Releases: NDRWhun/JAVITA
Release list
JAVITA 1.0.1
JAVITA 1.0.1
Bug-fix release. Install the new VPK over 1.0.0; settings, saves and texture cache are kept.
Fixed
- Fog. Fog now fades out gradually instead of ending at a hard edge, and everything
drawn is affected by it, including the batched world geometry that previously ignored it.
On Hoth the render distance cut no longer shows as a dark band behind the fog. - Frozen mission select. The tier menu showed a stuck frame while it compressed its
planet art on the first visit. It now shows a loading screen. The wait itself is
unchanged — see Known issues. - Menu characters. Models shown on the debrief and saber screens were being folded
into the world geometry batch, which is not valid for a menu and could draw them wrong.
Known issues
- The first visit to each tier menu is slow while its art is compressed and cached.
- Changing texture detail (
r_picmip) discards the texture cache, so the loads after it
are slow once per area. - Mirrors and portals draw unclipped.
- Dynamic glow is unavailable.
Source
GPLv2 — full source for this build: https://github.com/NDRWhun/JAVITA
JAVITA 1.0
Star Wars Jedi Knight: Jedi Academy — single-player
Built on OpenJK with a native sceGxm rendering backend.
Thanks to the testers who played the broken builds on real hardware and reported what they
saw: BlackOp, Miso, Celtic Gaming, Cobra, Gene Parmesan, HoldenWave, midniteneon,
Og_Olibernd, Snk_knS and EchoFox. This release is as much theirs as mine.
Requires
- PS Vita / Vita TV with HENkaku or h-encore
- Jedi Academy game data (
assets0.pk3–assets3.pk3) from your own PC copy,
placed inux0:data/JAVITA/base/
Highlights
- Multithreaded renderer — game logic, rendering and audio each on their own core
- World geometry batched into GPU buffers, including fogged areas
- Character draws merge across NPCs that share materials
- Fog volumes render through the real Q3 fog pass again
- Menu transitions show a loading screen instead of a frozen or blank frame
Frame rates are substantially higher and steadier than 0.9.1
(measured on a 500 MHz-overclocked unit; stock clocks run lower).
Fixed since 0.9.1
- Save/checkpoint scripting broke after dying and reloading (ICARUS state survived a reload)
- Trees and props from the previous map appearing in the next one
- Fog ending in a hard grey edge instead of a gradient (rail, tram)
- Sky missing on several maps
- White or frozen frame between mission end, debrief and map load
- Debrief menu load time cut from ~24 s to ~2.5 s
- Decal depth-bias leaking onto the whole scene (z-shimmer after scorch marks)
- Two out-of-bounds reads in savegame code
- Shadows respect the in-game setting again (blob shadows on by default)
Known issues
- Mirrors and portals draw unclipped (no user clip planes in the GXM backend)
- Dynamic glow is unavailable
Install
- Install
JAVITA.vpkwith VitaShell - Copy the four
assets*.pk3files toux0:data/JAVITA/base/ - Launch — controls and tuning are in the README
Upgrading from 0.9.x: install over it; saves and settings carry over.
Source
GPLv2 — full source for this build: https://github.com/NDRWhun/JAVITA
JAVITA 0.9 - ALPHA
First public alpha.
ONLY for playtesting before 1.0 ! It's not a final release yet!
Install
You need your own legally-owned copy of Jedi Academy (eg. from Steam).
- Install
JAVITA.vpkwith VitaShell. - Copy
assets0.pk3,assets1.pk3,assets2.pk3,assets3.pk3from your PC copy's
GameData/base/toux0:data/JAVITA/base/. - Launch from the LiveArea.
No libshacccg.suprx needed — the shaders are compiled ahead of time and built into the binary.
The first visit to each level is slow. Textures are re-compressed to DXT once and cached to
ux0:data/JAVITA/texcache_dxt/. Later loads of that level read the cache and are much quicker.
What's in it
- Native sceGxm renderer. The renderer talks to the Vita's graphics API directly — there is no
OpenGL translation layer in the build. - Threaded. Rendering, sound mixing and character skinning run off the main thread.
- Static world geometry in GPU buffers, so level surfaces don't get re-uploaded every frame.
- Static prop batching, so the many copies of one tree or rock a map places share a draw
instead of taking one each. - DXT texture cache on the memory card, which is what makes the second visit to a level fast.
- Vita controls — dual-stick, rear touch panel with a combo layer, and an on-screen keyboard
console on Start + Select. - Aim assist, on by default. It gently steers your view toward a nearby enemy and slows your
look speed so the sticks overshoot less.g_aimAssist 0turns it off.
Experimental
Off by default. Turn them on from the console or openjk_sp.cfg, and expect artefacts.
| Setting | What it does |
|---|---|
cg_shadows 2 |
Stencil shadow volumes. Sabers and blaster bolts move the shadow. |
cg_shadows 3 |
Projected shadows. Experimental |
r_shadowAlpha |
How dark a stencil shadow lands (0.22 default). |
r_shadowExtrude |
How far a shadow reaches past the ground (96). Raise it to catch walls — too far and shadows show through geometry. |
cg_shadowCasterRange |
Characters past this distance keep a blob instead (1024). |
Known issues
- Stencil shadows land on the ground and only reach walls as far as
r_shadowExtrudeallows.
There is no distance fade, so a distant character's shadow pops out rather than fading. - Frame rate varies by map. Open, prop-heavy areas run below 60.
- Loading a level for the first time can stall noticeably while textures are cached.