No description
Find a file
2021-02-13 20:09:16 +02:00
.github/workflows add gamefiles and dlls to premake workflows 2021-02-03 20:28:34 +01:00
.vscode .vscode/settings: fix include path 2020-10-09 02:01:53 -04:00
cmake Cmake version for hash 2021-02-12 21:09:46 +03:00
codewarrior make building with Codewarrior 7 possible 2021-01-24 17:08:34 +01:00
gamefiles Sync aspect ratio setting with master 2021-02-12 18:00:20 +02:00
src glfw window icon 2021-02-13 17:09:12 +01:00
utils/gxt Sync aspect ratio setting with master 2021-02-12 18:00:20 +02:00
vendor update librw 2021-02-12 20:12:48 +01:00
.clang-format Add basic clang format file 2020-12-08 18:38:22 +01:00
.gitattributes Add .gitattributes for better language stats 2020-09-23 16:08:35 +03:00
.gitignore Remove version text, add toggleable debug info(with commit hash!) 2021-02-12 21:09:23 +03:00
.gitmodules Move stuff to vendor 2020-08-14 14:22:50 +03:00
CMakeLists.txt Cmake version for hash 2021-02-12 21:09:46 +03:00
CODING_STYLE.md Separate Coding Style out into its own Document, and mention it from the Readme. 2020-09-30 06:54:57 -04:00
conanfile.py Port conan to miami 2021-01-14 15:03:54 +01:00
premake-vs2015.cmd improvements (?) to premakefile 2020-04-29 11:44:26 +02:00
premake-vs2017.cmd improvements (?) to premakefile 2020-04-29 11:44:26 +02:00
premake-vs2019.cmd improvements (?) to premakefile 2020-04-29 11:44:26 +02:00
premake5.exe premake: add startrpoject; add lto option; fix copying of binary to gamedir; update premake5.exe 2021-01-12 12:43:42 +02:00
premake5.lua Fix sha1 on premake linux 2021-02-12 21:10:39 +03:00
premake5Linux premake: add startrpoject; add lto option; fix copying of binary to gamedir; update premake5.exe 2021-01-12 12:43:42 +02:00
printHash.bat Remove version text, add toggleable debug info(with commit hash!) 2021-02-12 21:09:23 +03:00
printHash.sh Fix sha1 on premake linux 2021-02-12 21:10:39 +03:00
README.md Update invite link 2021-02-13 20:09:16 +02:00

Build Status

Intro

In this repository you'll find the fully reversed source code for GTA III (master branch) and GTA VC (miami branch).

It has been tested and works on Windows, Linux and FreeBSD, on x86, amd64, arm and arm64.
Rendering is handled either by original RenderWare (D3D8) or the reimplementation librw (D3D9, OpenGL 2.1 or above, OpenGL ES 2.0 or above).
Audio is done with MSS (using dlls from original GTA) or OpenAL.

We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in touch with us.

How can I try it?

Screenshots

screen_ 1613087332 screen_ 1613086852 screen_ 1613086989 screen_ 1613087193

Improvements

We have implemented a number of changes and improvements to the original game. They can be configured in core/config.h. Some of them can be toggled at runtime, some cannot.

  • Fixed a lot of smaller and bigger bugs
  • User files (saves and settings) stored in GTA root directory
  • Settings stored in reVC.ini file instead of gta_vc.set
  • Debug menu to do and change various things (Ctrl-M to open)
  • Debug camera (Ctrl-B to toggle)
  • Rotatable camera
  • Xinput controller support (Windows)
  • No loading screens between islands ("map memory usage" in menu)
  • Rendering
    • Widescreen support (properly scaled HUD, Menu and FOV)
    • PS2 MatFX (vehicle reflections)
    • PS2 alpha test (better rendering of transparency)
    • Xbox vehicle rendering
    • Xbox world lightmap rendering (needs Xbox map)
    • Xbox ped rim light
    • Xbox screen rain droplets
    • More customizable colourfilter
  • Menu
    • More options
    • Controller configuration menu
    • ...
  • Can load DFFs and TXDs from other platforms, possibly with a performance penalty
  • ...

To-Do

The following things would be nice to have/do:

  • Fix physics for high FPS
  • PS2 port
  • Xbox port (not quite as important)
  • reverse remaining unused/debug functions
  • compare Codewarrior build with original binary for more accurate code (very tedious)

Modding

Asset modifications (models, texture, handling, script, ...) should work the same way as with original GTA for the most part.

Mods that make changes to the code (dll/asi, CLEO, limit adjusters) will not work. Some things these mods do are already implemented in re3 (much of SkyGFX, GInput, SilentPatch, Widescreen fix), others can easily be achieved (increasing limis, see config.h), others will simply have to be rewritten and integrated into the code directly. Sorry for the inconvenience.

Building from Source

When using premake, you may want to point GTA_VC_RE_DIR environment variable to GTA Vice City root folder, if you want executable to be moved there via post-build script.

Linux Premake

For Linux using premake, proceed: Building on Linux

Linux Conan

Obtain source code.

git clone https://github.com/GTAmodding/re3.git reVC -b miami
cd reVC
git submodule init
git submodule update --recursive

Install python and conan, and then run build.

conan export vendor/librw librw/master@
mkdir build
cd build
conan install .. reVC/master@ -if build -o reVC:audio=openal -o librw:platform=gl3 -o librw:gl3_gfxlib=glfw --build missing -s reVC:build_type=RelWithDebInfo -s librw:build_type=RelWithDebInfo
conan build .. -if build -bf build -pf package
FreeBSD

For FreeBSD using premake, proceed: Building on FreeBSD

Windows

Assuming you have Visual Studio:

  • Clone the repo using the argument --recursive.
  • Run one of the premake-vsXXXX.cmd variants on root folder.
  • Open the project via Visual Studio

If you use 64-bit D3D9: We don't ship 64-bit Dx9 SDK. You need to download it from Microsoft if you don't have it(although it should come pre-installed after some Windows version)

If you choose OpenAL on Windows You must read Running OpenAL build on Windows.

There are various settings in config.h, you may want to take a look there. i.e. FIX_BUGS define fixes the bugs we've come across.

Did you notice librw? reVC uses completely homebrew RenderWare-replacement rendering engine; librw. librw comes as submodule of reVC, but you also can use LIBRW enviorenment variable to specify path to your own librw.

Contributing

We have a Coding Style document that isn't followed or enforced very well.

Do not use features from C++11 or later.

History

re3 was started sometime in the spring of 2018, initially as a way to test reversed collision and physics code inside the game. This was done by replacing single functions of the game with their reversed counterparts using a dll.

After a bit of work the project lay dormant for about a year and was picked up again and pushed to github in May 2019. At the time I (aap) had reversed around 10k lines of code and estimated the final game to have around 200-250k. Others quickly joined the effort and we made very quick progress throughout the summer of 2019 after which the pace slowed down a bit.

Due to everyone staying home during the start of the Corona pandemic everybody had a lot of time to work on re3 again and we finally got a standalone exe in April 2020 (around 180k lines by then).

After the initial excitement and fixing and polishing the code further, reVC was started in early May 2020 by starting from re3 code, not by starting from scratch replacing functions with a dll. After a few months of mostly steady progress we considered reVC finished in December.

Since then we have started reLCS, which is currently work in progress.

License

We don't feel like we're in a position to give this code a license.
The code should only be used for educational, documentation and modding purposes.
We do not encourage piracy or commercial use.
Please keep derivate work open source and give proper credit.