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