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Animal Crossing Vita: Difference between revisions

From GameBrew
0.2.0
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|description=Port of Animal Crossing for PS Vita.
|description=Port of Animal Crossing for PS Vita.
|author=bren
|author=bren
|lastupdated=2026/04/20
|lastupdated=2026/05/19
|type=Simulation
|type=Simulation
|version=0.2.0
|version=0.3.0
|license=Mixed
|license=Mixed
|download=https://dlhb.gamebrew.org/vitahomebrews/AnimalCrossingVita.7z
|download=https://dlhb.gamebrew.org/vitahomebrews/AnimalCrossingVita.7z
Line 19: Line 19:
|image_alt=Animal Crossing Vita
|image_alt=Animal Crossing Vita
}}
}}
ACGC Vita Port is an unofficial PS Vita port of Animal Crossing (GameCube) built on top of the [https://github.com/ACreTeam/ac-decomp ac-decomp] decompilation project by the ACreTeam.
An unofficial PS Vita port of Animal Crossing (GameCube) built on top of the [https://github.com/ACreTeam/ac-decomp ac-decomp] decompilation project by the ACreTeam.


An existing copy of the game is required to use the port.
An existing copy of the game is required to use the port.
Line 76: Line 76:
* Long-suspend reload only triggers if Auto Save is on. Without it the day change is missed.
* Long-suspend reload only triggers if Auto Save is on. Without it the day change is missed.


==Changelog==  
==Changelog==
'''v0.3.0'''
* New stuff
** Remappable controls. <code>controls.ini</code> lets you remap any Vita button. Multiple bindings per button, chord bindings, even the sticks. Edit it on the SD card or from the title screen options menu.
** D-pad tool swap outdoors. Left/right cycles tools, down stashes. Proper stash animations for rod, net, shovel, axe, umbrella. Instant swap for balloons and fans. (tools may flash for a frame during stash animation, looking into it)
** D-pad works in menus now. Inventory, map, choice dialogs, etc. Used to be stick-only. Doesn't conflict with tool cycling (that's gated to outside menus).
** Custom NES roms. Drop <code>.nes</code> files in <code>ux0:data/AnimalCrossing/rom/nes/</code>, walk up to the blank NES console in your house, pick one. One rom auto-plays, two or more shows a scrollable picker menu.
** Free cam during fishing and during the intro. Intro no longer forces an app reload mid-scene.
** Persistent options menu. Stays open across title demo transitions instead of resetting.
** Boot logo on startup (toggleable) and a text speed setting in the options menu.
** Town picker from the title menu.
* Bug fixes
** Post office sign actually renders now (new shader).
** Flash when opening or closing inventory and map. Fixed.
** Flash at the start and end of NPC conversations. Fixed.
** Bridges, villager houses, Crazy Redd's tent, igloos, festival mat, the buggy. Could go walkable but invisible under free cam. Prespawn was deriving block from the wrong actor.
** Shops and houses going invisible mid-play. FG slot dummy marker handling.
** Gyroids and other actors duplicating when entering an acre.
** Sleepy villager loop bug. Reverted, back to vanilla behavior.
** Island cottage door wouldn't open at some angles (GCC-specific signed wrap on the angle check, pulled fix from upstream <code>b40a73c</code>).
** Missing game rom now shows an OS popup telling you where to drop it, instead of just crashing.
** Title menu has a hint that saving restarts the game so you don't think it crashed.
* Under the hood
** Texture pack format bumped to v3 (slightly faster loader). v2 packs still works fine, barely any difference tbh.
** Merged upstream clear-color fix.
** Various other cleanups.
* Thanks
** FlyingMeta for the [https://github.com/flyngmt/ACGC-PC-Port ACGC-PC-Port].
** Cuyler36 and the rest of the [https://github.com/Cuyler36/ACGC ACGC decomp] team.
** Rinnegatamante for [https://github.com/Rinnegatamante/vitaGL VitaGL].
 
'''v0.2.0'''
'''v0.2.0'''
* PLEASE backup your town save files, just in case!
* PLEASE backup your town save files, just in case!

Revision as of 01:24, 22 May 2026

Animal Crossing Vita
General
Authorbren
TypeSimulation
Version0.3.0
LicenseMixed
Last Updated2026/05/19
Links
Download
Website
Source

An unofficial PS Vita port of Animal Crossing (GameCube) built on top of the ac-decomp decompilation project by the ACreTeam.

An existing copy of the game is required to use the port.

Installation

Install the VPK.

Put your Animal Crossing (USA).iso at ux0:data/AnimalCrossing/rom/.

User guide

First launch creates settings.ini with defaults.

Setting Default Values
render_scale 100 50, 75, 100
msaa 2 0, 2, 4
aspect_mode 0 0 = widescreen, 1 = 4:3 pillarbox
banner (empty) PNG name for the 4:3 bars
texture_pack (empty) HD pack name (without .vtc)
auto_save 0 Periodic auto-save while outside, sleep, or quit
time_sync 0 Re-anchor clock to Vita RTC

In-game options menu exposes these.

Media

Animal Crossing (GCN) Retrospective | TreyTheWilliam (TreyTheWilliam)

Known issues

  • Train interior is 4:3 native so widescreen shows small black gaps at the sides during train cutscenes. Cosmetic.
  • Long-suspend reload only triggers if Auto Save is on. Without it the day change is missed.

Changelog

v0.3.0

  • New stuff
    • Remappable controls. controls.ini lets you remap any Vita button. Multiple bindings per button, chord bindings, even the sticks. Edit it on the SD card or from the title screen options menu.
    • D-pad tool swap outdoors. Left/right cycles tools, down stashes. Proper stash animations for rod, net, shovel, axe, umbrella. Instant swap for balloons and fans. (tools may flash for a frame during stash animation, looking into it)
    • D-pad works in menus now. Inventory, map, choice dialogs, etc. Used to be stick-only. Doesn't conflict with tool cycling (that's gated to outside menus).
    • Custom NES roms. Drop .nes files in ux0:data/AnimalCrossing/rom/nes/, walk up to the blank NES console in your house, pick one. One rom auto-plays, two or more shows a scrollable picker menu.
    • Free cam during fishing and during the intro. Intro no longer forces an app reload mid-scene.
    • Persistent options menu. Stays open across title demo transitions instead of resetting.
    • Boot logo on startup (toggleable) and a text speed setting in the options menu.
    • Town picker from the title menu.
  • Bug fixes
    • Post office sign actually renders now (new shader).
    • Flash when opening or closing inventory and map. Fixed.
    • Flash at the start and end of NPC conversations. Fixed.
    • Bridges, villager houses, Crazy Redd's tent, igloos, festival mat, the buggy. Could go walkable but invisible under free cam. Prespawn was deriving block from the wrong actor.
    • Shops and houses going invisible mid-play. FG slot dummy marker handling.
    • Gyroids and other actors duplicating when entering an acre.
    • Sleepy villager loop bug. Reverted, back to vanilla behavior.
    • Island cottage door wouldn't open at some angles (GCC-specific signed wrap on the angle check, pulled fix from upstream b40a73c).
    • Missing game rom now shows an OS popup telling you where to drop it, instead of just crashing.
    • Title menu has a hint that saving restarts the game so you don't think it crashed.
  • Under the hood
    • Texture pack format bumped to v3 (slightly faster loader). v2 packs still works fine, barely any difference tbh.
    • Merged upstream clear-color fix.
    • Various other cleanups.
  • Thanks

v0.2.0

  • PLEASE backup your town save files, just in case!
  • SAVING HAS BEEN ALTERED SO ANYTHING CAN HAPPEN PLEASE BACKUP YOUR SAVES
  • old town saves may need to be moved to ux0:/data/AnimalCrossing/saves/card_a
  • Dense overworld scenes now hold 60 fps where the alpha was dropping to 44. Save system got a proper pass: Auto Save, Time Sync, and a second save slot for visiting other towns. NES mini-games work. HD texture packs work. Lots of rough edges fixed.
  • Performance
  • All 5 uber-shader fallbacks in the overworld now hit specialized shaders (cfg47 through cfg50). Zero uber draws in dense scenes.
  • Free-cam was drawing every actor in an 8-block radius because a cull-bounds multiplier had silently disabled back-face culling. Open-area draws dropped 28 to 58 percent. Scenes that used to sit at 45 fps now hold 60.
  • Acre transitions spread over three frames so there's no single spike when you cross a boundary. Re-entering an acre you just came from is now a one-bit check instead of a full actor-list scan.
  • Draw merging plus VitaGL fork updates cache GXM state per-unit and per-stream so redundant sceGxmSetFragmentTexturesceGxmSetVertexStream, and patchVertexProgram calls get skipped.
  • Museum scene shaders created.
  • Saves
    • Card A / Card B slots. Drop any Animal Crossing GCI file into save/card_b/ and visit it. Resetti's gyroid face works.
    • Auto Save, off by default. Saves about once a minute while you're walking around outside. Also fires on PS button press, on sleep resume, and on clean exit. Sub-scenes (interiors, dialogue) are skipped so saves never tear.
    • Time Sync, off by default. Re-anchors the in-game clock to the Vita's RTC on save load and after sleep. Reads the Vita's local timezone directly via sceRtc so the greeting dialogue shows the right time (pre-release builds were off by your tz offset because Vita newlib has no TZ env). Hook fires from the GCI load itself so continuing your home town works the same as loading a fresh save. If you were asleep for 30+ minutes, the app saves and reloads so AC's at-boot daily catch-up (moveouts, mail, weeds, turnip prices, snowman) runs against the new date.
    • GCI CARDDir.time stamp now uses local wall clock, so saves made on Vita show the right mtime when imported into Dolphin's memcard manager.
    • Full-disk error handling, i forgot about this last time.
    • Porter travel and gyroid save audited against GameCube behavior. Wisp items, money rocks, travel cooldown, and home size all match console.
  • HD textures
    • Dolphin HD packs convert to VTC via tools/build_vita_texcache.py and the Vita GPU hardware-decodes them.
    • Off-thread DXT swizzle in the VitaGL fork keeps texture loads from stalling the render thread.
    • Periodic DXT corruption fixed. That was a GL ID reuse race, now guarded by a deferred-delete holdoff.
    • Wildcard TLUT matching means CI textures no longer drop to the vanilla fallback when the exact TLUT hash misses.
  • Display, camera
    • Resolution scale: 100 percent (960x544 native), 75 percent (720x408), 50 percent (480x272, PSP-style).
    • 16:9 widescreen (hor+) by default. 4:3 pillarbox with custom PNG banners as an option.
    • Free-cam mode streams acres seamlessly with a 2-block actor keep-alive so neighbor-acre content is visible when you're near an edge.
    • Camera rotation and several free-cam edge cases cleaned up (villager interiors, 4:3 UI EFB capture, effects bleed, scene/UI flash between menus and world).
  • NES (upstream v0.9.0.1 merge)
    • NES mini-games playable via Nofrendo backend.
    • NES save persistence through the game's save system.
    • NES aspect ratio and high-score save fixes.
  • Gameplay
    • Nookingtons upgrade gate relaxed.
    • Trample-walk grass-wearing bug fixed.
    • Town name display fix.
    • UI flash between scenes and submenus cleaned up (maybe... this ones killing me to figure out)

v0.1.0a

  • First Release.

Credits

  • Brendonm17 - PS Vita port author
  • flyngmt - Original ACGC PC Port
  • ACreTeam - ac-decomp decompilation project, which is the foundation the port is built upon

External links

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