smb2se-vita

Port of Super Monkey Ball 2: Sakura Edition for PSVITA.

MIT License

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Super Monkey Ball 2 Sakura Edition Vita

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.

Changelog

v1.22

  • Updated trophies icons to hi-res versions.

v1.21

  • Fixed analogs mode not working.

v1.2

  • Updated to latest vitaGL build.
  • Added trophies support (requires NoTrpDrm).

v1.1

  • Reworked Livearea assets.
  • Added an option to use left analog in place of accelerometer.

v1.0

  • Initial release.

Note

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).

Setup Instructions (For End Users)

In order to properly install the game, you'll have to follow these steps precisely:

  • Install kubridge and FdFix by copying 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

  • Optional: Install PSVshell to overclock your device to 500Mhz.
  • Install libshacccg.suprx, if you don't have it already, by following this guide.
  • Obtain your copy of Super Monkey Ball 2: Sakura Edition legally for Android in form of an .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.
  • Open the apk with your zip explorer and extract the file libsmb2.so from the lib/armeabi-v7a folder to ux0:data/smb2.
  • Extract the folder assets inside ux0:data/smb2.
  • Grab cache data (can be obtained by running once the application on your phone and letting it download required game data files) in form of a assets folder (usually can be found in Android/data/com.ooi.android.smb2).
  • Place the assets folder from the cache data inside ux0:data/smb2.
  • Optional: For trophies to be unlockable, install NoTrpDRM.

Build Instructions (For Developers)

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:

After all these requirements are met, you can compile the loader with the following commands:

mkdir build && cd build
cmake .. && make

Credits

  • TheFloW for the original .so loader.
  • CatoTheYounger for testing the homebrew and providing screenshots.