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2019-06-02 19:33:41 +02:00
dxsdk skeleton updated, windows specific stuff added 2019-06-02 06:00:38 +03:00
gamefiles clean up 2019-05-30 00:47:33 +02:00
rwsdk/include/d3d8 more work on CPhysical 2019-05-18 12:39:39 +02:00
src added CPhysical flags from Nick 2019-06-02 19:33:41 +02:00
.appveyor.yml Store artifacts 2019-05-19 23:34:09 +02:00
premake5.cmd first commit 2019-05-15 16:52:37 +02:00
premake5.exe fixed CParticle crash && RandTable 2019-05-31 00:49:06 +03:00
premake5.lua skeleton updated, windows specific stuff added 2019-06-02 06:00:38 +03:00
premake5vs17.cmd fixed CParticle crash && RandTable 2019-05-31 00:49:06 +03:00
README.md clean up 2019-05-30 00:47:33 +02:00

Intro

The aim of this project is to reverse GTA III for PC by replacing parts of the game one by one such that we have a working game at all times.

Apparently you can download a binary of the latest version here.

Re3 starts the script main_freeroam.scm by default. Make sure you copy it to your data directory.

Strategy

A good approach is to start at the fringes of the code base, i.e. classes that don't depend on code that we don't have reversed yet. If a function uses only few unreversed functions that would be inconvenient to reverse at the time, calling the original functions is acceptable.

Progress

This is a list of some things that have been reversed to some non-trivial extent. Not everything is listed, check the code.

CPool
CTxdStore
CVector
CVector2D
CMatrix
CModelInfo
CBaseModelInfo
CSimpleModelInfo
CTimeModelInfo
CClumpModelInfo
CPedModelInfo
CVehicleModelInfo
CVisibilityPlugins
CRenderer
CSprite
CSprite2d
CFont
CEntity
CPhysical
CCollision
CCullZones
CTheZones
CPathFind
CCam
CParticle
CParticleMgr

Low hanging fruit

There are a couple of things that have been reversed for other projects already that could probably be put into this project without too much effort. Again, the list is not complete:

Coding style

I started writing in Plan 9 style, but realize that this is not the most popular style, so I'm willing to compromise. Try not to deviate too much so the code will look similar across the whole project.

To give examples, these two styles (or anything in between) are fine:

type
functionname(args)
{
	if(a == b){
		s1;
		s2;
	}
	if(x != y)
		s3;
}

type functionname(args)
{
	if (a == b) {
		s1;
		s2;
	}
	if (x != y)
		s3;
}

This one (or anything more extreme) is heavily discouraged:

type functionname ( args )
{
  if ( a == b )
  {
    s1;
    s2;
  }
  if ( x != y )
  {
    s3;
  }
}

Indentation is done with TABS.