--- name: vita-testing description: Verify a PS Vita port without a Vita and then on one - static checks (vita build with the unresolved-import check, vita vpk check, vita livearea check), the PC Vita-simulation profile (vita sim - 960x544, Vita controls on keyboard/gamepad/mouse, memory cap with OOM detection, scripted input, screenshots, stats), Vita3K runs (vita emu), the done criterion evidence, the real-hardware checklist, and hardware iteration through vitacompanion (vita deploy, launch, kill, logs, core with vita-parse-core), plus the 3-strike circuit breaker. Use whenever the port must be built, run, checked, compared, debugged on a console, or when something fails repeatedly. --- # Vita testing Reference: `port-to-vita/references/testing.md` (levels, checklist template). Never ask the user to test an intermediate build on hardware. ## Static ```bash vita build && vita vpk check build-vita/.vpk && vita livearea check ``` `vita build --json` gives `{ok, vpk, elf, unresolved, errors}`; fix the first error, rebuild. Compile jobs are bounded by available memory (about 1 GiB per heavy C++ job); `vita build` prints the count and why. On WSL or a small machine, a first build of big libraries can still run out of memory: lower it (`-j 2`, `[build] jobs`), or ask the user to raise WSL's memory (`%UserProfile%\.wslconfig`: `[wsl2]` `memory=12GB`, `swap=8GB`, then `wsl --shutdown`). Never run a bare `cmake --build --parallel` yourself: that's an unbounded `make -j`. A build killed by its timeout/stall watchdog says so (`killed` in `--json`); the next build cleans up the precompiled headers it may have left half-written. ## PC simulation ```bash vita sim --shot --timeout 30 # does it boot? look at the screenshot vita sim --input sim/.txt --timeout 120 # the agreed path, screenshots from the script vita sim --enter circle --memory 96 # other confirm button, tighter memory ``` Read `build-sim/vita-sim/