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Releases: frangarcj/sf4ce_vita

Street Fighter IV CE Vita v1.0-rc3

Pre-release

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@frangarcj frangarcj released this 16 Oct 21:23

Adds controller navigation to menus and restores the Android file-buffer cache used by Ultra cinematics.

Changes

  • Navigate menus with a visible pointer: D-pad or left stick to move, Cross to click/drag, and Circle to go back. Touch takes priority; the pointer is hidden during combat and system keyboard entry.
  • Dismiss Android's unavailable quit confirmation when Circle is pressed on Main, preventing the menu from waiting indefinitely. Use the Vita system UI to exit.
  • Restore the original shared-buffer file cache and its reset callback. A repeated Ryu Ultra test now makes 2 complete movie-file reads instead of 132 for the same 132 requests, without allocating another movie buffer. This removes verified redundant I/O; confirmation that it resolves the reported entry/exit pauses on physical Vita is still pending.
  • Extend optional debug_timing=1 diagnostics with scene/camera transitions, slow frames and readback timing.
  • Document the complete asset requirements for the 32-character roster and validate them independently of savedata.

Unlocking the roster

You do not need an unlocked savedata, an unlock code, or a configuration switch. The loader enables all 32 characters when the complete local pack from your own matching Android copy passes its file checks.

Copy the full assets/ and demand_assets/ directories, including the original _filelist.txt, downloaded character data and required .obm, .bin and .idx files. The base APK or selection portraits alone may be incomplete. If only four characters appear, check ux0:data/sf4ce/boot.log and the README requirements, restore missing files, and restart. Keep your existing save.

Validation

  • GitHub Actions build and validation: host regression tests with ASan/UBSan, VitaSDK build, and VPK content validation. The attached VPK is this CI artifact and was tested in Vita3K.
  • Vita3K checks cover controller menu navigation, Options/Back, repeated cancellation on Main followed by training, Ryu Ultra cinematics, return to combat, and pause/continuation.
  • Isolated roster checks: fresh save plus complete pack = 32 selectable characters; fresh save without pack activation = 4; existing save without pack activation = 4. Original saves and executable were restored with hashes unchanged.
  • Physical Vita performance and the reported cinematic pauses still need confirmation. This remains a test candidate.

Installation and upgrade

Install SF4CE.vpk using VitaShell. Existing game data stays in ux0:data/sf4ce/; deleting your save is not required. Prerequisites remain kubridge, FdFix (unless using rePatch), and libshacccg.suprx.

A legally obtained ARMv7 Android 1.05.00 copy and its matching libraries/data are required. No APK, Android libraries, game assets, music or video are included. Offline-service and Vita3K compatibility limitations from v1.0-rc1 still apply. SHA256SUMS verifies the attached VPK; matching loader source is available in this release's tag/source archives.

Street Fighter IV CE Vita v1.0-rc2

Pre-release

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@frangarcj frangarcj released this 16 Oct 19:30

Fixes the system keyboard used for player-name entry on PS Vita.

Changes

  • Update and render the native IME through vitaGL while the keyboard is open. Vita3K renders its own text-entry overlay, which hid the missing system-dialog update in earlier testing.
  • Request nickname registration again when savedata2.dat is missing, even if an old .vita_name_entry_confirmed marker remains. Check this before the game creates its default save.

Validation

  • GitHub Actions build and validation passed: VitaSDK build, host regression tests with ASan/UBSan, and package validation. The attached VPK is the CI artifact and was also tested in Vita3K.
  • Tested in Vita3K with the save removed and an old confirmation marker: open the keyboard, enter a nickname, confirm it in the game, save and restart without repeating registration.
  • Native keyboard appearance on a physical Vita remains to be verified. This is a test candidate.

Installation and upgrade

Install SF4CE.vpk using VitaShell. Existing game data stays in ux0:data/sf4ce/; deleting your save is not required to upgrade. Tap the nickname field to open the keyboard, accept the text, then press the game's OK button.

A legally obtained ARMv7 Android 1.05.00 copy is required. No APK, Android libraries, game assets, music or video are included. See the README for prerequisites, data paths, controls and options.

Offline functionality and the limitations described in v1.0-rc1 still apply, including pending physical-hardware validation and Vita3K compatibility requirements. SHA256SUMS verifies the VPK.

Street Fighter IV CE Vita v1.0-rc1

Pre-release

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@frangarcj frangarcj released this 16 Oct 06:45

First public test candidate of the offline Street Fighter IV Champion Edition ARMv7 port for PS Vita.

Included

  • Vita loader, original Vita icon/LiveArea artwork and license notices.
  • Native touch menus and physical combat controls, with the mobile combat overlay hidden.
  • Native Cricket audio through Vita stereo output.
  • Corrected packed-color texture uploads and adaptive combat camera.
  • Optional interpolated combat drawing targeting 60 presentations/s while preserving the original ~20 Hz simulation.
  • Original intro playback with audio and skip/return-to-title support; absent video is skipped automatically.
  • Stable static main-menu background: the optional replay preview is disabled.

Installation

  1. Install kubridge, FdFix (unless using rePatch), and libshacccg.suprx.
  2. Install SF4CE.vpk using VitaShell.
  3. From your own ARMv7 Android 1.05.00 copy, place libGltest2jni.so and the matching libc++_shared.so in ux0:data/sf4ce/.
  4. Place game assets in ux0:data/sf4ce/assets/ and demand-loaded assets in ux0:data/sf4ce/demand_assets/.
  5. Optionally add demand_assets/sf4_online.mp4. Without it, the title remains usable and does not fade into a missing intro.

No APK, Android library, game data, game artwork, music or video is included. The Vita shell graphics are original vector artwork supplied with the port.

Controls and limitations

  • Menus use touch. Combat uses the D-pad/left stick and face buttons; the in-game controls screen describes the original Android touch layout.
  • Touch, Cross, Circle or Start skips the intro.
  • Online battles, store and platform services are unavailable. Native offline menus are retained. Some original Other entries (for example Record) still request online data and display the native Connection Error dialog.
  • Real Vita hardware validation is still pending: performance, memory use, audio latency and full stage/cinematic coverage are not certified.
  • smooth_rendering=1 targets 60 rendered presentations; simulation/animation poses retain their native cadence and interpolation adds up to one native tick of visual latency.
  • Vita3K testing uses a local build with required compatibility changes, including ETC1/base-vertex support from PR #3903. An additional local ETC1 byte-order fix is used for correct command-list backgrounds. Stock builds without this compatibility can fail or render incorrectly.

See the README for options and build instructions. SHA256SUMS verifies the VPK. Matching loader source and editable Vita graphics are included in the repository/tag source archive.