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Releases: ibrahim-dogan/vita-flash-emulator

RuffleVita v1.3.0

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@github-actions github-actions released this 12 Oct 21:26

RuffleVita — play Flash games (.swf) on your PS Vita. Built on Ruffle. Made by İbrahim Doğan.

What's new in 1.3.0

Home screen bubbles.

  • Give any game its own bubble. In a game's Options → Home screen, pick Add to the home screen. The bubble uses the game's cover as its round icon and LiveArea background, and Start goes straight into the game.
  • Installed for you. With Enable Unsafe Homebrew on (Settings → HENkaku Settings), RuffleVita installs the bubble itself in a few seconds and comes right back. With it off, RuffleVita saves a VPK in ux0:data/rufflevita/bubbles/ and shows how to install it with VitaShell.
  • Bubbles follow dark mode, share your saves and settings with RuffleVita, and take under 10 MB each. Add them again after updating RuffleVita to bring them up to date.
  • Direct launch from other launchers. HexFlow, RetroFlow and Custom Bubbles can open a game with psgm:play?titleid=RUFFLEVIT&param=ux0:data/FlashGames/<game>.swf.

More games work.

  • Space and letter keys in older games. Games that wait for a key with on (keyPress ...) now react to the buttons bound to it, for example Press SPACE in Electric Man 2 and Murder. A letter the game listens for in the other case works too, like C for the car in Stick RPG.
  • Text boxes no longer break the picture. Drawing a text box's border or cursor turned the rest of the frame into a wireframe, for example on Stick RPG's name, bank and stock screens.
  • PixelBender effects no longer stop a game. It runs on without that effect.
  • Games packed with Apparat's Matryoshka unpack in under a second instead of timing out.

Smaller and steadier.

  • Less memory. Games are unpacked while they're read instead of being held twice, sounds no longer copy the game's data, and the fallback font only loads when a game needs it. Electric Man 2 needs 35 MB instead of 44, A Koopa's Revenge 2 58 MB instead of 73.
  • Running out of memory ends the game, not RuffleVita. You're back in the library with a message instead of a crash.
  • A smaller download. RuffleVita itself is now under 10 MB instead of 27.

Library.

  • New games show up by themselves. Copy .swf files over FTP or USB while RuffleVita is open and they appear in the library within a few seconds; no refresh needed.
  • Options has a General tab for what applies everywhere: V-Sync, dark mode and refreshing the Explore catalog.

Install

  1. Download rufflevita.vpk below and install it with VitaShell. It updates RuffleVita in place.
  2. Put your .swf files in ux0:data/FlashGames/ (subfolders work), or find some in Explore (R in the library).
  3. Launch RuffleVita from the home screen.

Requires a Vita with HENkaku / Ensō; Explore also needs Wi-Fi. Saves, settings and log.txt live in ux0:data/rufflevita/. Please attach log.txt to bug reports.

Games offered in Explore belong to their authors and are downloaded from Silvergames' public archive. RuffleVita is not affiliated with Silvergames.

RuffleVita v1.2.0

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@github-actions github-actions released this 04 Oct 15:30

RuffleVita — play Flash games (.swf) on your PS Vita. Built on Ruffle. Made by İbrahim Doğan.

What's new in 1.2.0

Faster heavy games.

  • Physics and 3D engines are compiled ahead of time. The Box2D physics engine and the Alternativa3D 3D engine now run as native code instead of being interpreted. Happy Wheels takes 103 ms per frame instead of 207 ms, about twice as fast, and 3D games built on Alternativa3D such as 3D Taxi Racing speed up too. Other games that use the same engine versions get the same boost automatically.
  • Physics speed. A new per-game setting, Physics speed: Fast, lets physics games run a little looser in exchange for speed (Happy Wheels: from about 8 to 9–10 FPS on top of the above).
  • Much less drawing work. Shapes with solid colours, bitmaps and gradients are now drawn in batches. For example, Bloons Tower Defense 3 went from 627 draw calls per frame to 85, and A Koopa's Revenge 2 from 233 to 59.
  • A faster interpreter. In our tests, ActionScript 3 games do about 15% less work per frame and ActionScript 1/2 games about 6% less. Number conversions that went through a slow library call on the Vita are now a single instruction.

More games work.

  • Games that call dead web services keep going. Many games call Kongregate, MindJolt, ad or score servers that no longer exist. Before, the failed call could stop a script halfway, so a button never reacted or a screen never moved on (for example the second Continue in Mega Drill). RuffleVita now answers the Kongregate and MindJolt APIs itself, and skips calls into missing objects instead of stopping the script.
  • Buttons inside mask layers can be clicked. Some games draw a button as a mask, like the Start on Stick War's mission scroll. Flash lets you click those, and now RuffleVita does too.
  • Happy Wheels no longer crashes when a level loads. Huge images that don't fit in the Vita's graphics memory are scaled down instead.
  • Very deep recursion no longer closes RuffleVita. The game gets Flash's "stack overflow" error instead, which it can handle.
  • A damaged SWF in your library no longer crashes RuffleVita while the library reads it.

Saves.

  • Each game now keeps its saves in its own folder, ux0:data/rufflevita/saves/<Game> [id]/, instead of a deep tree named after its file path. Games that used the same save name no longer overwrite each other's saves.
  • Your existing saves move over automatically the first time each game loads them. Nothing to do.
  • Saves are also written every 30 seconds while you play, so turning the Vita off keeps your progress. A save is written to a temporary file first, so a power cut can't leave a half-written one.

Library.

  • Dark mode. Turn it on in any game's settings under Display → Dark mode (launcher). It applies to the library, Explore and the menus, not to games.
  • Better game names. Many SWFs carry a placeholder title such as "Adobe Flex 4 Application", "Untitled-1" or the publisher's name. Those are now ignored and the file name is shown instead.

Install

  1. Download rufflevita.vpk below and install it with VitaShell. It updates RuffleVita in place.
  2. Put your .swf files in ux0:data/FlashGames/ (subfolders work), or find some in Explore (R in the library).
  3. Launch RuffleVita from the home screen.

Requires a Vita with HENkaku / Ensō; Explore also needs Wi-Fi. Saves, settings and log.txt live in ux0:data/rufflevita/. Please attach log.txt to bug reports.

Games offered in Explore belong to their authors and are downloaded from Silvergames' public archive. RuffleVita is not affiliated with Silvergames.

RuffleVita v1.1.0

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@github-actions github-actions released this 29 Sep 16:14

RuffleVita — play Flash games (.swf) on your PS Vita. Built on Ruffle. Made by İbrahim Doğan.

What's new in 1.1.0

Explore. Press R in the library to browse about 6,000 Flash games from the Silvergames archive and download them over Wi-Fi.

  • The catalog downloads the first time you open Explore and is saved on the memory card. It refreshes once a week, or when you press SELECT.
  • △ searches with the Vita's keyboard, ○ clears the search and □ sorts by name, newest or smallest.
  • Rest on a game for a moment and RuffleVita reads its first 16 KB to show its ActionScript version, stage size and frame rate before you download it. Games that still have cover art on Silvergames show it; the rest get a cover made from their name.
  • ✕ downloads the game into ux0:data/FlashGames/ with a progress bar. Press ✕ again to cancel. Downloaded games are marked In library, and ✕ plays them right away.
  • Games over 20 MB are marked as large, since some won't fit in the Vita's memory.

A new look. The whole interface was redrawn in the style of the old Flash game portals: bold outlines, hard shadows, flat colours, and the Lilita One and Nunito typefaces. The LiveArea artwork was updated to match.

Controls. L/R now switch between Library and Explore. Paging through a list moved to the D-pad's left and right.

Install

  1. Download rufflevita.vpk below and install it with VitaShell. It updates RuffleVita 1.0.1 in place.
  2. Put your .swf files in ux0:data/FlashGames/ (subfolders work), or find some in Explore.
  3. Launch RuffleVita from the home screen.

Coming from FlashVita 1.0.0? RuffleVita installs next to it and copies your settings, profiles, saves and covers from ux0:data/flashvita/ the first time it starts.

Requires a Vita with HENkaku / Ensō; Explore also needs Wi-Fi. Saves, settings and log.txt live in ux0:data/rufflevita/. Please attach log.txt to bug reports.

Games offered in Explore belong to their authors and are downloaded from Silvergames' public archive. RuffleVita is not affiliated with Silvergames.

RuffleVita v1.0.1

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@github-actions github-actions released this 29 Sep 14:34

RuffleVita — play Flash games (.swf) on your PS Vita. Built on Ruffle. Made by İbrahim Doğan.

FlashVita is now RuffleVita

Version 1.0.1 renames the app from FlashVita to RuffleVita. It installs as a new app, and the first time it starts it copies your settings, per-game profiles, game saves and covers from ux0:data/flashvita/ into ux0:data/rufflevita/. After that you can delete the old FlashVita bubble. Your games stay in ux0:data/FlashGames/.

What's new in 1.0.1

  • Big games no longer crash on start. Games with thousands of shapes (such as A Koopa's Revenge 2) ran the Vita out of graphics memory while loading.
  • Much faster ActionScript 1/2 games with many objects. Looking up objects by name, building object references and property lookups are much cheaper. A Koopa's Revenge 2 went from about 3 to about 12 FPS.
  • Games that draw into huge bitmaps no longer crash when a level starts. Happy Wheels now loads and plays. Bitmaps a game draws into use about half the memory, and drawing into them no longer piles up graphics memory.
  • Long level setups finish. A script can now run for up to two minutes on the Vita before it is stopped, so games that build a whole level in one go work.
  • Less work when the mouse isn't used. The game only looks for what's under the cursor while you're using the touch screen, a stick cursor or a mouse button.
  • More detailed FPS counter. It now also shows how long each frame spends in the game's code, drawing and waiting for the GPU, plus free memory. While it's on, the same line is written to log.txt every 10 seconds.
  • Running out of memory is written to log.txt before the app closes.

Heavy ActionScript 3 games, especially physics games such as Happy Wheels, are still slow: the Vita's CPU is many times slower than a PC's.

Install

  1. Download rufflevita.vpk below and install it with VitaShell.
  2. Create the folder ux0:data/FlashGames/ and copy your .swf files into it (subfolders work).
  3. Launch RuffleVita from the home screen and pick a game.

If a game needs extra files (levels, external .swfs, .xml), keep them in the same folder as the game.

Requires a Vita with HENkaku / Ensō. Saves, settings and log.txt live in ux0:data/rufflevita/. Please attach log.txt to bug reports.

FlashVita v1.0.0

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@github-actions github-actions released this 28 Sep 20:23

FlashVita — play Flash games (.swf) on your PS Vita. Built on Ruffle. Made by İbrahim Doğan.

Install

  1. Download flashvita.vpk below and install it with VitaShell.
  2. Create the folder ux0:data/FlashGames/ and copy your .swf files into it (subfolders work).
  3. Launch FlashVita from the home screen and pick a game.

If a game needs extra files (levels, external .swfs, .xml), keep them in the same folder as the game.

Highlights

  • Game library with automatic cover art, SWF details and play history
  • Touch screen works as the mouse; optional rear-touchpad trackpad
  • Per-game button mapping to any keyboard key or mouse click, on an on-screen keyboard
  • Analog sticks as arrows, WASD or a mouse cursor
  • Pause menu: SELECT, or L + R + START at any time
  • Fit / stretch / zoom scaling, quality presets, FPS counter
  • Runs the CPU at 444 MHz and the GPU at 222 MHz

Requires a Vita with HENkaku / Ensō. Saves, settings and log.txt live in ux0:data/flashvita/ — please attach log.txt to bug reports.