mirror of
https://github.com/GTAmodding/re3.git
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148 lines
3.8 KiB
Markdown
148 lines
3.8 KiB
Markdown
# Intro
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The aim of this project is to reverse GTA III for PC by replacing
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parts of the game [one by one](https://en.wikipedia.org/wiki/Ship_of_Theseus)
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such that we have a working game at all times.
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Apparently you can download a binary of the latest version here:
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[Debug](https://ci.appveyor.com/api/projects/aap/re3/artifacts/bin/DebugCI/re3.dll?branch=master&job=Configuration%3A+DebugCI),
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[Release](https://ci.appveyor.com/api/projects/aap/re3/artifacts/bin/ReleaseCI/re3.dll?branch=master&job=Configuration%3A+ReleaseCI).
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Build status:
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[![Build status](https://ci.appveyor.com/api/projects/status/hyiwgegks122h8jg?svg=true)](https://ci.appveyor.com/project/aap/re3/branch/master)
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Re3 starts the script main_freeroam.scm by default. Make sure you copy it to your data directory.
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# Strategy
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A good approach is to start at the fringes of the code base,
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i.e. classes that don't depend on code that we don't have reversed yet.
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If a function uses only few unreversed functions that would be inconvenient
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to reverse at the time, calling the original functions is acceptable.
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# Progress
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This is a list of some things that have been reversed to some non-trivial extent.
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Not everything is listed, check the code.
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```
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CPool
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CTxdStore
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CVector
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CVector2D
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CMatrix
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CModelInfo
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CBaseModelInfo
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CSimpleModelInfo
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CTimeModelInfo
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CClumpModelInfo
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CPedModelInfo
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CVehicleModelInfo
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CVisibilityPlugins
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CRenderer
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CSprite
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CSprite2d
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CFont
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CEntity
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CPhysical
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CCollision
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CCullZones
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CTheZones
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CPathFind
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CCam
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CParticle
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CParticleMgr
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```
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# Low hanging fruit
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There are a couple of things that have been reversed for other projects
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already that could probably be put into this project without too much effort.
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Again, the list is not complete:
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* ~~Animation (https://github.com/aap/iii_anim)~~
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* File Loader (https://github.com/aap/librwgta/tree/master/tools/IIItest)
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* ...
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# Coding style
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I started writing in [Plan 9 style](http://man.cat-v.org/plan_9/6/style),
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but realize that this is not the most popular style, so I'm willing to compromise.
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Try not to deviate too much so the code will look similar across the whole project.
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To give examples, these two styles (or anything in between) are fine:
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```
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type
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functionname(args)
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{
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if(a == b){
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s1;
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s2;
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}
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if(x != y)
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s3;
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}
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type functionname(args)
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{
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if (a == b) {
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s1;
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s2;
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}
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if (x != y)
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s3;
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}
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```
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This one (or anything more extreme) is heavily discouraged:
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```
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type functionname ( args )
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{
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if ( a == b )
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{
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s1;
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s2;
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}
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if ( x != y )
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{
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s3;
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}
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}
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```
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Indentation is done with TABS.
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As for the less cosmetic choices, here are some guidelines how the code should look:
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* Don't use magic numbers where the original source code would have had an enum or similar.
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Even if you don't know the exact meaning it's better to call something `FOOBAR_TYPE_4` than just `4`,
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since `4` will be used in other places and you can't easily see where else the enum value is used.
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* Don't just copy paste code from IDA, make it look nice
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* Use the right types. In particular:
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* don't use types like `__int16`, we have `int16` for that
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* don't use `unsigned`, we have typedefs for that
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* don't use `char` for anything but actual characters, use `int8`, `uint8` or `bool`
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* don't even think about using win32 types (`BYTE`, `WORD`, &c.) unless you're writing win32 specific code
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* As for variable names, the original gta source code was not written in a uniform style,
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but here are some observations:
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* many variables employ a form of hungarian notation, i.e.:
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* `m_` may be used for class member variables (mostly those that are considered private)
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* `ms_` for (mostly private) static members
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* `f` is a float, `i` or `n` is an integer, `b` is a boolean, `a` is an array
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* do *not* use `dw` for `DWORD` or so, we're not programming win32
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* Generally, try to make the code look as if R* could have written it
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