YoYo Loader is a loader for libyoyo.so, the official GameMaker Studio Runner application for Android, for the PS Vita.
YoYo Loader works by loading such ARMv7 executable in memory, resolving its imports with native functions and patching it in order to properly run.
By doing so, it's basically as if we emulate a minimalist Android environment in which we run natively the executable as is.
This enables to run potentially any game made with GameMaker Studio.
Type of Game | Compatibility |
---|---|
Android Bytecode | Native |
Android YYC | Native |
PC/Console Bytecode | Yes |
PC/Console YYC | No |
For PC/Console exported games, you will need to perform an assets swap with a blank Android exported project with a Game Maker Studio version similar or equal of the one of the game you want to attempt to run. You can find a small guide on how to perform an Asset Swap here: https://gist.github.com/CatoTheYounger97/fa47e7eef92f772e4004d4dac22f9bdb
Note that patches to the bytecode may still be required in order to fix resolution, inputs or performances issues. Any game reported as Native
, instead, will work with simple drag'n'drop of the apk.
A comprehensive Compatibility List can be found here: https://yoyo.rinnegatamante.it. You can contribute to it by opening an Issue here: https://github.com/Rinnegatamante/YoYo-Loader-Vita-Compatibility/issues.
If a game seems to be running out of memory, you can try to fix this issue by externalizing its assets with the related built-in function in the Game Selector. It is also possible to squeeze even more available mem by manually compressing externalized textures in PVRTC2 format (A guide can be found here: https://gist.github.com/CatoTheYounger97/ddc2dd4ec459212466ea6f9887bc764b ).
YoYo Loader supports mapping of physical buttons to keyboard keys for those games that have not working controller code. It may be especially useful for PC asset swapped games.
A guide on how to set it up can be found here: https://gist.github.com/CatoTheYounger97/ce19685d349d913f9a2f097464453c97
In order to properly install the loader, you'll have to follow these steps precisely:
kubridge.skprx
and fd_fix.skprx
to your taiHEN plugins folder (usually ux0:tai
) and adding two entries to your config.txt
under *KERNEL
: *KERNEL
ux0:tai/kubridge.skprx
ux0:tai/fd_fix.skprx
Note Don't install fd_fix.skprx if you're using rePatch plugin
libshacccg.suprx
, if you don't have it already, by following this guide.ux0:data/gms/GAMENAME
, where GAMENAME
must refer to the name of the game, in form of an apk file renamed as game.apk
. You can get all the required files directly from your phone.In order to build the loader, you'll need a vitasdk build fully compiled with softfp usage.
You can find a precompiled version here: https://github.com/vitasdk/buildscripts/releases.
Additionally, you'll need some libraries normally included in vdpm compiled with softfp. You can get most of the required ones here: https://github.com/Rinnegatamante/vitasdk-packages-softfp/releases.
Finally, you'll need to recompile the few missing ones on your own:
cd build
cmake -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_FLAGS=-mfloat-abi=softfp .. && make install
make SOFTFP_ABI=1 NO_DEBUG=1 SHARED_RENDERTARGETS=1 HAVE_GLSL_SUPPORT=1 install
After all these requirements are met, you can compile the loader similarly to how the CI compiles it for nightly builds: https://github.com/Rinnegatamante/yoyoloader_vita/blob/main/.github/workflows/compilation.yml