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Created page with "{{Infobox Vita Homebrews |title=Aperture: Reconstructed |image=ApertureReVita.png |description=Port of Valve's classic game Portal for the Playstation Vita. |author=mrkane |lastupdated=2025/08/09 |type=Puzzle |version=0.1.27 |license=N/A |download=https://dlhb.gamebrew.org/vitahomebrews/ApertureReVita.7z |website=https://mrkane.itch.io/aperturereconstructed |source= |donation=https://www.patreon.com/MRKane005 }} {{#seo: |title=Vita Homebrew Games (Puzzle) - GameBrew |tit..." |
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|description=Port of Valve's classic game Portal for the Playstation Vita. | |description=Port of Valve's classic game Portal for the Playstation Vita. | ||
|author=mrkane | |author=mrkane | ||
|lastupdated= | |lastupdated=2026/04/18 | ||
|type=Puzzle | |type=Puzzle | ||
|version=0. | |version=0.3.96 | ||
|license=N/A | |license=N/A | ||
| | |downloadraw=[https://mrkane.itch.io/aperturereconstructed Download on itch.io] | ||
|website=https://mrkane.itch.io/aperturereconstructed | |website=https://mrkane.itch.io/aperturereconstructed | ||
|source= | |source= | ||
| Line 18: | Line 18: | ||
|image=ApertureReVita.png | |image=ApertureReVita.png | ||
|image_alt=Aperture: Reconstructed | |image_alt=Aperture: Reconstructed | ||
}} | }}<!--https://dlhb.gamebrew.org/vitahomebrews/ApertureReVita.7z--> | ||
This is an explicit reconstruction of Valve's classic game Portal for the Playstation Vita. | This is an explicit reconstruction of Valve's classic game Portal for the Playstation Vita. | ||
After a lot of really hard work the game is now complete and playable through to Chamber 14. | After a lot of really hard work the game is now complete and playable through to Chamber 14. | ||
The original game files are required in order to run this. | |||
== | ==Installation== | ||
Due to the nature of this project there's a two-tiered level of security to prevent this project being considered as distribution of game assets. The first is that The core files of the project itself is made as a xdelta against the original Portal game files, and the second is using "portal_pak_dir.vpk" as authentication within the game itself. | |||
''' | '''Step 1 (Install the VPK): | ||
* Download the VPK from [https://mrkane.itch.io/aperturereconstructed here], or from VitaDB and install as you usually would. At this stage the game will crash during launch because you need to install the Media directory that contains copyrighted content. | |||
'''Step 2 (Convert the xDelta to Media.zip and Install in ux0:app/APTR1007/Media): | |||
* Make sure that your version of Portal is up to date. This process uses the version that's available on [https://store.steampowered.com/app/400/Portal/ Steam] and there's really no excuse not to buy it as it's only $9.99! | |||
* Download ApetureReconstructedFiles_0.1.72.zip and when it's complete place it into the data directory for the steam version of the Portal game (<code>C:\Program Files (x86)\Steam\steamapps\common\Portal\portal</code>). | |||
* Select "Extract here" and extract the zip into this directory. It will add <code>ApetureReconstructedFiles.xdelta</code>, <code>xdelta-3.1.0-x86_64.exe</code>, and <code>ApplyPatch.bat</code>. | |||
* Run ApplyPatch.bat and wait for the process to complete. The process will give you a decrypted "Media.zip" folder which contains game content. | |||
* Extract the resulting "Media.zip" folder and install over <code>ux0:app/APTR1007/Media</code> on your Vita, replacing any existing files in that directory. | |||
* The files installed by the process can now be deleted if you wish. | |||
'''Step 3 (Setup Authentication): | |||
* Copy "portal_pak_dir.vpk" from <code>C:\Program Files (x86)\Steam\steamapps\common\Portal\portal</code> to the Data directory for Apeture:Reconstructed: <code>ux0:data/AptrRecon</code>. | |||
* This should now appear as <code>ux0:data/AptrRecon/portal_pak_dir.vpk</code>. | |||
* If you wish to make this process easier you may want to run Apeture:Reconstructed first so that it will create the data directory for you, but remain stuck at the authentication screen. | |||
* Copy "portal_pak_dir.vpk" | |||
* This should now appear as ux0:data/AptrRecon/portal_pak_dir.vpk | |||
* If you wish to make this process easier you may want to run Apeture:Reconstructed first so that it will create the data directory for you, but remain stuck at the authentication screen | |||
==Screenshots== | ==Screenshots== | ||
| Line 70: | Line 53: | ||
https://dlhb.gamebrew.org/vitahomebrews/images/ApertureReVita-04.png | https://dlhb.gamebrew.org/vitahomebrews/images/ApertureReVita-04.png | ||
==Changelog== | ==Media== | ||
'''Portal Teaser Trailer''' ([https://www.youtube.com/watch?v=TluRVBhmf8w Gamehelper]) <br> | |||
<youtube width="640">TluRVBhmf8w</youtube> | |||
==Changelog== | |||
'''v0.3.96''' | |||
*Gameplay fixes/additions: | |||
** Total overhaul of all levels to ensure playability, with fixes including texturing, collisions, level transitioning, portal placement systems – this is actually where the bulk of the work has gone and every single level was played and fixed until it was thoroughly tested | |||
** Portal transitioning revised to make things easier and less prone to faults | |||
** Subtitles added supporting all languages from the original game. Have tried to get as many languages as possible translated for the new ending | |||
** Ending cinematic and opening cinematic added | |||
** Overhauled drones, added a stack of LODs for performance, new shaders for the drone and laser effect, support for all dialogue lines present in game data also | |||
** Footstep sounds, and recorded new sounds for crouched movement | |||
** Trophies added for basic tasks | |||
** Radios added with original transmission target areas and messages | |||
** Controller mapping to allow user to customize controls | |||
** Optional D-Pad movement | |||
** Optional gyro fine aiming | |||
** Significant number of memory-handling cases and crash preventions | |||
** Security cameras added with proper responses from GlaDOS | |||
** Soft-lock detection and proper handling as per original game | |||
** Repositioning handler if player does manage to punch themselves outside of the map | |||
** Doors are now physics based, and can be jammed open like in original game | |||
** Added sounds in where expected for the likes of lifts etc. And even added/created new ambient soundscapes | |||
** Overhauled large parts of Chamber 18 due to irrevocable bugs/issues. Minor changes to Chamber 13 for similar reasons | |||
** Fixed glitches with lifts and moving platforms | |||
** Overhauled carry logic until it was seemingly without fault | |||
** Fixed portal gun refusing to function after player death | |||
*Visual fixes/additions: | |||
** Vertex Animated Texture (VAT) player character for optimal performance, capable of blending animations as expected, as well as looking up and down – something that’s almost unheard of with vertex animated systems | |||
** Overhauled and optimised almost all shaders in game | |||
** Overhauled portals visually | |||
** Overhauled surfaces in games to include reflectivity and faux normal mapping for majority of surfaces | |||
** Custom fog in all levels to give feeling of atmosphere | |||
** Revised portal gun model, increased texture density and added complex surfacing, as well as overhauling and adding animations, and also movement with character actions like the original game | |||
** Effects such as bullet impacts, splashes, portal effects added | |||
** Blob shadows added to core objects | |||
** Overhauled standard cube and companion cube | |||
** Greebles added to levels where necessary | |||
** Sideshow presentation added | |||
** Fast mobile boom added and optimized further, with three options of style and intensity of users to choose from | |||
** Pellet launcher/catcher/pellet overhauled with new effects and scorch marks on surfaces | |||
** Various level props such as bed, table, countdown clock, pipes etc. | |||
** Volumetric lighting effects | |||
** Dust particles to add sense of movement for player, as well as highlighted in lighting effects | |||
** Camera shake effects | |||
** Handler for blending lightspill across portals so that there won’t be sharp shading edges when moving an interactable or the player across portal boundary | |||
** Correctly functioning main elevator | |||
'''v0.2.07''' | |||
* Chambers 19 and Escape 02 added (with GlaDOS boss fight, and a cinematic ending), have added the ending credits for the game also! | |||
* Significant amount of re-modelling, LODs, and refinements with a focus on maintaining FPS and user experience | |||
* Fixed a significant number of major bugs/issues discovered by users in the different levels pertaining to puzzle elements not appearing in correct place, missing models, not being lit, and I probably introduced a few more bugs somewhere so that could be a fun game to discover them all | |||
* Fixed significant bug that allowed the player to frequently punch through the level geo | |||
* Re-lit many of the levels as lighting had a very patchy feel | |||
* Implemented clock control to give a better framerate for users, and also tried to implement Unity's culling system as best I could | |||
* Fixed the slide-hop bug that was befouling players exiting portals | |||
* Chamber 19's crusher won't kill the player so have fun with that! | |||
'''v0.1.86''' | |||
* Chambers up to Chamber 18 are now in the game and mostly playable save a few little hiccoughs. | |||
* We have turret drones, and they say stuff. | |||
* Created a stack of LODs for props which has helped to punch up performance in many areas. | |||
* Totally overhauled high energy pellet behavior so that it was predictable and didn't suffer random actions that Unity's physics engine tends to give objects. This also fixes issues where the pellet won't go through portals, or will simply go through walls. | |||
* Added a quick respawn volume what will let the player restart close to a puzzle they were attempting to solve without having to reload the entire level again | |||
* Correctly sized Companion cube and other props. | |||
* Player can now crouch! Crouch is handy for a lot of different things. It's mapped to Square. | |||
* Mopped up some sundry bugs and issues, further refined player movement with a focus on making flings more "natural", added context-specific auto-aim to help for situations where the player had to do trickshots, tweaked jump mechanics so that the player makes a little leap when they first jump - and lots of other good stuff! | |||
'''v0.1.27''' | '''v0.1.27''' | ||
* First Release. | * First Release. | ||
==Credits== | |||
This has been achieved by standing on the shoulders of giants, and I owe a debt of thanks to Cody Andrews and his portal implementation for [https://github.com/codand/Unity3DPortals Unity] as well as Valve for their life-changing game! | |||
== External links == | == External links == | ||
* | * itch.io - https://mrkane.itch.io/aperturereconstructed | ||
* VitaDB - https://www.rinnegatamante.eu/vitadb/#/info/1302 | * VitaDB - https://www.rinnegatamante.eu/vitadb/#/info/1302 | ||
[[Category:PC game ports on Vita]] | |||
[[Category:Vita game ports]] | |||
Latest revision as of 00:58, 19 April 2026
| Aperture: Reconstructed | |
|---|---|
| General | |
| Author | mrkane |
| Type | Puzzle |
| Version | 0.3.96 |
| License | N/A |
| Last Updated | 2026/04/18 |
| Links | |
| Download on itch.io | |
| Website | |
| Support Author | |
This is an explicit reconstruction of Valve's classic game Portal for the Playstation Vita.
After a lot of really hard work the game is now complete and playable through to Chamber 14.
The original game files are required in order to run this.
Installation
Due to the nature of this project there's a two-tiered level of security to prevent this project being considered as distribution of game assets. The first is that The core files of the project itself is made as a xdelta against the original Portal game files, and the second is using "portal_pak_dir.vpk" as authentication within the game itself.
Step 1 (Install the VPK):
- Download the VPK from here, or from VitaDB and install as you usually would. At this stage the game will crash during launch because you need to install the Media directory that contains copyrighted content.
Step 2 (Convert the xDelta to Media.zip and Install in ux0:app/APTR1007/Media):
- Make sure that your version of Portal is up to date. This process uses the version that's available on Steam and there's really no excuse not to buy it as it's only $9.99!
- Download ApetureReconstructedFiles_0.1.72.zip and when it's complete place it into the data directory for the steam version of the Portal game (
C:\Program Files (x86)\Steam\steamapps\common\Portal\portal). - Select "Extract here" and extract the zip into this directory. It will add
ApetureReconstructedFiles.xdelta,xdelta-3.1.0-x86_64.exe, andApplyPatch.bat. - Run ApplyPatch.bat and wait for the process to complete. The process will give you a decrypted "Media.zip" folder which contains game content.
- Extract the resulting "Media.zip" folder and install over
ux0:app/APTR1007/Mediaon your Vita, replacing any existing files in that directory. - The files installed by the process can now be deleted if you wish.
Step 3 (Setup Authentication):
- Copy "portal_pak_dir.vpk" from
C:\Program Files (x86)\Steam\steamapps\common\Portal\portalto the Data directory for Apeture:Reconstructed:ux0:data/AptrRecon. - This should now appear as
ux0:data/AptrRecon/portal_pak_dir.vpk. - If you wish to make this process easier you may want to run Apeture:Reconstructed first so that it will create the data directory for you, but remain stuck at the authentication screen.
Screenshots
Media
Portal Teaser Trailer (Gamehelper)
Changelog
v0.3.96
- Gameplay fixes/additions:
- Total overhaul of all levels to ensure playability, with fixes including texturing, collisions, level transitioning, portal placement systems – this is actually where the bulk of the work has gone and every single level was played and fixed until it was thoroughly tested
- Portal transitioning revised to make things easier and less prone to faults
- Subtitles added supporting all languages from the original game. Have tried to get as many languages as possible translated for the new ending
- Ending cinematic and opening cinematic added
- Overhauled drones, added a stack of LODs for performance, new shaders for the drone and laser effect, support for all dialogue lines present in game data also
- Footstep sounds, and recorded new sounds for crouched movement
- Trophies added for basic tasks
- Radios added with original transmission target areas and messages
- Controller mapping to allow user to customize controls
- Optional D-Pad movement
- Optional gyro fine aiming
- Significant number of memory-handling cases and crash preventions
- Security cameras added with proper responses from GlaDOS
- Soft-lock detection and proper handling as per original game
- Repositioning handler if player does manage to punch themselves outside of the map
- Doors are now physics based, and can be jammed open like in original game
- Added sounds in where expected for the likes of lifts etc. And even added/created new ambient soundscapes
- Overhauled large parts of Chamber 18 due to irrevocable bugs/issues. Minor changes to Chamber 13 for similar reasons
- Fixed glitches with lifts and moving platforms
- Overhauled carry logic until it was seemingly without fault
- Fixed portal gun refusing to function after player death
- Visual fixes/additions:
- Vertex Animated Texture (VAT) player character for optimal performance, capable of blending animations as expected, as well as looking up and down – something that’s almost unheard of with vertex animated systems
- Overhauled and optimised almost all shaders in game
- Overhauled portals visually
- Overhauled surfaces in games to include reflectivity and faux normal mapping for majority of surfaces
- Custom fog in all levels to give feeling of atmosphere
- Revised portal gun model, increased texture density and added complex surfacing, as well as overhauling and adding animations, and also movement with character actions like the original game
- Effects such as bullet impacts, splashes, portal effects added
- Blob shadows added to core objects
- Overhauled standard cube and companion cube
- Greebles added to levels where necessary
- Sideshow presentation added
- Fast mobile boom added and optimized further, with three options of style and intensity of users to choose from
- Pellet launcher/catcher/pellet overhauled with new effects and scorch marks on surfaces
- Various level props such as bed, table, countdown clock, pipes etc.
- Volumetric lighting effects
- Dust particles to add sense of movement for player, as well as highlighted in lighting effects
- Camera shake effects
- Handler for blending lightspill across portals so that there won’t be sharp shading edges when moving an interactable or the player across portal boundary
- Correctly functioning main elevator
v0.2.07
- Chambers 19 and Escape 02 added (with GlaDOS boss fight, and a cinematic ending), have added the ending credits for the game also!
- Significant amount of re-modelling, LODs, and refinements with a focus on maintaining FPS and user experience
- Fixed a significant number of major bugs/issues discovered by users in the different levels pertaining to puzzle elements not appearing in correct place, missing models, not being lit, and I probably introduced a few more bugs somewhere so that could be a fun game to discover them all
- Fixed significant bug that allowed the player to frequently punch through the level geo
- Re-lit many of the levels as lighting had a very patchy feel
- Implemented clock control to give a better framerate for users, and also tried to implement Unity's culling system as best I could
- Fixed the slide-hop bug that was befouling players exiting portals
- Chamber 19's crusher won't kill the player so have fun with that!
v0.1.86
- Chambers up to Chamber 18 are now in the game and mostly playable save a few little hiccoughs.
- We have turret drones, and they say stuff.
- Created a stack of LODs for props which has helped to punch up performance in many areas.
- Totally overhauled high energy pellet behavior so that it was predictable and didn't suffer random actions that Unity's physics engine tends to give objects. This also fixes issues where the pellet won't go through portals, or will simply go through walls.
- Added a quick respawn volume what will let the player restart close to a puzzle they were attempting to solve without having to reload the entire level again
- Correctly sized Companion cube and other props.
- Player can now crouch! Crouch is handy for a lot of different things. It's mapped to Square.
- Mopped up some sundry bugs and issues, further refined player movement with a focus on making flings more "natural", added context-specific auto-aim to help for situations where the player had to do trickshots, tweaked jump mechanics so that the player makes a little leap when they first jump - and lots of other good stuff!
v0.1.27
- First Release.
Credits
This has been achieved by standing on the shoulders of giants, and I owe a debt of thanks to Cody Andrews and his portal implementation for Unity as well as Valve for their life-changing game!