199 lines
9.9 KiB
Markdown
199 lines
9.9 KiB
Markdown
<img src="https://github.com/GTAmodding/re3/blob/master/logo.png?raw=true" alt="re3 logo" width="200">
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[![Build Status](https://img.shields.io/endpoint.svg?url=https%3A%2F%2Factions-badge.atrox.dev%2FGTAmodding%2Fre3%2Fbadge%3Fref%3Dmaster&style=flat)](https://actions-badge.atrox.dev/GTAmodding/re3/goto?ref=master)
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<a href="https://discord.gg/ERYg58ttcE"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
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## Intro
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In this repository you'll find the fully reversed source code for GTA III ([master](https://github.com/GTAmodding/re3/tree/master/) branch) and GTA VC ([miami](https://github.com/GTAmodding/re3/tree/miami/) branch).
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It has been tested and works on Windows, Linux and FreeBSD, on x86, amd64, arm and arm64.\
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Rendering is handled either by original RenderWare (D3D8)
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or the reimplementation [librw](https://github.com/aap/librw) (D3D9, OpenGL 2.1 or above, OpenGL ES 2.0 or above).\
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Audio is done with MSS (using dlls from original GTA) or OpenAL.
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The project has also been ported to the [Nintendo Switch](https://github.com/AGraber/re3-nx/),
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[Playstation Vita](https://github.com/Rinnegatamante/re3) and
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[Nintendo Wii U](https://github.com/GaryOderNichts/re3-wiiu/).
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We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in touch with us.
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## Installation
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- re3 requires PC game assets to work, so you **must** own [a copy of GTA III](https://store.steampowered.com/app/12100/Grand_Theft_Auto_III/).
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- Build re3 or download the latest nightly build:
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- [Windows D3D9 MSS 32bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_x86/master/re3_Release_win-x86-librw_d3d9-mss.zip)
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- [Windows D3D9 64bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_amd64/master/re3_Release_win-amd64-librw_d3d9-oal.zip)
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- [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_amd64/master/re3_Release_win-amd64-librw_gl3_glfw-oal.zip)
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- [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/ubuntu-latest-gl3.zip)
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- [MacOS 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/macos-latest-gl3.zip)
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- Extract the downloaded zip over your GTA 3 directory and run re3. The zip includes the gamefiles and in case of OpenAL the required dlls.
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## Screenshots
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![re3 2021-02-11 22-57-03-23](https://user-images.githubusercontent.com/1521437/107704085-fbdabd00-6cbc-11eb-8406-8951a80ccb16.png)
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![re3 2021-02-11 22-43-44-98](https://user-images.githubusercontent.com/1521437/107703339-cbdeea00-6cbb-11eb-8f0b-07daa105d470.png)
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![re3 2021-02-11 22-46-33-76](https://user-images.githubusercontent.com/1521437/107703343-cd101700-6cbb-11eb-9ccd-012cb90524b7.png)
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![re3 2021-02-11 22-50-29-54](https://user-images.githubusercontent.com/1521437/107703348-d00b0780-6cbb-11eb-8afd-054249c2b95e.png)
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## Improvements
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We have implemented a number of changes and improvements to the original game.
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They can be configured in `core/config.h`.
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Some of them can be toggled at runtime, some cannot.
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* Fixed a lot of smaller and bigger bugs
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* User files (saves and settings) stored in GTA root directory
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* Settings stored in re3.ini file instead of gta3.set
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* Debug menu to do and change various things (Ctrl-M to open)
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* Debug camera (Ctrl-B to toggle)
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* Rotatable camera
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* XInput controller support (Windows)
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* No loading screens between islands ("map memory usage" in menu)
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* Skinned ped support (models from Xbox or Mobile)
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* Rendering
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* Widescreen support (properly scaled HUD, Menu and FOV)
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* PS2 MatFX (vehicle reflections)
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* PS2 alpha test (better rendering of transparency)
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* PS2 particles
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* Xbox vehicle rendering
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* Xbox world lightmap rendering (needs Xbox map)
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* Xbox ped rim light
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* Xbox screen rain droplets
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* More customizable colourfilter
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* Menu
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* Map
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* More options
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* Controller configuration menu
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* ...
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* Can load DFFs and TXDs from other platforms, possibly with a performance penalty
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* ...
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## To-Do
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The following things would be nice to have/do:
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* Fix physics for high FPS
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* Improve performance on lower end devices, especially the OpenGL layer on the Raspberry Pi (if you have experience with this, please get in touch)
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* Compare code with PS2 code (tedious, no good decompiler)
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* [PS2 port](https://github.com/GTAmodding/re3/wiki/PS2-port)
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* Xbox port (not quite as important)
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* reverse remaining unused/debug functions
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* compare CodeWarrior build with original binary for more accurate code (very tedious)
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## Modding
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Asset modifications (models, texture, handling, script, ...) should work the same way as with original GTA for the most part.
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Mods that make changes to the code (dll/asi, CLEO, limit adjusters) will *not* work.
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Some things these mods do are already implemented in re3 (much of SkyGFX, GInput, SilentPatch, Widescreen fix),
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others can easily be achieved (increasing limis, see `config.h`),
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others will simply have to be rewritten and integrated into the code directly.
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Sorry for the inconvenience.
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## Building from Source
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When using premake, you may want to point GTA_III_RE_DIR environment variable to GTA3 root folder if you want the executable to be moved there via post-build script.
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Clone the repository with `git clone --recursive https://github.com/GTAmodding/re3.git`. Then `cd re3` into the cloned repository.
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<details><summary>Linux Premake</summary>
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For Linux using premake, proceed: [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux)
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</details>
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<details><summary>Linux Conan</summary>
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Install python and conan, and then run build.
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```
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conan export vendor/librw librw/master@
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mkdir build
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cd build
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conan install .. re3/master@ -if build -o re3:audio=openal -o librw:platform=gl3 -o librw:gl3_gfxlib=glfw --build missing -s re3:build_type=RelWithDebInfo -s librw:build_type=RelWithDebInfo
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conan build .. -if build -bf build -pf package
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```
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</details>
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<details><summary>FreeBSD</summary>
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For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD)
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</details>
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<details><summary>Windows</summary>
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Assuming you have Visual Studio 2015/2017/2019:
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- Run one of the `premake-vsXXXX.cmd` variants on root folder.
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- Open build/re3.sln with Visual Studio and compile the solution.
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Microsoft recently discontinued its downloads of the DX9 SDK. You can download an archived version here: https://archive.org/details/dxsdk_jun10
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**If you choose OpenAL on Windows** You must read [Running OpenAL build on Windows](https://github.com/GTAmodding/re3/wiki/Running-OpenAL-build-on-Windows).
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</details>
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> :information_source: premake has an `--lto` option if you want the project to be compiled with Link Time Optimization.
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> :information_source: There are various settings in [config.h](https://github.com/GTAmodding/re3/tree/master/src/core/config.h), you may want to take a look there.
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> :information_source: re3 uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
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If you feel the need, you can also use CodeWarrior 7 to compile re3 using the supplied codewarrior/re3.mcp project - this requires the original RW33 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference.
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## Contributing
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As long as it's not linux/cross-platform skeleton/compatibility layer, all of the code on the repo that's not behind a preprocessor condition(like FIX_BUGS) are **completely** reversed code from original binaries.
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We **don't** accept custom codes, as long as it's not wrapped via preprocessor conditions, or it's linux/cross-platform skeleton/compatibility layer.
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We accept only these kinds of PRs;
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- A new feature that exists in at least one of the GTAs (if it wasn't in III/VC then it doesn't have to be decompilation)
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- Game, UI or UX bug fixes (if it's a fix to original code, it should be behind FIX_BUGS)
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- Platform-specific and/or unused code that's not been reversed yet
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- Makes reversed code more understandable/accurate, as in "which code would produce this assembly".
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- A new cross-platform skeleton/compatibility layer, or improvements to them
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- Translation fixes, for languages original game supported
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- Code that increase maintainability
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We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well.
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Do not use features from C++11 or later.
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## History
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re3 was started sometime in the spring of 2018,
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initially as a way to test reversed collision and physics code
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inside the game.
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This was done by replacing single functions of the game
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with their reversed counterparts using a dll.
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After a bit of work the project lay dormant for about a year
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and was picked up again and pushed to github in May 2019.
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At the time I (aap) had reversed around 10k lines of code and estimated
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the final game to have around 200-250k.
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Others quickly joined the effort (Fire_Head, shfil, erorcun and Nick007J
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in time order, and Serge a bit later) and we made very quick progress
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throughout the summer of 2019
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after which the pace slowed down a bit.
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Due to everyone staying home during the start of the Corona pandemic
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everybody had a lot of time to work on re3 again and
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we finally got a standalone exe in April 2020 (around 180k lines by then).
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After the initial excitement and fixing and polishing the code further,
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reVC was started in early May 2020 by starting from re3 code,
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not by starting from scratch replacing functions with a dll.
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After a few months of mostly steady progress we considered reVC
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finished in December.
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Since then we have started reLCS, which is currently work in progress.
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## License
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We don't feel like we're in a position to give this code a license.\
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The code should only be used for educational, documentation and modding purposes.\
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We do not encourage piracy or commercial use.\
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Please keep derivate work open source and give proper credit.
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