However, it also broke TN-X. This seems to be because TN-X has its own version of the TNV folder and overwriting it with the new one resulted in TN-X not loading. I copied the TNV folder used by TN-X back across and this fixed TN-X, but resulted in the bubble not loading. I copied Go Sudoku! back across and now I have TN-V again, but no bubble.
TN-V11 expects to be launching from the folder called TNV in the saves folder. Sadly so does TN-X. All you have to do is hex edit one of the TN-X files because the path it runs from is in plaintext, so you change the V to an X, reup the savedata and it'll work. I did this to get both running on the same Vita, has been working perfectly for some months now -
Arcade Darts as the TN-V exploit game and
Tekken 2 as the TN-X exploit game.
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The emulators are somewhat better on the Vita since there are better clock speeds involved. (I think we're talking about up to 444MHz for the Vita; the PSP stuff is around 333MHz I think.)
For ePSP the clock speed is still a maximum 333mhz as per the original PSP (most games that aren't
God Of War titles still run @ 222mhz and will benefit from being overclocked to 333mhz).
The 444mhz mode only applies to native Vita hacks under PSM Unity 1.06 for Rejuvenate which requires
FW 3.50 & FW 3.51 only. Also the Vita lacks the "Media Engine" sub-CPU that the PSP had so emulators which take advantage of it for a speed boost (Snes9xTYL
mecm) will not run at all, usually just hard crash the ePSP side entirely in my experience.
From what you've written here and elsewhere I think you already know that but I figured I'd post it again for those that didn't know. ;-)