Releases: WolffsRoom/DeltaruneVita
Release list
Deltarune Vita v0.64
Public Release v0.64
End users can legally play the latest version of DELTARUNE for the PS Vita (compatible with the latest version on Steam, v0.0.250 Patch).
Important
This release requires updated data files (compatibility with Steam updates (v0.0.250 Patch)!
Please, generate them again using one of the v0.64 patchers.
Previous patches are not compatible with the latest version of Steam.
Changes since v0.57
Runtime and compatibility
- The port now loads each chapter's original Windows
data.windirectly, removing the oldgame.droidconversion step (a remnant from the beginning of the project, in which data from the Android port was used). - Added missing GameMaker behavior required by DELTARUNE, including
array_equals(), corrected mixed-width binary results,mp_grid_pathdefaults anddraw_pathsupport. - Corrected surface readback and puzzle verification. The three Chapter 2 light puzzles can now validate their solutions on PS Vita. Fix Issue 10.
- Fixed the Chapter 3 pathfinding softlock near the hole sequence. Fix Issue 11.
- Fixed the mixed-width VM operation related to Susie's outfit selection in Chapter 5. Fix Issue 13.
- Improved buffer and surface compatibility, collision handling, room creation diagnostics and GameMaker builtin coverage.
Rendering and performance
- Reworked texture caching, protected UI/font atlases and reduced repeated texture uploads and evictions. Fix Issue 11.
- Added chapter-aware preloading for audio, textures and frequently used assets. Fix Issue 11.
- Improved rendering performance in several demanding Chapter 2 and Chapter 3 rooms, including the
couch-overworldsequence Fix Issue 11. - Improved Chapter 5 town performance and stability while retaining the Original graphics profile. Partially fixes issue 13.
- Fixed missing or flashing interface elements, dialogue frames, characters and room textures in several chapters.
- Added safer surface synchronization before GPU readback.
- Preserved the Original, Medium and Low graphics profiles without forcing reduced texture quality in Original mode.
Graphic API:
- A feature allowing chapters to launch with different graphics APIs was tested in the v0.64 beta. While the test yielded positive results,
modern-glstill requires further adjustments before it can be fully implemented. - The experimental
modern-glrenderer was evaluated and reverted. As a result, v0.64 continues to rely on the more stablelegacy-glrenderer across all chapters.
Audio and video
- Revised music streaming, startup order and room-transition behavior.
- Added separate Master, Music and Sound Effects controls, plus an option to disable audio for performance testing.
- Expanded audio preloading to reduce first-use stutters in dialogue, battles and room transitions.
- Added experimental Chapter 3 video playback support. Some videos may still require further compatibility work (Still in development)
Game Settings, controls and diagnostics
- Reworked Game Settings icons and confirmation screens. Fix Issue 7.
- Improved touch controls, touch editing and navigation.
- Expanded the room browser and developer overlay with room, event, alarm, collision, audio, render and expensive-GML timing data.
- Added optional collision-mask diagnostics for puzzle and room testing.
- Improved dynamic borders, manual border selection and configuration loading.
Data files
- Save data remains isolated in
ux0:data/deltarune_saves/.
Patchers
- Updated the multilingual Deltarune Vita desktop patcher for 32-bit and 64-bit Windows.
- Added the Seam's Patcher AppWeb, which generates Vita data directly in a supported browser.
- Added the Seam's Patcher, a packaged web experience that opens as a clean desktop app without a console or visible address bar.
- Added automatic optional mod downloads and direct
data.winmod handling. - Fixed missing Vita-only
ui,soundsandbordersassets in generated packages. - Updated patch manifests to format 4 and Steam version v0.0.250.
Chapter status
| Chapter | Status |
|---|---|
| 1 | Playable and reviewed extensively. |
| 2 | Playable, including the three light puzzles. Several performance and rendering issues were corrected. |
| 3 | It isn't very playable, even with the fixes to the navigation system and performance in large areas, there are still many glitches due to a lack of texture optimization. |
| 4 | It works, with fixes related to runtime and interface compatibility. No comprehensive tests have yet been reported or conducted in Chapter 4. |
| 5 | It works, but isn't very playable. This chapter now considerably faster in urban areas, but that remains the most demanding part. Further optimization is planned for the World of Darkness. |
Known issues
- Chapter 5 can still show low performance, missing/flashing textures or crashes in particularly demanding Dark World areas.
- Some rooms may briefly stutter while loading an asset for the first time.
- Chapter 3 MP4 playback is still experimental. These can be skipped to avoid a soft lock.
- Bugs, graphical issues or occasional crashes may remain because the runner (Butterscotch + VitaGL) is still under active development.
Bug reports and diagnostics
Pls, if you encounter any errors or issues, please open a ticket on the Issues page. To help diagnose the problem, attach the log file generated at:
ux0:data/deltarune/deltarunevita/butterscotch-probe.log
If you enable:
devmode=1Enable the Config > Debug Dev option. Once enabled, please also attach the corresponding screenshot of:
ux0:data/deltarune/deltarunevita/devlogs/
Compatibility and installation
- Supported Steam version: v0.0.250.
- Purchase and install the official game from DELTARUNE.
- Install
Deltarune-v0.64.vpkon the PS Vita. - Generate fresh data using the desktop patcher, Seam's Patcher, or the AppWeb Patcher.
- Copy the generated
deltarunefolder toux0:data/.
“Hey, traveler. Why don't you come by my store?”
|
Assets
- Deltarune-v0.64.vpk — PS Vita application.
- Deltarune Vita Patcher v0.64 (64bits).zip — recommended desktop patcher.
- Deltarune Vita Patcher v0.64 (32bits).zip — compatibility build.
- Seam's Patcher v0.64 (64bits).zip — desktop web-app patcher.
- Seam's Patcher v0.64 (32bits).zip — compatibility build.
Warning
This project remains under active development. Performance drops, graphical issues, softlocks or occasional crashes may occur.
DeltaruneVita v0.63 (Internal Development Build)
Warning
Internal development build. This version is intended for testing and may still contain performance issues, visual errors, softlocks or crashes.
Main Issues Fixed
- Fixed the three Chapter 2 floor-light puzzles. Surface capture and comparison were revised, including readback synchronization and compatible array comparison Issue #10
- Fixed missing collision and incomplete room data in
room_dw_cyber_music_bulletby keeping the normal room payload and the runner'sdraw_pathimplementation Issue 10. - Fixed the Chapter 3 path behavior used when Susie and Ralsei approach the hole. Paths generated by
mp_grid_pathare now straight and open by default Issue #11. - Applied the binary-operation result-type correction used by upstream Butterscotch, addressing the Chapter 5 crash while loading Susie's outfit selection without changing the
Dupbyte-count behavior Issue 13. - Corrected streamed-audio pitch handling. Streamed music now respects the source pitch instead of being forced to
1.0Issue 10.
DEV/LOG Changes:
- Added additional runtime diagnostics for surfaces, puzzle pieces, textures and expensive GML execution.
- Improved room navigation in Developer Mode, with faster room selection and separate collision/puzzle diagnostics.
- Dev Log now records submitted graphic primitives (
quads) and draw flushes (flushes) to help investigate the low performance reported in Chapter 3.
Others changes:
- The runtime now reads the original
data.winfiles generated from the supported Steam version directly. - Continued optimizations for texture residency, cache reuse, room transitions and Vita memory limits while retaining
legacy-glas the stable renderer. - Improved Game Settings icon loading and positioning across chapters, independent of the PT-BR mod.
Current status
- Chapters 1 and 2 have received the largest compatibility pass so far.
- Chapter 3 progression fixes are included, but some rooms may still have performance issues.
- Chapter 5 remains the main optimization target, especially the city region and complex room transitions.
modern-glis not enabled in this build. Previous migration tests caused rendering conflicts and crashes, so v0.63 continues using the more stablelegacy-glbackend.
Bug Reports and Diagnostics:
Pls, if you encounter any errors or issues, please open a ticket on the Issues page. To help diagnose the problem, attach the log file generated at:
ux0:data/deltarune/deltarunevita/butterscotch-probe.log
If you enable:
devmode=1Enable the Config > Debug Dev option. Once enabled, please also attach the corresponding screenshot of:
ux0:data/deltarune/deltarunevita/devlogs/
Asset
- Deltarune-v0.63.vpk
Web Patcher - PS Vita exclusive assets (ui/sounds/borders)
Asset Bundle (assets.assets)
Runtime asset bundle used by the Seam's Patcher - DeltaruneVita to generate the ui/, sounds/, and borders/ directories.
Note: These files are exclusive to the PS Vita port and have no equivalent in the original Steam installation.
Version Control
This file is not version-controlled in the repository because it contains derivative artwork protected by the game's copyright.
Note
This might not be used if I manage to migrate the function to use the VPK files directly.
For more technical details regarding the structure and implementation, refer to the API Documentation.
DeltaruneVita v0.62 (Internal Development Build)
Warning
Internal development build. This version is intended for testing and may still contain performance issues, visual errors, softlocks or crashes.
Pre-Release v0.62
Main changes
- Implementação Nativa do Codec de Vídeo (
sceAvPlayer):
Cutscenes do Capítulo 3 (Ex.: introdução da Tenna) utilizam chamadas GML nativas de vídeo (video_open, video_draw, video_get_status). Sem uma implementação na engine para o Vita, o jogo travava em um loop infinito no script aguardando um sinal de video_status_playing (/issues/11).
Foi escrito do zero o módulo assíncrono vita_video.c, que age como um wrapper em C para o decoder de hardware H.264 do Vita (SceAvPlayer). Isso delega 100% da decodificação de vídeo e áudio do formato .mp4 para a GPU e o DSP secundário do console.
Na thread principal de renderização, apenas capturamos o buffer de vídeo decodificado (YVU420P2_CSC1), inicializamos linearmente a textura via sceGxmTextureInitLinear e injetamos em um Quad desenhado pelo vitaGL usando interpolação bilinear. O resultado é reprodução de vídeo nativa com zero engasgos de CPU.
- Implementação da API de Comparação Semântica GMS2.3+ (
array_equals/array_copy):
O puzzle de luzes no chão da Mansão (Capítulo 2 - room_dw_mansion_darkbulb_1) estava com um "softlock" onde a resolução perfeita nunca era ativada. Investigando o bytecode, notamos que o GML do jogo usa array_equals(estadoAtual, solucao) para a validação.
A engine Butterscotch até então resolvia a comparação GML de arrays baseada em referência direta de ponteiro (a.array == b.array). Implementamos o builtin dinâmico builtin_array_equals, que executa um Deep Value Comparison. A varredura iterativa navega por cada slot da hierarquia de vetores (RValue_shallowEqual), e valida Int32, Int64, Reals e Strings individualmente por valor/hash.
Com isso, arrays de estruturas idênticas instanciados na memória são aceitos e o puzzle libera o caminho.
Compilado de Alterações das Build Anteriores (v0.58, v0.59, v0.60 e v0.61)
-
Reimplementado comportamento do botão 'C' (Triângulo, no Vita) para pular todo diálogo (/issues/11).
-
Adicionado uma opção nas configurações do jogo para ativar ou desativar isso.
-
Teste de Estresse de Alocação de Memória para Mods:
O teto global de memóriavitaTextureCacheLimitfoi aumentado drasticamente de128ULLpara até192ULL(cerca de 200MB testando os limites físicos de RAM do console em VRAM + UMA).
As travas de downscale forçado de segurança (transformedCastleSafetyScaleechapter5SafetyScale) foram completamente removidas. Qualquer textura (incluindo atlas NPOT gigantescos sem compressão originados do Mod PT-BR) passa a ser processada em sua resolução nativa de2048px (Original Mode)sem sofrer degradação visual, prevenindo também falhas de esgotamento de Parameter Buffer (OOM GXM) que faziam objetos desaparecerem no Castelo e na Cidade do Dark World mo Capítulo 3. -
Transições no Carregamento de Saves:
O processo de carregar arquivos .sav congelava (frame-freeze) agressivamente na leitura de I/O em disco, entregando uma UX terrível (congelamento visual em "ROOM PLACE" até o spawn final). Integrado um novo hook no playable_main.c com uma chamada de preenchimento primitivo preto (vglSwapBuffers) disparado logo após a interceptação do input de seleção, garantindo um fade visual fluído em todas as mudanças de room.
- Expansão do Profiler do GML :
O monitoramento global (step_us) foi expandido de8000ULL(8ms) para tolerantes20000ULL(20ms).
A inicialização da geometria de colisão no começo do Capítulo 3 estava colidindo com a gravação simultânea de alertas pesados em I/O da própria engine reportando FPS baixo. Isso gerava um ciclo vicioso onde registrar a lentidão aprofundava ela (travadas severas durante navegação e menu). Agora, o log só despeja stack traces se a engine enfrentar solavancos de renderização reais e absurdos, otimizando o overhead em cenários complexos do Capítulo 3.
Deltarune Vita v0.61 (Internal Development Build)
Warning
Internal development build. This version is intended for testing and may still contain performance issues, visual errors, softlocks or crashes.
Pre-Release v0.61
Main changes
- Increased heap memory (256MB) for decompressing mod textures on the Vita
- Dynamic texture downscaling to fix glitches in high-resolution PT-BR mods Issue #10.
- Configuration menu adjustments (colors and spacing)
- Expanded touch joystick interaction radius
- Fixed the shortcut for skipping dialogue quickly Issue #10.
Deltarune Vita v0.60 (Internal Development Build)
Warning
Internal development build. This version is intended for testing and may still contain performance issues, visual errors, softlocks or crashes.
Pre-Release v0.60
Main changes
- Changed the global limit for
vitaTextureCacheLimitfrom128ULL(and112ULLin Chapter 5) to a ridiculous192ULL. (This increases the dynamic texture cache limit to nearly 200MB, testing the PS Vita's physical hardware limit.) - Completely removed the downscale safety lock (
transformedCastleSafetyScaleandchapter5SafetyScale). All textures (including the heavy NPOT textures generated by mods like PT-BR) now run natively in their full 2048px (Original Mode) glory without downgrading, relying entirely on the 192MB of available RAM Issue #11. - Goal: To allow inefficient mods to render extremely heavy rooms (such as the Castle and the entire Chapter 5) at native resolution without exhausting the Parameter Buffer and without causing objects (such as
obj_castle_shop) to disappear from the screen.
Pre-release v0.59 (Internal Development Build)
Warning
Internal development build. This version is intended for testing and may still contain performance issues, visual errors, softlocks or crashes.
This pre-release introduces major rendering optimizations and stability fixes that were developed for v0.58 and v0.59.
O que mudou nesta versão? (Resumo)
- Gráficos em Alta Resolução (Original Mode):
Antes, em salas muito pesadas (como room_dw_castle_area_2_transformed ), o jogo forçava uma redução na qualidade das texturas (de 2048px para 1280px) para não travar o console por falta de memória. Foi otimizado o uso da RAM e removido essa trava, permitindo que o jogo rode com os gráficos originais do PC sem descartar imagens.
- Expansão da Memória RAM:
Ajustado na biblioteca gráfica (VitaGL) a reserva dee 64MB para 32MB de RAM, para que haja espaço livre para o jogo. O limite do cache de texturas subiu de 104MB para 128MB, dando muito mais folego para carregar cenários grandes.
- Compatibilidade com Mods (Anti-Textura Invisível):
Ferramentas de tradução (como as usadas no mod PT-BR) costumam gerar imagens com tamanhos fora do padrão (Non-Power-Of-Two). A GPU do Vita não lidava bem com isso e deixava essas imagens invisíveis. Criamos um sistema que detecta essas imagens e corrige automaticamente a forma como o Vita as lê (forçando a técnica GL_CLAMP_TO_EDGE), fazendo os mods aparecerem normalmente.
- Otimização Massiva de Desempenho (Draw Batching):
Anteriormente, o jogo pedia para a placa de vídeo desenhar cada objeto da tela individualmente. Em áreas cheias, a fila de tarefas da GPU (Parameter Buffer) lotava e ela ignorava objetos, fazendo coisas sumirem. Reescrevemos o motor para agrupar tudo, enviando a tela inteira em um pacote só. Isso alivia a GPU e impede que partes do cenário sumam do nada.
- Correção de Saves (Buffer Overflow):
Aumentamos o limite de texto do sistema que organiza o diretório de saves (de 256 para 512 caracteres) para evitar crashes caso o caminho do arquivo seja muito longo.
Pre-release v0.58 (Internal Development Build)
Warning
Internal development build. This version is intended for testing and may still contain performance issues, visual errors, softlocks or crashes.
Main changes
- Alterado
vglInitExtendedde64 * 1024 * 1024para32 * 1024 * 1024(Reduzindo a reserva fixa do VitaGL de 64MB para 32MB e liberando 32MB adicionais de RAM para o jogo). - Alterado o teto do vitaTextureCacheLimit de
104ULLpara128ULL(Aumentando o limite dinâmico de cache de texturas de 104MB para 128MB). - Alterado o teto do
vitaTextureCacheLimitdo Chapter 5 de96ULLpara112ULL.
Deltarune Vita v0.57
Public Release v0.57
End-users can legally play the uptaded DELTARUNE port on the PS Vita.
Important
If you already have v0.52 installed, just install the new VPK!
Changes since v0.52
| Chapter | Details |
|---|---|
| 1 | Thoroughly reviewed room by room. The run fully verified. Maybe some optimizations remain to be checked. |
| 2 | Received comprehensive fixes (audio, battles, transitions, textures, menus, performance). Some rooms are under observation. |
| 3 and 4 | Fully bootable and playable, subject to testing, optimizations, and perhaps fixes at certain points. |
| 5 | The primary optimization challenge. The city area is highly resource-intensive and may still result in low FPS or crashes. |
Detailed Changelog Since v0.53
- Texture cache organized by chapter and revamped on-demand loading (Issue #9 and #3);
- Secondary cache in RAM to reduce repeated reads from the card (Issue #9);
- Protection of fonts, menus, and small atlases during texture swapping (Issue #9);
- Revised music streaming and sound effect caching (Issue #9);
- Music plays only after the first visible frame, preventing audio during the loading screen;
- Separate sliders for Master Volume, Sound Effects, and Music;
- Option to disable all audio as a performance optimization;
- Animated loading during the initial setup of each chapter;
- Editor for touch control position and size;
- Fixed a bug that hid the game's settings icon (Issue #3);
- Fixed the duplicate touch joystick that reverted to the original Android layout;
- Touch navigation in Game Settings;
- Manual border switching per room using
R + D-Pad(Issue #3); - Fixed full reading of
borders_config.txt, retaining the selected border after switching (Issue #3); - Separate saves in
ux0:data/deltarune_saves/(Issue #7); - Stability fixes in Chapters 3, 4, and 5;
To support testing and bug fixes...
- Dev Log with build version, room times, more complex GML scripts, and metrics for events, alarms, collisions, audio, and rendering;
- a room browser separate from the Dev Log;
- support for
draw_path, used by the original Cyber Music Bullet room in Chapter 2; devmodeandshowsettingsparameters inconfig.ini;- An attempt to migrate from
legacy-glto a newer OpenGL backend. The change was scrapped in this version due to graphical conflicts and crashes.
(However, CPU usage dropped significantly in the first chapter. Unfortunately, I was unable to run the other chapters (3, 4, 5) or adapt the current structure of Chapter 0 (Chapter Selection) so that each chapter would essentially be a standalone game.)
Console Borders
The NXRUNE mod was used as a reference to study the relationship between rooms and console borders. No files from the mod are included in this release. The Vita system maintains its own mappings in borders_config.txt, which can be adjusted manually using R + D-Pad.
Advanced Settings
Added the following parameters to deltarune/config.ini:
devmode=0
showsettings=1devmode=1 displays the development tools and the room browser. showsettings=0 disables the menu opened by Select.
Warning!
This is a public version of a project that is still under development. Bugs, performance issues, and crashes may still occur.
Know Issues
- Due to the VRAM safety limit (104 MB), some textures may not be rendered (example:
room_dw_castle_area_2_transformed) - Chapter 5 crashes.
Bug Reports and Diagnostics:
Pls, if you encounter any errors or issues, please open a ticket on the Issues page. To help diagnose the problem, attach the log file generated at:
ux0:data/deltarune/deltarunevita/butterscotch-probe.log
If you enable:
devmode=1Enable the Config > Debug Dev option. Once enabled, please also attach the corresponding screenshot of:
ux0:data/deltarune/deltarunevita/devlogs/
Compatibility and Installation
-
Supported Version: Steam v0.0.247 Patch.
-
Instructions: For full setup steps, refer to the official Installation Guide.
Assets
- VPK v0.57
- Deltarune Vita Patcher v0.52 ZIP (Same as the previous version)
Warning
This is still a mid-project build. Bugs, performance drops, slowdowns, graphical issues, or occasional crashes may occur.
Deltarune Vita v0.56 — Internal Development Build
- saves migrados para
ux0:data/deltarune_saves/; - loading sem reprodução antecipada de música;
- sliders separados para volume Mestre, Efeitos Sonoros e Música;
- opção para desabilitar o áudio;
- ajustes de bordas, touch, texturas e estabilidade.
Versão interna de desenvolvimento preservada para histórico.



