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Releases: robin994/battleship-vita

1.3 (PS Vita port)

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@robin994 robin994 released this 30 Aug 14:34

1.3 build of the PS Vita port (SSB64VITA).

Changelog since 1.2

Netplay (new)

  • Local ad-hoc — two Vitas / PS TVs on the same Wi-Fi, no setup. VS MODE → NETPLAY → LOCAL ADHOC → Host / Find Game.
  • Online — direct-IP with predictive rollback (6-frame window). The host lobby tries UPnP automatic port forwarding and shows your public IP; if UPnP is off it tells you which ports to forward (26041/tcp + 26042/udp).
  • Optional self-hosted lobby board (server/matchmaker/) so joiners can browse open games instead of trading IPs — gameplay stays direct P2P, no game data stored.
  • Graceful desync recovery: both consoles return to the lobby instead of a dead disconnect screen.
  • Host match rules page (press R in the lobby): items + per-item on/off list, team battle, friendly fire, damage ratio, handicap, stage/stock/time, RANDOM on most.

Controls

  • Layout reworked toward the SSB64 3DS port.
  • D-pad = N64 D-pad: navigates menus, and in-match emulates the left stick (tap = walk, double-tap = dash).
  • Taunt moved to a right-stick flick.
  • Forced from sceCtrl directly, so it applies even over an old saved binding config. Still fully remappable in the controller menu.

Classic (1P) mode

  • 2-player co-op (second human or CPU) through the VS character-select; 2-player challenger duels; bonus stages; co-op death / continue rules.
  • Scene-id fix so input enhancements gate correctly during Classic play.
  • In-game reset support.

Menus

  • MULTIPLAYER moved under VS MODE as a NETPLAY entry; whole netplay UI restyled to match VS OPTIONS.
  • Text entry (name, IP, lobby server) uses the PS Vita system keyboard.

Rendering & stability

  • More Fast3D / vitaGL performance work toward a stable 60 FPS.
  • Boot-crash fixes (shader-compiler heap, frame presentation, texture-cache, stack/heap sizing, logger, .o2r read path).

Full details: CHANGELOG.md · online walkthrough: README → Playing online

Requires

  • Your own copy of Super Smash Bros. (N64) US NTSC v1.0.
  • BattleShip.o2r extracted from your ROM, copied to ux0:data/battleship/BattleShip.o2r (see scripts/extract-vita-data.sh).

Install

Copy battleship.vpk to the Vita and install with VitaShell (or similar). First launch needs a few minutes to compile the shader cache — don't interrupt it.

Known gaps

  • 3–4 player netplay is not fully tested.
  • A console behind CGNAT (some fibre / mobile) can only join, not host — no relay yet.

1.2 (PS Vita port)

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@robin994 robin994 released this 28 Aug 13:45

1.2 build of the PS Vita port (SSB64VITA)

Changelog since 1.1:

  • Performance optimization
  • Controller fix + improvements

Requires:

  • Your own copy of Super Smash Bros. (N64) US NTSC v1.0.
  • BattleShip.o2r extracted from your ROM and copied to ux0:data/battleship/BattleShip.o2r (see scripts/extract-vita-data.sh).

Install: copy battleship.vpk to the Vita and install with VitaShell (or similar). First launch needs extra time to compile the shader cache.

1.1 (PS Vita port)

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@robin994 robin994 released this 23 Aug 21:07

1.1 build of the PS Vita port (SSB64VITA)

Changelog since 1.0:

  • various fixes

Requires:

  • Your own copy of Super Smash Bros. (N64) US NTSC v1.0.
  • BattleShip.o2r extracted from your ROM and copied to ux0:data/battleship/BattleShip.o2r (see scripts/extract-vita-data.sh).

Install: copy battleship.vpk to the Vita and install with VitaShell (or similar). First launch needs extra time to compile the shader cache.

1.0 (PS Vita port)

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@robin994 robin994 released this 23 Aug 18:34

1.0 build of the PS Vita port (SSB64VITA). This build compiles, links, and has been deployed and launched on real hardware (Vita, vitacompanion FTP deploy).

Note: real-hardware bring-up work is still ongoing - see CLAUDE.md's PS Vita Port section, docs/vita_current_handoff_2026-08-21.md and the various ROOT_/CSS_/STRICT_MODEL_PREFLIGHT changelog files at the repo root for the current diagnostic/hardening status (fighter-model integrity, CSS asset pipeline, matrix-stack and display-list bounds hardening).

Requires:

  • Your own copy of Super Smash Bros. (N64) US NTSC v1.0.
  • BattleShip.o2r extracted from your ROM and copied to ux0:data/battleship/BattleShip.o2r (see scripts/extract-vita-data.sh).

Install: copy battleship.vpk to the Vita and install with VitaShell (or similar). First launch needs extra time to compile the shader cache.

Alpha (PS Vita port)

Alpha (PS Vita port) Pre-release
Pre-release

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@robin994 robin994 released this 23 Aug 09:01

Alpha checkpoint build of the PS Vita port (SSB64VITA), moving on from the pre-alpha tag with continued real-hardware bring-up work: compact fighter-model diagnostics, reloc token-namespace rework, display-list buffer redzone/high-water hardening, and a modelview matrix-stack empty-state compatibility fix. See CLAUDE.md's PS Vita Port section and docs/vita_current_handoff_2026-08-21.md for background.

Requires:

  • Your own copy of Super Smash Bros. (N64) US NTSC v1.0.
  • BattleShip.o2r extracted from your ROM and copied to ux0:data/battleship/BattleShip.o2r (see scripts/extract-vita-data.sh).

Install: copy battleship.vpk to the Vita and install with VitaShell (or similar). First launch needs extra time to compile the shader cache.

Pre-alpha (PS Vita port)

Pre-release

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@robin994 robin994 released this 22 Aug 18:54

Pre-alpha checkpoint build of the PS Vita port (SSB64VITA). Real-hardware bring-up work in progress — see CLAUDE.md's PS Vita Port section and docs/vita_current_handoff_2026-08-21.md for current status.

Requires:

  • Your own copy of Super Smash Bros. (N64) US NTSC v1.0.
  • BattleShip.o2r extracted from your ROM and copied to ux0:data/battleship/BattleShip.o2r (see scripts/extract-vita-data.sh).

Install: copy battleship.vpk to the Vita and install with VitaShell (or similar).