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Unreal Tournament Vita: Difference between revisions

From GameBrew
Make a page for the new Unreal Tournament PS Vita port
 
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|description=Port of Unreal Tournament for the PS Vita.
|description=Port of Unreal Tournament for the PS Vita.
|author=Rinnegatamante
|author=Rinnegatamante
|lastupdated=2026/05/28
|lastupdated=2026/06/06
|type=Shooter
|type=Shooter
|version=0.5
|version=0.7.0
|download=https://github.com/Rinnegatamante/UT99-Vita/releases/download/v.0.5/ut99.vpk
|download=https://github.com/Rinnegatamante/UT99-Vita/releases
|website=https://www.rinnegatamante.eu/vitadb/#/info/1399
|website=https://www.rinnegatamante.eu/vitadb/#/info/1399
|source=https://github.com/Rinnegatamante/UT99-Vita
|source=https://github.com/Rinnegatamante/UT99-Vita
}}
}}<!--UT99Vita.7z-->
Port of Unreal Tournament for the PS Vita.
Port of Unreal Tournament for the PS Vita.


Line 60: Line 60:
The calculation for the aiming is done lossly as follows:  
The calculation for the aiming is done lossly as follows:  
<code>FinalAimDelta = ((ScaleXYZ * GyroDelta) + RightAnalogDelta) * ScaleRUV</code>
<code>FinalAimDelta = ((ScaleXYZ * GyroDelta) + RightAnalogDelta) * ScaleRUV</code>
==Screenshots==
https://dlhb.gamebrew.org/vitahomebrews/images/UT99Vita-01.png
https://dlhb.gamebrew.org/vitahomebrews/images/UT99Vita-02.png
https://dlhb.gamebrew.org/vitahomebrews/images/UT99Vita-03.png
https://dlhb.gamebrew.org/vitahomebrews/images/UT99Vita-04.png


== Known issues ==
== Known issues ==
Line 66: Line 75:


See [https://github.com/Rinnegatamante/UT99-Vita/issues Issues] for currently known problems.
See [https://github.com/Rinnegatamante/UT99-Vita/issues Issues] for currently known problems.
== Changelog ==
'''v0.7.0'''
* Cleaned up the symbol lookup table of the loader from several unused symbols (reduces memory usage of the game).
* Upgraded to latest so loader variant. (Improves boot time)
* Upgraded to latest vitaGL commit.
* Applied several patches to game code to reduce CPU workload. (Together with vitaGL improvements, it brings approximately a 15-20% performance boost)
'''v0.6.1'''
* Fixed a bug causing the directory listing cache to fail with System folder, resulting in crashes accessing some game menus.
* Added extension-full files in the file cache. This will sped up loading times further. (Boot times now down from 41 seconds to 40 seconds)
* Fully disabled debug file logging at engine level.
'''v0.6'''
* Added directory listing and file lookup caching: this reduces loading times across the whole game.
* Moved to SceLibc usage for I/O. This greatly improves loading times, especially during game boot. (Combined with the previous change, boot time went from 105 seconds to 41 seconds).
* Added the possibility to open the virtual keyboard for text inputing with Down Arrow.
* Moved to vitaGL memory allocators: this should make the game less prone to run out of memory when cycling through maps in the map selector.
* Added a Livearea option to launch the game with a 30 FPS framecap.
'''v0.5'''
* First Release.


== Credits ==
== Credits ==

Latest revision as of 05:20, 7 June 2026

Unreal Tournament
General
AuthorRinnegatamante
TypeShooter
Version0.7.0
Last Updated2026/06/06
Links
Download
Website
Source

Port of Unreal Tournament for the PS Vita.

Installation

Instructions:

  • Legally obtain your copy of Unreal Tournament and extract the game data files.
  • Copy the ut99 folder containing the game data files into ux0:data/.
  • Install ut99.vpk (from Releases or VitaDB).

Controls

Left Analog - Move

Right Analog - Aim (Move Cursor in Menus)

L - Alternate Fire

R - Fire (Click in Menus)

Cross - Jump

Square - Crouch

Triangle - Equip best weapon

Circle - Equip Slot 0 weapon (Impact Hammer/Translator)

D-Pad Left - Equip previous weapon

D-Pad Right - Equip next weapon

D-Pad Up - Feign Death

D-Pad Down - Equip Slot 0 weapon (Impact Hammer/Translator)

Start - Pause

Select - Show Score

Special Options Mapping

There are a few options that are re-used for different purposes on Vita:

  • DeadZoneXYZ: Deadzone for the left analog.
  • DeadZoneRUV: Deadzone for the right analog.
  • ScaleXYZ: Scale used for gyro aiming.
  • ScaleRUV: Scale used for right analog aiming.
  • InvertY: Invert Y axis for gyro aiming.
  • InvertV: Invert Y axis for right analog aiming.
  • UseJoystick: Enables gyro aiming.

The calculation for the aiming is done lossly as follows: FinalAimDelta = ((ScaleXYZ * GyroDelta) + RightAnalogDelta) * ScaleRUV

Screenshots

UT99Vita-01.png

UT99Vita-02.png

UT99Vita-03.png

UT99Vita-04.png

Known issues

  • Loading times are pretty rough and the game can have framedrops in more chaotic situations.
  • Editing Options from in-game can brick the .ini file. If you want to edit options, edit the .ini files in the System folder directly.

See Issues for currently known problems.

Changelog

v0.7.0

  • Cleaned up the symbol lookup table of the loader from several unused symbols (reduces memory usage of the game).
  • Upgraded to latest so loader variant. (Improves boot time)
  • Upgraded to latest vitaGL commit.
  • Applied several patches to game code to reduce CPU workload. (Together with vitaGL improvements, it brings approximately a 15-20% performance boost)

v0.6.1

  • Fixed a bug causing the directory listing cache to fail with System folder, resulting in crashes accessing some game menus.
  • Added extension-full files in the file cache. This will sped up loading times further. (Boot times now down from 41 seconds to 40 seconds)
  • Fully disabled debug file logging at engine level.

v0.6

  • Added directory listing and file lookup caching: this reduces loading times across the whole game.
  • Moved to SceLibc usage for I/O. This greatly improves loading times, especially during game boot. (Combined with the previous change, boot time went from 105 seconds to 41 seconds).
  • Added the possibility to open the virtual keyboard for text inputing with Down Arrow.
  • Moved to vitaGL memory allocators: this should make the game less prone to run out of memory when cycling through maps in the map selector.
  • Added a Livearea option to launch the game with a 30 FPS framecap.

v0.5

  • First Release.

Credits

External links

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