Grand Theft Auto: San Andreas PS Vita
This is a wrapper/port of Grand Theft Auto: San Andreas Android for the PS Vita with lots of custom patches such as:
- Fixed camera controls for flying vehicles (including the Hydra jet).
- Fixed broken facial expressions.
- Fixed cheats hash key table.
- Removed specular lighting on pedestrians.
- Added PS2-like rendering.
The port works by loading the official Android ARMv7 executable in memory, resolving its imports with native functions and patching it in order to properly run.
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
fd_fix.skprxto your taiHEN plugins folder (usually
ux0:tai) and adding two entries to your
*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.
libshacccg.suprx, if you don't have it already, by following this guide.
- Obtain your copy of Grand Theft Auto: San Andreas v2.00 legally (
com.rockstargames.gtasageris not supported!) for Android in form of an
.apkfile and one or more
patch.8.com.rockstargames.gtasa.obblocated inside the
/sdcard/android/obb/com.rockstargames.gtasa/) folder. You can get all the required files directly from your phone or by using an apk extractor you can find in the play store. The apk can be extracted with whatever Zip extractor you prefer (eg: WinZip, WinRar, etc...) since apk is basically a zip file. You can rename
.zipto open them with your default zip extractor.
- Open the apk with your zip explorer, extract the
assetsfolder from your
ux0:dataand rename it to
gtasa. The result would be
- Still in the apk, extract the file
- Open the
main.8.com.rockstargames.gtasa.obbwith your zip explorer (
.obbfiles are zip files just like
.apkfiles so just rename the
.zip) and extract the contents to
- Same as before, open the
patch.8.com.rockstargames.gtasa.obbwith the zip explorer and extract the contents inside the zip to
- Download the gamefiles.zip and extract the contents to
ux0:data/gtasa(if it ask about overwriting files, say yes).
- Optional: For a more authentic console experience, copy the file
ux0:data/gtasa/and rename it from
Adjustable.cfg. This file is a leftover from the Xbox 360 version and provides you the console HUD (e.g. radar on bottom left).
- Install GTASA.vpk on your PS Vita.
If you have followed the steps correctly, this is how your
ux0:data/gtasa folder should look like.
After fully installing the port, you'll be able to configure it with the Configurator app.
The Configurator app will allow users to enable or disable a set of optimizations, patches and renderer alterations to best match users taste.
You can launch the Configurator app by clicking on the
Configuration button located on the LiveArea section of the port as shown in the following screenshot.
Tips and Tricks
- In order to reduce occasional stutters in-game, delete both
ux0:data/gtasa/scache_small.txt, then create a copy of the
ux0:data/gtasa/scache.txtfile to have two version of it. (for example
scache(1).txtso in the end you end up with both
ux0:data/gtasa/folder), then rename
scache_small_low.txt. This will however make the loading screen longer since it needs to compile more shaders ahead.
- You can input PC cheats by pressing L+SELECT to open the on-screen keyboard. See https://gtagmodding.com/sanandreas/cheats/ for the full list of cheats (you can input cheat codes in lowercase as well as uppercase). Note that a few cheats have been removed from the Android version.
- The L2/R2 buttons are mapped to the rear touchpad on the top and the L3/R3 buttons are mapped to the front touchpad on the bottom.
- In order to save storage on your Memory Card, you can safely delete all files in sub-folders of
ux0:data/gtasa/texdbwhich end with:
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: Linux / Windows.
Additionally, you'll need these libraries to be compiled as well with
-mfloat-abi=softfp added to their CFLAGS:
As last requirement, you'll need to compile vitaGL with
make HAVE_SBRK=1 SOFTFP_ABI=1 SHARED_RENDERTARGETS=1 NO_DEBUG=1 install.
After all these requirements are met, you can compile the loader with the following commands:
mkdir build && cd build cmake -G "Unix Makefiles" .. make
- Rinnegatamante for porting the renderer using vitaGL, providing the companion app and making various improvements to the port.
- aap for porting PS2-rendering aka skygfx.
- Freakler for providing LiveArea assets.
- frangarcj, fgsfds and Bythos for graphics-related stuff.
- CBPS/SonicMastr for PIB, which was used on earlier stages of development.
- isage for the native audio backend for OpenAL-Soft.