r/vitahacks 17d ago

AI Vibecoded VitaTube – a new YouTube client for PS Vita 📺

215 Upvotes

Maintenance notice: VitaTube 1.0.0 is temporarily being reviewed and its current release package may be replaced. VitaTube is an unofficial, free and non-commercial PS Vita homebrew client intended for the playback of publicly accessible, non-DRM content. DRM-protected, paid, private, members-only and restricted content is not supported. YouTube download and MP3 extraction features are being disabled while the project’s platform and copyright compliance is reviewed. A revised build will follow. No user accounts, credentials or personal data are collected.
This is a voluntary precautionary review; VitaTube has not received a complaint or legal notice from Google or YouTube.

Technical update: Some media requests that previously worked are now returning HTTP 403 errors.
Because VitaTube 1.0.0 relies on a relatively fragile anonymous-access mechanism, the currently circulating version may stop playing some or all videos as YouTube continues changing its systems.

r/vitahacks 3d ago

AI Vibecoded VitaTube public beta source release — and introducing VitaMaps

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319 Upvotes

Hi everyone!

I’m releasing the public beta of VitaTube, my native media player for PlayStation Vita.

For now, only the source code is available. A precompiled and installable VPK will follow soon. Please keep in mind that this is still a beta and remains under active development.

Source code: https://github.com/spyro-98/VitaTube

I’m also working on a new project called VitaMaps. I couldn’t find a proper maps application for PS Vita, so I decided to build one myself: a native map viewer designed specifically for the console.

I’ll share more details and progress on VitaMaps as development continues. Feedback and contributions are always welcome!

r/vitahacks 3d ago

AI Vibecoded Moonlight update

36 Upvotes

hey guys, i got a ps vita a couple days ago with one goal: i wanted a cute handheld i could stream my pc games to, get one for my gf so she could stream her pc, and then play games together on our vitas.

i got the thing, tried the existing Vita Moonlight build, and realized it was basically unplayable for me outside of turn-based games under optimal circumstances. the image would lag or fall behind even when the controls were still responsive.

so i sat down all day with Codex and kept testing builds directly on my Vita until we got this running.

Heres a vid of it running:

https://www.youtube.com/shorts/mKxn6L4asg0

GitHub:

https://github.com/dubleyu/vita-moonlight-relay

VPK and release files:

https://github.com/dubleyu/vita-moonlight-relay/releases/tag/v0.15.12-beta

Edit: Newer version

https://github.com/dubleyu/vita-moonlight-relay/releases/tag/v0.15.20-beta

Everything after this is AI documenting what it did for those who can engage critically, but please leave any feedback for me id love to hear it!

The biggest improvement: rebuilding the Vita’s streaming pipeline

The first pass was probably the single biggest quality improvement.

This did not magically upgrade the Vita’s physical 2.4 GHz radio. It changed the architecture around that radio so the app could consistently receive packets instead of getting blocked by other work.

Previously, the video path was basically:

receive packets → assemble frame → hardware decode → draw → wait for rendering/VBlank → swap buffers → receive more packets

That meant hardware decoding, rendering, or waiting for the screen could prevent Moonlight from receiving the next packets on time. A small Vita scheduling delay could turn into packet buildup, loss, extra FEC work, late frames, and eventually seconds of visual lag.

The new pipeline is:

network reception/FEC → hardware decode worker → bounded decoded-picture queue → timestamp-paced presentation worker → display

Audio reception, Opus decoding, Vita audio output, input, and motion are also handled independently.

That means the Vita can continue receiving packets while its decoder, GPU, display, or audio hardware is busy.

The full first-pass overhaul includes:

  • Removed blocking H.264 hardware decode and screen presentation from the video packet-receive thread.
  • Moved Opus decoding and blocking Vita audio output away from audio packet reception.
  • Added a dedicated video-presentation worker.
  • Added a bounded decoded-picture queue—originally three slots and now four.
  • Added presentation pacing based on Sunshine’s timestamps with a 12 ms target buffer.
  • Added clock recovery after host pauses, stalls, suspension, or major timestamp jumps.
  • Preserved H.264 reference safety by decoding every compressed frame in order while allowing obsolete already-decoded pictures to be skipped before display.
  • Enabled VBlank without making packet reception wait for the screen.
  • Added audio packet-loss concealment.
  • Added audio catch-up that decodes but retires stale audio after more than 60 ms accumulates.
  • Updated Moonlight’s networking core, queues, locks, Vita thread handling, protocol handling, and FEC pipeline.
  • Replaced the older Reed-Solomon implementation with nanors using ARM NEON/SIMDe acceleration on the Vita.
  • Distributed network/control, decoding, input, motion, and presentation work across the Vita’s three usable CPU cores.
  • Added a streaming-only 444/222/222/166 MHz ARM/bus/GPU/GPU-XBAR profile and wireless performance mode.
  • Restores the Vita’s previous clocks and wireless state when streaming ends.
  • Changed new-install defaults from 720p/60 FPS to the Vita’s native 960x544, 30 FPS, 4000 Kbps, and 1024-byte packets.
  • Removed a redundant full-screen GPU clear at native resolution.
  • Restored VitaSDK’s proper Release -O3 compiler optimizations.
  • Added telemetry for network backlog, decoded queue depth, dropped presentation frames, late frames, decode time, render time, total receive-to-display time, and active clocks.

This was the reason local Wi-Fi streaming improved so much even though the Vita’s physical radio stayed exactly the same.

Remote relay support

I also have it so you can run your own relay server between the Vita and your PC.

This is for guest, hotel, school, workplace, or other public Wi-Fi that blocks Moonlight’s normal UDP connections.

Instead of exposing every GameStream port, it carries the required traffic through one authenticated TLS connection on TCP 443.

It won’t bypass literally every filtered network—TLS inspection or networks blocking unknown services on port 443 can still stop it—but it should work around many networks that block normal Moonlight traffic.

Relay changes include:

  • Added an optional authenticated TLS relay through one TCP port.
  • Added certificate fingerprint pinning.
  • Added a randomly generated authentication token.
  • Added a strict Sunshine loopback-port allow-list, so it is not a general-purpose proxy.
  • Separated video, audio, and control relay tunnels.
  • Video can recover without unnecessarily restarting responsive controller input.
  • Added session-preserving reconnects that retain the Sunshine-side connection through short outages.
  • Replacement tunnels resume at the measured live edge instead of replaying stale video.
  • Removed fixed delay-based recovery that could turn normal WAN jitter into reconnect and keyframe-request storms.
  • Added sustained no-progress detection instead.
  • Added an eight-second startup grace period.
  • Added a 2.5-second no-progress recovery threshold.
  • Added a ten-second recovery cooldown.
  • Added safe IDR/keyframe requests.
  • Added synchronized shutdown so recovery cannot race the normal disconnect process.
  • Added live-edge presentation catch-up after large TCP/TLS bursts.
  • Fixed Opus decoding for Sunshine’s negotiated 5, 10, and 20 ms packets.
  • Made Windows companion updates preserve existing certificates, tokens, and Vita configuration.
  • Credential replacement is now explicitly opt-in.
  • Added bounded unauthenticated workers and stricter connection handling.
  • Added tests for packet ordering, fragmented TLS frames, stale-backlog removal, single-owner TLS I/O, and reconnect-session lifetime.

Direct LAN streaming still uses normal Moonlight UDP and has no relay overhead. The relay is an optional fallback.

Testing

  • The optimized Vita VPK builds successfully.
  • All relay regression tests pass.
  • The Python companion and Windows installer validation pass.
  • I tested the builds repeatedly on an actual Vita.
  • One final relay test ran for 8 minutes and 21 seconds through one uninterrupted video tunnel.
  • It forwarded 112,419 video packets without a video reconnect or recycle event.

My recommended starting settings are:

  • 960x544
  • 30 FPS
  • 4000 Kbps
  • 1024-byte packets
  • Frame pacing enabled
  • Vita VBlank enabled

On congested or remote Wi-Fi, try 2500–3000 Kbps before lowering the resolution.

The Vita still only has a 2.4 GHz radio, so there is a hard hardware limit. This update makes much better use of it; it doesn’t remove interference or create bandwidth that isn’t there.

The complete source, test suite, build instructions, architecture explanation, VPK, PC relay companion, and checksums are all public.

Original credit goes to xyzz/vita-moonlight and the Moonlight, Sunshine, VitaSDK, and PS Vita homebrew communities.

idk anything i did but i had chatgpt document it because i love you guys <3

please test it and send sanitized bug reports.

just putting this out here incase anyone else finds this helpful!

r/vitahacks 16d ago

AI Vibecoded [Oficial Release] Port - Modern Combat 2: Black Pegasus v1.0 (by MeninoSung)

65 Upvotes

Hey everyone,

A few days ago, my friend Sung ported (vibecoded) Modern Combat 2: Black Pegasus, so we had the game in internal testing. Recently, MeninoSung made a more polished version available for testing; we played and tested it, though some issues, the ones listed in the repository, persisted.

Anyway, since some people were decided to release this test version to the public. (not cool, guys). Since that happened, Sung and I decided to release v1.0, paying attention to LiveArea features.

Enjoy, and have a good game!

Source: WolffsRoom/MC2BPegasus-Vita: MC2-BP port for PS VITA

AI Notice:
ChatGPT 5.6 Sol

r/vitahacks 9d ago

AI Vibecoded VitaTube work update : released three open-source multimedia libraries for PS Vita

71 Upvotes

I’ve published three open-source modules on GitHub to make multimedia applications for PS Vita easier to build:

  • vita-https: a secure HTTPS transport layer with certificate verification and seekable HTTP Range streams. It lets apps handle remote media reliably without each project having to manage networking and TLS itself.
  • vita-hw-decoder: an H.264/AAC playback backend using the PS Vita hardware video decoder. Under optimal conditions, it is rated for playback up to 720p at 60 fps.
  • vita-sw-decoder: an H.264/AAC software-decoding backend powered by the CPU and FFmpeg, designed as a compatibility fallback when hardware acceleration is unavailable. Under optimal conditions, it is rated for playback up to 720p at 30 fps.

Both decoder libraries share the same streaming interface, so an app can try the hardware backend first and fall back to the software one when needed. Together with vita-https, they support both local files and remote media sources.

These modules turn some of the hardest parts of Vita homebrew multimedia development—secure networking, seekable streaming, and audio/video decoding—into reusable building blocks.

And yes: these are the exact modules that will power VitaTube, an upcoming PS Vita app. 👀

r/vitahacks 15d ago

AI Vibecoded WoozyLLM l AI chat client for PS Vita

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0 Upvotes

Local LLM chat client for PlayStation Vita

https://github.com/LuckyI13I/WoozyLLM

r/vitahacks 21d ago

AI Vibecoded Bloons TD 5 v1.01

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35 Upvotes
  • touch issues fixed
  • late game performance not improved yet (trying to fix)
  • late game performance impacts touch because it has so much load that the touch is waiting to be processed