOFT.so, you can copy it too — it does no harm.)
  6. Place all game asset folders (res, shaders, textures, models, music, sounds, etc.) in ux0:data/shadowguardian/.
  7. Make sure the 16:9 assets sprites_1_7 and gui_1_7 are present. If the APK only ships the sprites_1_6 / gui_1_6 variants, duplicate them with VitaShell (Copy + Paste + Rename) so the _1_7 names exist — missing 16:9 GUI assets can crash the game on the LOADING screen. Also confirm the res/ folder was copied.
  8. Download and install shadowguardian.vpk on your PS Vita.

Controls

  • Left Analog - Movement (in-game only)
  • Right Analog - Camera (free-look)
  • D-Pad - Menu Navigation / Movement
  • R - Fire
  • L / Square - Aim (hold)
  • Cross - Contextual action (jump / run / grab / climb)
  • Triangle - Reload / Switch weapon
  • Circle - Toggle Virtual Buttons (Hide/Show HUD layout)
  • Start - Pause / Back
  • Select - Menu
  • Touch Screen - Original Touch Controls

Known Issues

  • Reload/weapon touch position (Triangle) confirmed by layout only; verify in combat on hardware.
  • [Update this section prior to release with any remaining unresolved bugs]

Troubleshooting

Crash on the LOADING screen (C2-12828-1 error): this is usually a data setup problem, not a game bug. Check the following with VitaShell:

  1. You installed the latest shadowguardian.vpk (older builds have known crashes that are already fixed).
  2. kubridge and fd_fix plugins plus libshacccg.suprx are installed (see Setup above).
  3. In ux0:data/shadowguardian/: libshadowguardian.so, the res/ folder, and all asset folders are present, and the 16:9 files sprites_1_7 / gui_1_7 exist (copy them from the _1_6 variants if needed).

If it still crashes, please report it with:

  1. The newest ux0:data/shadowguardian/logs/game_log_*.txt (from the time of the crash — do not delete it).
  2. The newest ux0:data/psp2core-*-eboot.bin.psp2dmp core dump.
  3. A note on exactly when it happens (on boot, which level loading, do you ever reach the menu?).

Credits

  • TheFloW for the so_loader wrapper and Android porting boilerplate.
  • Rinnegatamante for vitaGL and porting tools.
  • Gameloft for the original game.

Shadow Guardian Vita v1.2

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@MetalSyntax MetalSyntax released this 11 Sep 06:02

Shadow Guardian Vita v1.2

This is a wrapper/port of Shadow Guardian HD for the PS Vita.

Changelog

  • v1.2: virtual touch buttons hide/show with CIRCLE via SetItemAlpha (indices 0-10, weapon selector stays visible); D-Pad sends native menu keys; left stick only drives the virtual joystick in-game; faster free-look camera (drag radius 100→250) and wider stick deadzone (20→40); fixed crash on in-game Exit (SoundMgr::Update NULL deref — process now exits cleanly to LiveArea).

Setup Instructions

In order to properly install the game, you'll need to extract the data from the original Android game.

  1. Install the kubridge and fd_fix plugins on your PS Vita.
  2. Install libshacccg.suprx, if you don't have it already, by following this guide.
  3. Obtain the original APK of Shadow Guardian (Shadow-Guardian-HD-v1-0-1-UK-RU.apk) and the required data files.
  4. Extract the .apk using any zip extractor.
  5. Place the executable libshadowguardian.so (from lib/armeabi-v7a/ inside the APK) in ux0:data/shadowguardian/.
  6. Place all game asset folders (res, shaders, textures, models, music, sounds, etc.) in ux0:data/shadowguardian/.
  7. Download and install shadowguardian.vpk on your PS Vita.

Controls

  • Left Analog - Movement (in-game only)
  • Right Analog - Camera (free-look)
  • D-Pad - Menu Navigation / Movement
  • R - Fire
  • L / Square - Aim (hold)
  • Cross - Contextual action (jump / run / grab / climb)
  • Triangle - Reload / Switch weapon
  • Circle - Toggle Virtual Buttons (Hide/Show HUD layout)
  • Start - Pause / Back
  • Select - Menu
  • Touch Screen - Original Touch Controls

Known Issues

  • Reload/weapon touch position (Triangle) confirmed by layout only; verify in combat on hardware.
  • [Update this section prior to release with any remaining unresolved bugs]

Credits

  • TheFloW for the so_loader wrapper and Android porting boilerplate.
  • Rinnegatamante for vitaGL and porting tools.
  • Gameloft for the original game.

Shadow Guardian Vita v1.1

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@MetalSyntax MetalSyntax released this 06 Sep 08:15

Shadow Guardian Vita v1.1

This is a wrapper/port of Shadow Guardian HD for the PS Vita.

Changelog

  • v1.1: Full physical-controls mapping verified on hardware (sticks, D-Pad, R/L, Cross/Circle/Square/Triangle with touch injection at the real on-screen button positions); direct 800x480 to 960x544 display scaling fix (no FBO, engine FBOs untouched); analog deadzone with rescaling to absorb stick drift.
  • v1.0: Initial release.

Setup Instructions

In order to properly install the game, you'll need to extract the data from the original Android game.

  1. Install the kubridge and fd_fix plugins on your PS Vita.
  2. Install libshacccg.suprx, if you don't have it already, by following this guide.
  3. Obtain the original APK of Shadow Guardian (Shadow-Guardian-HD-v1-0-1-UK-RU.apk) and the required data files.
  4. Extract the .apk using any zip extractor.
  5. Place the executable libshadowguardian.so (from lib/armeabi-v7a/ inside the APK) in ux0:data/shadowguardian/.
  6. Place all game asset folders (res, shaders, textures, models, music, sounds, etc.) in ux0:data/shadowguardian/.
  7. Download and install shadowguardian.vpk on your PS Vita.

Controls

  • Left Analog / D-Pad - Movement (virtual joystick)
  • Right Analog - Camera (free-look)
  • R - Fire
  • L / Square - Aim (hold)
  • Cross - Contextual action (jump / run / grab / climb)
  • Circle - Interact / Take cover (contextual)
  • Triangle - Reload / Switch weapon (combat)
  • Start - Pause / Back
  • Select - Menu
  • Touch Screen - Original Touch Controls

Known Issues

  • Reload/weapon touch position (Triangle) confirmed by layout only; verify in combat on hardware.
  • [Update this section prior to release with any remaining unresolved bugs]

Credits

  • TheFloW for the so_loader wrapper and Android porting boilerplate.
  • Rinnegatamante for vitaGL and porting tools.
  • Gameloft for the original game.