Port of Super Monkey Ball 2: Sakura Edition for PSVITA.
MIT License
This is a wrapper/port of Super Monkey Ball 2: Sakura Edition for the PS Vita.
The port works by loading the official Android ARMv7 executables in memory, resolving its imports with native functions and patching it in order to properly run. By doing so, it's basically as if we emulate a minimalist Android environment in which we run natively the executable as is.
This port works only with versions of the game prior it being made free to play (formerly either v.1.0, v.1.1 or v.1.2).
In order to properly install the game, you'll have to follow these steps precisely:
kubridge.skprx
and fd_fix.skprx
to your taiHEN plugins folder (usually ux0:tai
) and adding two entries to your config.txt
under *KERNEL
: *KERNEL
ux0:tai/kubridge.skprx
ux0:tai/fd_fix.skprx
Note Don't install fd_fix.skprx if you're using rePatch plugin
libshacccg.suprx
, if you don't have it already, by following this guide..apk
file and cache files. You can get all the required files directly from your phone or by using an apk extractor you can find in the play store.libsmb2.so
from the lib/armeabi-v7a
folder to ux0:data/smb2
.assets
inside ux0:data/smb2
.assets
folder (usually can be found in Android/data/com.ooi.android.smb2
).assets
folder from the cache data inside ux0:data/smb2
.In order to build the loader, you'll need a vitasdk build fully compiled with softfp usage.
You can find a precompiled version here: https://github.com/vitasdk/buildscripts/actions/runs/1102643776.
Additionally, you'll need these libraries to be compiled as well with -mfloat-abi=softfp
added to their CFLAGS:
make install
make install
mkdir build && cd build
cmake .. && make install
make SOFTFP_ABI=1 NO_DEBUG=1 HAVE_GLSL_SUPPORT=1 install
After all these requirements are met, you can compile the loader with the following commands:
mkdir build && cd build
cmake .. && make