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Releases: NDRWhun/JAVITA

JAVITA 1.0.1

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@NDRWhun NDRWhun released this 27 Aug 10:51

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

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@NDRWhun NDRWhun released this 22 Aug 13:38

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.pk3assets3.pk3) from your own PC copy,
    placed in ux0: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

  1. Install JAVITA.vpk with VitaShell
  2. Copy the four assets*.pk3 files to ux0:data/JAVITA/base/
  3. 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

JAVITA 0.9 - ALPHA Pre-release
Pre-release

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@NDRWhun NDRWhun released this 11 Aug 14:48

First public alpha.

JABG

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).

  1. Install JAVITA.vpk with VitaShell.
  2. Copy assets0.pk3, assets1.pk3, assets2.pk3, assets3.pk3 from your PC copy's
    GameData/base/ to ux0:data/JAVITA/base/.
  3. 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 0 turns 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_shadowExtrude allows.
    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.