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Messages - FMudanyali

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News / Re: Back online: new hosting platform
« on: February 19, 2023, 04:08:09 PM »
i kneel

PS Vita / Re: [Release] Live2D Cubism 4 for PS Vita
« on: March 12, 2021, 03:35:37 PM »
Dear sysie32,

This is an English speaking forum.

Yours truly.

PS Vita / Re: [Release] LCD Colour Space Changer
« on: February 06, 2021, 01:18:33 PM »
Apologizing for your writing, whether it is terrible or not, is a sign of weakness. Write nonsense to your hearts content.

You have been warned.

PS 3 / Re: PS3 CELL CPU Eraser Mod by Naked_Snake1995
« on: November 06, 2020, 06:20:07 PM »
After 5 months, its still going strong. Praise be upon the eraser.


Update v1.1.1.1 (CloudFlare Edition)

- Added offsets for 3.60-REX (Testkit).

You don't need to update unless you use 3.60 testkit firmware.

Reverse Engineering / Re: Taking a screenshot from a SceShell plugin
« on: November 01, 2020, 12:51:56 PM »
3.60 REX (Testkit) offset: 0x142d5c


an example app to go along with the included PIB samples, es2gears, can be found here.



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 / Re: [Release] Creep Tea Vita Port
« on: October 25, 2020, 06:40:42 AM »

News / Re: [8/25/2020] Emotes
« on: October 25, 2020, 06:40:20 AM »
:lul: please

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


Update v1.1.1
- Added nids for 3.65-CEX/DEX
- Added ability to toggle platinum only screenshots. Just create this file:
Code: [Select]
ux0:/data/TrophyShot/platinum.txtDoesn't matter if the file is empty or not. Don't forget to reboot.

Reverse Engineering / Re: Taking a screenshot from a SceShell plugin
« on: September 29, 2020, 12:02:31 PM »
3.65 CEX offset: 0x14a980
3.65 REX (Testkit) offset: 0x142db4


Update v1.1

- Changed how the plugin takes a screenshot.
- Is now a single main plugin
- Will not freeze your screen unlike before
- Should be compatible with all games

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