JAVITA 0.9 - ALPHA
Pre-release
Pre-release
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.