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Topics - FMudanyali

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I am proudly presenting you the first official release of a vita app that uses OpenGLES2.0 natively. What other demo could be possibly better than the iconic gears? es2gears-vita uses FreeGLUT-Vita which utilizes Pigs-In-A-Blanket that is released only recently. It is a prime example of how easy it is to port GLES2.0 things to vita thanks to Pigs-In-A-Blanket. Special thanks to dots-tb and SonicMastr for teaching me how to convert GLSL shaders to CG.

Dont forget to install PIB on your VITA:

You can get ES2GEARS here:

Compilation Instructions

Get DolceSDK:,129.msg809.html
Get Pigs-In-A-Blanket:,294.0.html
Get FreeGLUT-Vita:,295.0.html

Code: [Select]
git clone
cd es2gears-vita
mkdir build && cd build
cmake ..
make -j8                      //8 can be replaced by your thread(cpu core) count

- FMudanyali
- dots-tb
- SonicMastr
- Team CBPS

Original Authors
- Brian Paul
- Kristian Høgsberg
- Alexandros Frantzis



This is the FreeGLUT library ported to PS Vita utilizing Pigs-In-A-Blanket that we released recently. It also happens to be my second porting attempt just after CreepTea-Vita. Special thanks to dots-tb and SonicMastr for guiding me through the process. Do note that this is my first time porting a library and I advise you to not take this too seriously.

What the hell is a FreeGLUT?

FreeGLUT is a cross-platform free implementation of the OpenGL library GLUT; a window system independent toolkit for writing OpenGL programs. It implements a simple windowing application programming interface (API) for OpenGL. GLUT makes it considerably easier to learn about and explore OpenGL Programming.
More info can be found here:

To Do:

Input needs some work as I haven't tried porting a FreeGLUT game to see how controls are handled. At the moment, I registered button presses as special events and didn't handle multiple presses. At a quick glance, joystick support and touchscreen support looks quite possible as we can return x and y coordinates along with button presses too.

How To:

First, obtain DolceSDK:,129.msg809.html
Then, obtain Pigs-In-A-Blanket:,294.0.html

Code: [Select]
git clone
cd freeglut-vita
mkdir build && cd build
cmake .. -DVITA=1
make -j8                    // 8 can be replaced by amount of threads(cpu cores) you have
make install


- FreeGLUT contributors
- FMudanyali
- dots-tb
- SonicMastr
- Graphene
- Team CBPS

PS Vita / [Release] Creep Tea Vita Port
« on: October 24, 2020, 06:58:53 AM »
Unofficial Port of Official Creep Tea For GP2X by Optimus For PS Vita by FMudanyali

I wanted to port something to Vita but didn't have any idea about what to port and how to port so I asked dots about it. He sent a meme demo and told me to try compiling it for the vita. I took notes from teakhanirons' CoolBoardPlaysSounds CMakeLists.txt and delicately yoinked his sce_sys folder. Then I proceeded to try compiling it, grep function names to find the stubs when the compiler threw a linking error, and slowly and surely managed to fill every DolceSDK stubs known to man into the cmake file. When I showed this cmake file to dots, his reaction was priceless:

Quote from: dots-tb
what the fuck is this shit

With the help of Graphene and dots, I removed all the unnecessary stubs and successfully managed to compile. It naturally gave a crash so I put printf in every single line to trace where it crashed, advised by dots almighty. Surprisingly to make it run, only few changes in some functions was all that was needed to make it not crash. All the scenes except the 2nd one and the 7th one was rendering correctly. Now this is where the real fun began.

Figure 1: The cursed scene that turned this from a 3-hour port to 3-day port.

These two scenes used a function called Radial() to create a god ray effect, except all I was seeing was TV static. I spent a whole day trying to figure out what it was trying to do. While studying this function, my big black onii-san wondered what I was trying to port so I sent him the function.

Figure 2.1: Jayjay losing his mind.

Figure 2.2: Jayjay losing his mind cont.

So Jaylon and Graphene just told me to quit porting this and do something else instead but nay, I was too autistic to abandon this. I proceeded to hold CreepNT (not related to Creep Tea) hostage and teach me bit shifting, byte swapping, and overall figuring out what the hell everything was. At the end of the day, I managed to get a picture on the screen that at least made sense somehow. After running around in circles I managed to fix this function once and for all (I still don't know what fixed it).

In conclusion, this was a great experience and starting point for me. It taught me a lot in the process, and most important of all, I REALLY HAD FUN PORTING THIS.

  • FMudanyali
  • Optimus for The Official Creep Tea For GP2X code
  • apomakros for the shitty music
  • dots-tb and Graphene for giving advices and monitoring the progress
  • Jaylon for teaching bit shifting and CreepNT for continued lessons about moving them bits all the way around.
  • teakhanirons for miscellaneous advices and providing skeleton files
  • CBPS for being epic

PS 3 / [Release] PS3-Discord.js - Discord Rich Presence For Your PS3
« on: August 09, 2020, 03:55:36 AM »
Adds Discord rich presence to your PS3 without relying on PSN.

How to Use
- Get it from here:
- Install node.js if you haven't
- Install webMAN-MOD on your PS3 if you haven't:
- Add your PS3 IP in config.json
Code: [Select]
npm install (first time only)
npm start

Additional Notes for WSL
If you're trying to run this under WSL, you have to install node.js in your Windows.

- Yowai_dev for the initial python3 version.
- The authors of discord.js.
- The authors of discord-rpc.
- The authors of node-fetch.

2020-09-10 - Added a workaround for WSL.

PS 3 / PS3 CELL CPU Eraser Mod by Naked_Snake1995
« on: June 14, 2020, 05:53:11 PM »
So, last night I got fed up with the noise of my fat PS3 and started searching how to delid the CELL CPU. The more I searched how to do it the more discouraged I got, due to lack of proper tools. But then, I saw this thread: This guy says to put an eraser in the CPU hole. He must be joking, right? Well I gave it a shot anyways, took me around 15 minutes to do it. I turned the PS3 on without any expectations and everything seemed the same except one thing, the fans were not kicking. I got scared and checked the temps. They were at 50*C and were rising really slowly. I couldn't believe my eyes to be honest. Then I started Persona 5 to push the hardware somewhat. After half an hour, it settled at 72*C at 26% fan speed. I still can't believe this result.

A little eraser piece cut my temperatures from 80*C at 55% fan speed to 72*C at 26% fan speed.

Here is how to do it:

Naked_Snake1995 says to use a stiff 3.5mm thick eraser. I used a 4mm thick soft Faber Castell eraser as I only had that.
Thanks Sony for the convenient hole and Naked_Snake1995 for figuring this out.

TrophyShot by Team CBPS

What does it do?

Just like in PS4, it takes a screenshot whenever you unlock a trophy.

Best used with reScreeny:,51.0.html

How do I install it?

Get it from here:

In config.txt inside tai folder,

TrophyShot.suprx goes under *main

like this:
Code: [Select]

After modifying the config, reboot.

If you want to take screenshots only when you get a platinum trophy, create this file:
Code: [Select]
ux0:/data/TrophyShot/platinum.txtDoesn't matter if the file is empty or not. Don't forget to reboot.

- FMudanyali of Team CBPS - SceScreenShot implementation, first 4 iterations, taught teakhanirons how to use snprintf
- !! Graphene of Team CBPS !! - SceShellUtil reverse engineering and ShellUtil clipboard trick, stabilization by module seperation and platinum testing
- Princess of Sleeping of Team CBPS - SceShell reverse engineering guidance
- teakhanirons of Team CBPS - SceScreenShot and additional SceShell reverse engineering
- dots-tb of Team CBPS - Additional reverse engineering guidance, cool guy in general
- Silica of Team CBPS - Prevented a disaster, twice
- Pina of Team CBPS - Was there
- yasen of Team CBPS - Morale support
- cuevavirus of Team CBPS - DolceSDK maintainance
- Nkekev of Team CBPS - Requested this plugin a long time ago
- and Team CBPS.

PS Vita / [Release] BetterTrackPlug - Keep Track Of Your Games
« on: March 21, 2020, 04:57:16 PM »

What is this?
A plugin that keeps track of how long you played your games, and an app to show you the values.

How is this "Better"?
- As it's rewritten as a kernel plugin, the files that record the playtime won't ever get corrupted.
- It only writes to file when you close/launch or suspend/resume the games so it doesn't murder your memory card, unlike the old one.
- Complete support for Adrenaline and Adrenaline Bubbles.
- You can add apps/games you selected to a blacklist (located at ux0:/data/TrackPlug/blacklist.txt)
- The app works at 60FPS instead of 30FPS.

How do I install this?
Get it from here:
Just put BetterTrackPlug.skprx under *KERNEL in config.txt

Code: [Select]

and install the vpk.
Don't forget to reboot, since you're also installing a plugin.

How do I use this?
- UP/DOWN to navigate.
- Triangle to prompt clearing playtime of the selected record, asks if you want to blacklist if you do clear the playtime.


I would advise you to set up your bubbles in a way that their title ID's will be the same as the corresponding PSP game's title ID instead of the default PSPEMUXXX, this way, they will use the same file that stores the playtime and you won't see the game twice on the list if you launch it both from bubble or directly from adrenaline.

As it's currently not possible for me to extract icons from inside Adrenaline, games launched directly from Adrenaline won't have any icons if there is no corresponding bubble for the said game. I also don't think it would be efficient even if I knew how to do it.

Please let me know if you see any bugs, it would be extremely helpful.

- Special thanks to teakhanirons, dots-tb, cuevavirus and Team CBPS for helping me make this plugin and not losing their minds because of my questions. Without their help I wouldn't even know where to start.
- Rinnegatamante for LPP-Vita and making the idea of TrackPlug in the first place.
- Electry for his code chunk responsible for getting titles inside Adrenaline.
- ecamci for making the assets.
- chinseng85 for adding the ability to store games' icons so when you remove them, you will still be able to see their icons.

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