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.
In order to properly install the game, you'll have to follow these steps precisely:
- Install kubridge and FdFix by copying
kubridge.skprx
andfd_fix.skprx
to your taiHEN plugins folder (usuallyux0:tai
) and adding two entries to yourconfig.txt
under*KERNEL
:
*KERNEL
ux0:tai/kubridge.skprx
ux0:tai/fd_fix.skprx
- 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 Grand Theft Auto: San Andreas v2.00 legally (
com.rockstargames.gtasager
is not supported!) for Android in form of an.apk
file and one or more.obb
files (usuallymain.8.com.rockstargames.gtasa.obb
andpatch.8.com.rockstargames.gtasa.obb
located in/sdcard/android/obb/com.rockstargames.gtasa
). You can get all the required files directly from your phone and they can be extracted with whatever Zip extractor you prefer (eg: WinZip, WinRar, etc...). - Extract the
assets
folder from your.apk
file toux0:data
and rename it togtasa
. - Extract the file
libGTASA.so
from thelib/armeabi-v7a
folder inside your.apk
file toux0:data/gtasa
. - Extract the whole
main.8.com.rockstargames.gtasa.obb
file toux0:data/gtasa
. - Extract the whole
patch.8.com.rockstargames.gtasa.obb
file toux0:data/gtasa
. - Extract gamefiles.zip to
ux0:data/gtasa
. - Optional: For a more authentic console experience, copy the file
ux0:data/gtasa/data/360Default1280x720.cfg
toux0:data/gtasa/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.
The ux0:data/gtasa
folder should contain all the files and directories as shown below.
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.
- In order to reduce occasional stutters in-game, you can replace
ux0:data/scache_small.txt
andux0:data/scache_small_low.txt
withux0:data/scache.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 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 bee 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 HAVE_SHARK=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.