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Wonderful Everyday (PS Vita)
PORTSNATIVE

Wonderful Everyday (PS Vita)

PORT NATIVOACCIÓN / AVENTURABETA

Wonderful Everyday (PS Vita)

Wonderful Everyday

OrigenWindows

TecnologíaPort Nativo C/C++ (Reimplementación de Motor)

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Sobre el proyecto

Wonderful Everyday es un videojuego de acción y aventura publicado por Front Wing en 2010.

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

Subahibi PS Vita

PS Vita port of Wonderful Everyday Down the Rabbit-Hole using the prebuilt RenPy-Vita 7 runtime. The port includes editable English compatibility sources, Vita UI, controller mappings and LiveArea files.

The original 4:3 presentation is centered at 725×544. The OLED pillarboxes remain black and provide touch shortcuts without stretching the game image.

Install

The release consists of one installable VPK and three Ren'Py media archives:

Subahibi.vpk
Subahibi-images.rpa
Subahibi-audio-01.rpa
Subahibi-audio-02.rpa

Copy the three RPA files to the persistent data directory:

ux0:data/Subahibi/

Then copy the approximately 44 MB VPK to ux0:data/ and install it with VitaShell. Keep the archives in that directory; VPK updates replace ux0:app/SHBI00001/, while the media in ux0:data/Subahibi/ survives. Keep at least 2.3 GB free on ux0:. Full instructions and checksum verification are in docs/INSTALLING.md.

Build

Docker is the only build dependency. The clone contains all 132 editable Ren'Py source modules, and Git LFS supplies the two media archives. The Docker base image and the Python tools are pinned by digest/hash, and identical inputs produce byte-identical media archives:

port/game/*.rpy
port/game-audio.zip
port/game-images.zip

Then run:

git lfs pull
./docker/build.sh
./docker/run.sh build

To replace the media with another complete prepared set, regenerate its two archives first:

./docker/run.sh bundle "/path/to/audio" "/path/to/optimized-images"
./docker/run.sh build

Outputs are written to build/dist/. See docs/BUILDING.md for the exact input layout and pipeline.

Controls

InputAction
Cross / D-pad DownAdvance or confirm
CircleHide interface during dialogue; return in menus
TriangleHistory
SquareAuto mode
LRollback
RToggle skip
SelectQuick Save
L + SelectQuick Load
StartGame menu
D-pad / SticksMenu navigation
L / R in Save and LoadPrevious / next page
TouchSidebar actions
Cross / Circle / Start during the opening logosSkip the logos

Close the application from LiveArea. The native RenPy-Vita Quit path is hidden because the upstream runtime crashes while shutting down.

Saves

Saves made with the PC release and with earlier Vita builds load and continue. The build embeds the translation of their script layout to the shipped one and checks it when a save is loaded. Loading also restores the BGI sprite and variable state, which the original game never saved. Save and Load screens page with L / R.

Startup time

On a real Vita, the instrumented startup phases before GLES renderer initialization take 15.1–15.8 seconds. Most of this work is repeated for every new process, so later launches are not instant, and a black screen during initialization is expected.

PhaseTime
Loading error handling0.58 s
Loading script3.73–3.78 s
Loader init2.00–2.07 s
Early init0.43–1.10 s
Screen phases, first launch after install0.38 s
First main menu frame0.35 s
Main menu music lookup0.056 s

What keeps it down:

  • Ren'Py's automatic startup registration of all 33,435 audio files and 4,908 images is disabled. Audio uses explicit paths and images are resolved from the RPA index when first shown.
  • The Vita runtime copy defers indexing the two external audio RPA files. A background thread indexes them during the opening warning screen, or the first audio lookup does if it comes first, for example when the opening is skipped. The same thread loads the main menu background, so the first menu frame does not decode it while the menu music is looked up.
  • Each story chapter has its own bytecode cache, loaded when the chapter is entered; launch unpickles only the startup scripts.
  • The shipped screen cache is valid for the Vita runtime, so the first launch after an installation does not rewrite it.
  • A 16 KB subset of simhei.ttf replaces the 9.8 MB font, unused renpy/common modules are dropped and images are scaled to the 960×544 display, which keeps the VPK at about 44 MB.

The precompiled eboot.bin is unchanged; only the copied core, loader and script modules inside the generated VPK are patched.

The opening logos and warnings take about 27 seconds of scripted pauses and dissolves (31 seconds measured on the Vita, including image loads) unless skipped with Cross, Circle or Start.

Repository layout

PathPurpose
port/game/Complete editable English game/Vita sources, fonts and GUI assets
port/game-audio.zipComplete Ogg input tree
port/game-images.zipComplete optimized WebP input tree
assets/vita-livearea/LiveArea sources and generated assets
docker/Reproducible Linux build environment
tools/Build, packaging and validation implementation
build/dist/Generated VPK, RPA data archives and checksums

Title ID: SHBI00001.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Acción / Aventura
Estado
beta
Plataforma de origen
Windows
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
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