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Buckshot Roulette (PS Vita)
PORTSNATIVE

Buckshot Roulette (PS Vita)

NATIVE PORTACTION / ADVENTUREBETA

Buckshot Roulette (PS Vita)

Buckshot Roulette

OriginWindows

TechnologyNative C/C++ port (engine reimplementation)

View official project

About the project

Buckshot Roulette es un videojuego de terror independiente de mesa desarrollado y publicado por el desarrollador de juegos estonio Mike Klubnika el 28 de diciembre de 2023. En un inicio fue publicado en itch.io, y más tarde fue lanzado en Steam por Critical Reflex el 4 de abril de 2024 para coincidir con una nueva actualización.[cita requerida]

4 versions of Buckshot Roulette

You're viewing: Buckshot Roulette (PS Vita)

Buckshot Roulette (PS Vita)github.com/voidchecksam/BuckshotRoulettePortable-BSHT
To be confirmed
Current
Buckshot Roulettegithub.com/uncreativeCultist/buckshot-decomp-public
Windows
›
Androidreddit.com/r/BuckshotRouletteFans/comments/1h7n0j7/comment/m0mdmlr
Android
›
Buckshot Roulette Mobilegithub.com/officialmelon/Buckshot-Roulette-Mobile
Android
iOS
›

Official project information

Author's original READMEOpen on GitHub ↗

Buckshot Roulette PORTABLE - BSHT (for PS Vita)

Please Sign The Waiver

Affectionately shortened to BSHT-Vita, with BSHT-PSP soon! (im aware bsht might be shorthand for bullshit but bear w me)

This is a native port of the goat Mike Klubnika's Buckshot Roulette to the PS Vita. 60 fps bayybbeeeeeee

FULL TOP TO BOTTOM singleplayer experience, including Double or Nothing and achievements (local ones, no Steam on a Vita). Everything else like multiplayer and shit is deferred for later.

BUY the game, its like a dollar bro

There's no game content in this repo. The models, sounds, textures and text all come from your copy of Buckshot Roulette, thanks to this little thingy called bsht-extract.

The tool only accepts the latest Steam copy, aka v2.2.0 hotfix 6. It checks your files against that build and stops if anything is different, like an older version, a mod or a broken install. If it refuses your Steam copy, run Verify integrity of game files in Steam and try again.

I haven't tried the itch.io build yet, and i have a nagging theory it wont work because of the version differences between the two. I'm also aware this isn't the most ideal method, so i'll work on a one size fits all extractor of sorts. But this is the best I can do for now.

DOWNLOADING

Grab these from the General Release of Liability Releases page:

FileWhat it is
BuckshotRoulettePortable-BSHT-v1.0.3.vpkthe game for the Vita
bsht-extract-v1.0.3-windows.zipthe tool that converts your copy (Windows 10 or newer)
bsht-desktop-v1.0.3-windows.zipthe same port for Windows, if you want it on PC too, for whatever reason

I plan to release BSHT for macOS and Linux (natively) too, so that's coming later.

GitHub Actions builds all three from this repo, and I scanned them with Windows Defender before uploading. The tool zip is big as shit because it ships a stock copy of Godot 4.1.4, which it runs in the background to read the game. It unpacks your copy and exports everything through real Godot, no decompiler involved.

SETTTUPP

Jailbroken Vita yada yada. Make sure you have ur0:data/libshacccg.suprx, since this uses vitaGL and vitaGL needs it to compile shaders. The rest:

  1. Unzip bsht-extract and point it at your copy. Either drag Buckshot Roulette.exe onto bsht-extract.exe, or point it at the game's folder from a command prompt:

    bsht-extract "...\SteamLibrary\steamapps\common\Buckshot Roulette\Buckshot Roulette_windows"
    

    It takes around half an hour and writes a bsht-data\game\ folder next to itself. It doesn't touch the game's folder and doesn't go online. More about it in docs/tools/bsht-extract.md.

  2. Copy that game folder to ux0:data/bsht/game/ on the Vita.

  3. Install the vpk with VitaShell. EzPz

If the data is missing, half copied or from the wrong version, the game shows a plain text screen telling you what's wrong.

Controls: d-pad to move, CROSS to pick, CIRCLE to back out. The touchscreen works like the mouse does on PC. Hold START to quit the game, and SELECT opens the debug menu (L/R flip its pages). Saves go in ux0:data/bsht/.

DESKTOP VERSION

Unzip bsht-desktop, put the same game folder next to bsht_desktop.exe and run it. Saves go in a save\ folder there, and the console window that opens with it is the log. To use a game folder somewhere else:

bsht_desktop.exe --data <path to a game folder>

This is also the build I develop with, so it has some extra stuff (frame grabs, parity runs, a debug overlay on F1 or a controller's Back button), but it plays the whole game. Hold Escape to quit.

BUGS REPORTING

Open an issue here and tell me what happened, what you expected, and about where you were in the game. On the Vita a report file helps a lot. If the issue is reproducible, try this:

  1. In VitaShell, create an empty file called BSHT_REPORT in ux0:data/bsht/.
  2. Play until the bug shows up again.
  3. Attach the newest ux0:data/bsht_report_<N>.txt (one per boot, highest number is the latest), or all of them, ill figure it out. If it crashed, attach the ux0:data/psp2core-*.psp2dmp file too.

Delete BSHT_REPORT when you're done and it stops writing reports. On Windows, just copy the text out of the console window.

COMING SOON (?)

  • The burner phone's screen animation (it's a still image for now)
  • Multiplayer, starting with Ad-Hoc on the Vita
  • A PSP version. If anyone wants to help, need all hands on deck, preferably with coding experience. I don't mind AI usage, this port is partly AI assisted, but you should at least know what you're doing. I made this performance first, which a lot of pure vibecoders might not like.
  • A faster bsht-extract with an actual window, multithreaded and GPU accelerated where it helps, so nobody has to stare at export_fonts.gd for half an hour
  • Some BSHT ill think up probably (deadass might make a PC mod for Steam that lets you play multiplayer with the console)
  • Android, Mac and Linux versions (if you're a lovely helper and make one, tell me, i'll put it in main and credit you)
  • Feel free to add your suggestions. Honestly everything is fair game.

BUILDING YOURSELF

For the desktop build and the tools you need Windows with MSYS2 (ucrt64: g++, CMake, Ninja, SDL2, Python):

cmake -S . -B build -G Ninja
cmake --build build
ctest --test-dir build

The Vita build needs vitasdk plus five libraries built from source (vitaGL, the vitagl branch of SDL2, vitaShaRK, SceShaccCgExt, math-neon). tools/vita/build_vita_libs.sh builds them at the commits I test with, and docs/TOOLCHAIN.md has the details. Then:

python tools/bake_menu_logo.py
cmake -S . -B build-vita -G Ninja -DBSHT_TARGET=vita -DCMAKE_POLICY_VERSION_MINIMUM=3.5
cmake --build build-vita        # build-vita/src/bsht_vita.vpk

CI (.github/workflows/ci.yml) runs all of this on every push and packages the three downloads when a tag is pushed.

Tests that need the game's data skip themselves and say which file they were looking for. To run them, run bsht-extract with --keep-work and copy its output into assets/ with bash tools/refresh_assets.sh <output folder>. The parity tests also need the original game unpacked (bsht-extract <exe> --unpack-to external/game-v2.2).

HOW??

  • The game's singleplayer GDScript is translated into C++ (src/scripts) with the same class and function names, running on a small runtime that copies the parts of Godot the scripts use (src/godot). If something acts weird, you can read the .cpp side by side with the .gd from your own copy (--unpack-to above gets you those). Its pretty easy, Godot games open up nicely.
  • A checker runs the original scenes in real Godot 4.1.4 and compares them with the port frame by frame (tests/parity).
  • Lighting is baked ahead of time into textures, so the Vita only does one texture read per surface and the picture stays close to Godot's. Saves a lot of performance while still looking like the original.

CREDITS

  • Mike Klubnika made Buckshot Roulette and gave this port his blessing. LOVE YOU MIKE
  • Me (i added portable to the title and shit idfk)
  • It uses a bunch of other people's libraries, listed below.

LICENSE

The port's code is GPL-3.0 (LICENSE). The game itself isn't, duh. The only thing from the original is the LiveArea art, and all game content is courtesy and blessing of Mike Klubnika.

The libraries keep their own licences. THIRD_PARTY.md lists each one (SDL2, vitaGL, Godot, stb, xatlas, reproc and the rest), and their full texts are in licenses/ and third_party/. All three downloads carry them too, in a licenses folder (data/licenses in the vpk).

Read official guide
CALIFICACIÓN
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PROJECT FILE

Project type
NATIVE PORT
Genre
Action / Adventure
Status
beta
Original platform
Windows
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
Oct 20, 2026

Target platforms 0

View on GitHub
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