HENkaku is a native Homebrew Enabler for the PS Vita and PS TV. It lets you run homebrews on the PS Vita
#412480 by InnocentSam
Fri Sep 09, 2016 8:13 pm
Alright, lads?

So I started porting (or rather, remaking from the ground-up...) my open-source C++ visual novel engine to PS Vita, using lpp-vita. It's going pretty well, so I figure I'd post it here.

Documentation will come once the engine is in a reasonably good condition, as well as a "skeleton project" which will have the basics set up to kickstart development. The code is mostly commented (at least the Lua is) so have a glance if you like.

Included in the source code is a program that converts Ren'Py script into Lua scripts specifically for the engine.

The Github page can be found here: http://github.com/Slynchy/March22-Lua
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Last edited by InnocentSam on Mon Oct 03, 2016 7:51 pm, edited 3 times in total.
#412660 by InnocentSam
Mon Sep 12, 2016 12:30 am
I still have some time for another week or so; perhaps I was a bit premature.

Just pushed a new version and a new demo. It just fixes most issues from the previous version, as well as adding a basic main menu and a nicer loading screen. It also can skip lines by holding right-trigger, but this seems to break at a specific function in the scripts, which I'm still trying to trace.

But look, it's pretty!

I have this issue with editing icon0.png though; any edits to it make VitaShell/MolecularShell unable to install the VPK. Weird stuff.

I'd also love it if lpp-vita had a function to get the registry's X/O configuration, and control the volume of a playing sound; that way I can do fading in/out of music.
#412662 by myname
Mon Sep 12, 2016 1:28 am
Hey this is really cool. As a suggestion, have you considered VNDS? Its main site and wiki, digital-haze.net, is down now, but I did find the source for the PSP version: https://github.com/uppfinnarn/VNPSP

Curious if this could potentially be ported to the Vita? There's a page here https://github.com/BASLQC/vnds/wiki with more info on it. If this was ported the Vita could play all the hi-res VNs already compatible with VNDS, which would be pretty nice.
#412695 by InnocentSam
Mon Sep 12, 2016 1:20 pm
myname wrote:Hey this is really cool. As a suggestion, have you considered VNDS? Its main site and wiki, digital-haze.net, is down now, but I did find the source for the PSP version: https://github.com/uppfinnarn/VNPSP

Curious if this could potentially be ported to the Vita? There's a page here https://github.com/BASLQC/vnds/wiki with more info on it. If this was ported the Vita could play all the hi-res VNs already compatible with VNDS, which would be pretty nice.

It'd be easier just to write a program that converts VNPSP/DS scripts, but I'll have a look into this somewhere down the line or even for my C++ implementation of March22. Having a preliminary library of supported titles is never a bad thing.
#412696 by Rinnegatamante
Mon Sep 12, 2016 1:25 pm
InnocentSam wrote:
myname wrote:Hey this is really cool. As a suggestion, have you considered VNDS? Its main site and wiki, digital-haze.net, is down now, but I did find the source for the PSP version: https://github.com/uppfinnarn/VNPSP

Curious if this could potentially be ported to the Vita? There's a page here https://github.com/BASLQC/vnds/wiki with more info on it. If this was ported the Vita could play all the hi-res VNs already compatible with VNDS, which would be pretty nice.

It'd be easier just to write a program that converts VNPSP/DS scripts, but I'll have a look into this somewhere down the line or even for my C++ implementation of March22. Having a preliminary library of supported titles is never a bad thing.


VNDS has been already ported to lpp (specifically, lpp-3ds). Adapting it to lpp-vita shouldn't be that difficult: http://gbatemp.net/threads/w-i-p-vn3ds- ... ew.396564/
#412743 by myname
Tue Sep 13, 2016 2:38 am
InnocentSam wrote:
Rinnegatamante wrote:VNDS has been already ported to lpp (specifically, lpp-3ds). Adapting it to lpp-vita shouldn't be that difficult: http://gbatemp.net/threads/w-i-p-vn3ds- ... ew.396564/

Interesting project, but seems to differ to this one in a few key ways. To that end, I'll keep working on this one whenever I can :)

thanks m8, reading vns on the vita would be really comfy
#412835 by InnocentSam
Wed Sep 14, 2016 2:39 am
Next commit will have decision making and hopefully savegames if I can get the io module working (I think it's because it is a safe homebrew so I have no clue where it has write access to...)

Spent the last two days writing a Python to Lua converter (this one was more lower-level since it had to support if statements for decision-trees), and I'll say this: whoever thought using tabs as parenthesis' for Python needs to be taken outside and shot. It's more difficult to read and very annoying to parse/interpret :ugeek:

The new Python to Lua converter source code will also be committed; it is specifically designed for porting Katawa Shoujo but may find utility in other Ren'Py games. People making VNs from scratch can just type up the Lua themselves ;)

Not a particularly interesting screenshot, but here's one anyway. The frontend for decision-making is not implemented yet but the functionality works surprisingly well. You know one of those moments where you type a good chunk of code without testing and it works first time? Like that. Witchcraft, I tell you.
#412858 by Rinnegatamante
Wed Sep 14, 2016 8:45 am
InnocentSam wrote:Next commit will have decision making and hopefully savegames if I can get the io module working (I think it's because it is a safe homebrew so I have no clue where it has write access to...)

Spent the last two days writing a Python to Lua converter (this one was more lower-level since it had to support if statements for decision-trees), and I'll say this: whoever thought using tabs as parenthesis' for Python needs to be taken outside and shot. It's more difficult to read and very annoying to parse/interpret :ugeek:

The new Python to Lua converter source code will also be committed; it is specifically designed for porting Katawa Shoujo but may find utility in other Ren'Py games. People making VNs from scratch can just type up the Lua themselves ;)

Not a particularly interesting screenshot, but here's one anyway. The frontend for decision-making is not implemented yet but the functionality works surprisingly well. You know one of those moments where you type a good chunk of code without testing and it works first time? Like that. Witchcraft, I tell you.


You have write access in ux0:/data. You should use ux0:/data/SOMETHING/YOUR_FILES like other homebrews do.

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