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JAVITA 0.9 - ALPHA

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@NDRWhun NDRWhun released this 11 Aug 14:48
· 67 commits to main since this release

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.