Hi and thanks to Nothfear and the community for this release!
Believe or not, i bought a PSVITA two years ago, because i was aware of the possibility of playing System Shock/Shockolate on it.. I tried by myself to make the port but i was totally unsuccesful even to begin, but i didnt lose the hope, but voila! Here it is! Infinite thanks to you all.
I have been testing and the release is near to perfection,so i didnt find major issues on installation (although i have some knowledge managing the data files through dosbox and by inspecting the sources of the TSSHP and the Shockolate ports, also i pushed a POC on the psphomebrew Discord channel running the shareware version through DosBox-PSP some time ago).
My test environment is a FAT-PSVIta PCH-1000 firmware 3.73 using temporary h-encore2 to launch homebrew, it usually crashes on suspension due to some incorrect plugin configuration, and im aware of the problem... Using a 8gb original card Sony card.
- First, i tested the datafiles from the System Shock Portable that was released before the GOG version. Although the initial splash works, it failed at loading the intro cutscene and the application crashed, let me know if you want the dumps, and ill set it up again if needed. I havent tested with the old shareware datafiles or oldest disks versions...
- After that, I reinstalled again with the datafiles of the GOG version and runned without issues at first try. Everything works at it should (Even though some minor bugfixes/gameplay issues should be fixed according to the GOG corresponding forums, didnt tested yet ):
1) loading times are generally ok and only stalls temporarily when loading audiologs, only tested english with audio and text enabled and seems ok for now.
2) Launching a new game is appreciable the use of the native vita input for name entry and also later for data saving. I suppose Northfear was not aware that also the map fullscreen allows personal bookmarks using the "Messages" option. A minor bugfix is needed here
. By pressing with the LMB on a point in the map, it grabs the input like the WASD based key entry but START key acts as the enter allows to record properly...
3) The touchscreen mapping to the MultiFunctionalDisplay-MFD and NeuroSoftware Socket is screen exact, I know the UI would need a deep modding work to be modified, but Im used to it and find no issues, the cluttering of the UI difficults the use of the mouselook touchscreen (no pun or comparation with Xash-Half life port) ... The options menu is activated with SELECT but can also be activated by pressing the top-left corner of the screen with the left mouse, but it seems to be unimplemented on touchscreen. Also, seems a little confusing at first to move the mouse with right stick on the options screen but again, seems no problem once you get it... Also, options sliders stucks a bit, so i always slide until desired and rapidly ESC's to maintaing the setting...
4) About the keymapping, i got used to it quickly, it differs from my custom mapping ( triangle=jump, cross=crouch cycle), but for the rest seems ok. left/right leaning proves useful for corner fire on unaware enemies. For the good side: Drug-apply with START key is a bendition if you have the med-patch always selected on the inventory. On the bad side, launching grenades quickly is almost impossible, as you have to open inventory, change the mouselook and try to aim, resulting in a "Band of brothers" joke-result of nose-exploding
5) Graphics are ok, even with high graphics settings and vita 960x544 resolution, there are no slowdowns. I can imagine whiy VitaGL support is not implemented yet as the original portal-based software renderer of the game does all the job efficiently. I upvote to be as close to the original experience for now, and left the improvements for a possible SS2 port (¿?). For those who research like me: Previous to SS, Ultima Underworld PSONE version was exclusively released on japan changing decals for laughling "globulous" 3Dmodel-based characters, enough with the Ghostbusters...
6) Music and sound also ok, the big problem of the gameplay is that you need the music to detect nearby enemies but on first level it gets irritating... im also aware of issues and trouble that would suppose applying the SB/Ultrasound music, and possibly would lag the the game for bad if applied,...
7) Saving and Loading seems to work ok for now at Level 2,... Although i have some previously saved games, still didnt test cross-saving between SSP/GOG/Shockolate is possible, but i bet that it should work,... Ill post results when i try. For now i have restarted a normal game and trying to finish for the first time in my life...
The Gyroscope support deserves its badge, have been playing on wheel-chair to prevent accidents and is the VR/AR experience that the game deserves as the cherry-topping of a perfect 30-years-old experience...
Hope these tips also helps the newbies, you can find more insights at old fan sites like TTLG forums, systemshock DOT org OR Sourceforge TSSHP project.