mirror of
https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
191 lines
9.6 KiB
Markdown
191 lines
9.6 KiB
Markdown
<img src="https://github.com/GTAmodding/re3/blob/miami/logo.png?raw=true" alt="reVC logo" width="200">
|
|
|
|
[![Build Status](https://img.shields.io/endpoint.svg?url=https%3A%2F%2Factions-badge.atrox.dev%2FGTAmodding%2Fre3%2Fbadge%3Fref%3Dmiami&style=flat)](https://actions-badge.atrox.dev/GTAmodding/re3/goto?ref=miami)
|
|
<a href="https://discord.gg/ERYg58ttcE"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
|
|
|
|
## Intro
|
|
|
|
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).
|
|
|
|
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](https://github.com/aap/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?
|
|
|
|
- reVC requires game assets to work, so you **must** own [a copy of GTA Vice City](https://store.steampowered.com/app/12110/Grand_Theft_Auto_Vice_City/).
|
|
- Build reVC or download the latest nightly build:
|
|
- [Windows D3D9 MSS 32bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_x86/miami/reVC_Release_win-x86-librw_d3d9-mss.zip)
|
|
- [Windows D3D9 64bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_amd64/miami/reVC_Release_win-amd64-librw_d3d9-oal.zip)
|
|
- [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_amd64/miami/reVC_Release_win-amd64-librw_gl3_glfw-oal.zip)
|
|
- [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/ubuntu-latest-gl3.zip)
|
|
- [MacOS 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/macos-latest-gl3.zip)
|
|
- Extract the downloaded zip over your GTA VC directory and run reVC. The zip includes the gamefiles and in case of OpenAL the required dlls.
|
|
|
|
## Screenshots
|
|
|
|
![screen_ 1613087332](https://user-images.githubusercontent.com/1521437/107714111-f84f3200-6ccc-11eb-902e-d757481d579a.png)
|
|
![screen_ 1613086852](https://user-images.githubusercontent.com/1521437/107714115-fa18f580-6ccc-11eb-9de5-eb4cd04865d3.png)
|
|
![screen_ 1613086989](https://user-images.githubusercontent.com/1521437/107714103-f38a7e00-6ccc-11eb-88a3-c8c2033c51d6.png)
|
|
![screen_ 1613087193](https://user-images.githubusercontent.com/1521437/107714106-f4bbab00-6ccc-11eb-96a9-13821d9b9684.png)
|
|
|
|
## 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
|
|
* Improve performance on lower end devices, especially the OpenGL layer on the Raspberry Pi (if you have experience with this, please get in touch)
|
|
* [PS2 port](https://github.com/GTAmodding/re3/wiki/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 the executable to be moved there via post-build script.
|
|
|
|
Clone the repository with `git clone --recursive -b miami https://github.com/GTAmodding/re3.git reVC`. Then `cd reVC` into the cloned repository.
|
|
|
|
<details><summary>Linux Premake</summary>
|
|
|
|
For Linux using premake, proceed: [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux)
|
|
|
|
</details>
|
|
|
|
<details><summary>Linux Conan</summary>
|
|
|
|
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
|
|
```
|
|
</details>
|
|
|
|
<details><summary>FreeBSD</summary>
|
|
|
|
For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD)
|
|
|
|
</details>
|
|
|
|
<details><summary>Windows</summary>
|
|
|
|
Assuming you have Visual Studio 2015/2017/2019:
|
|
- Run one of the `premake-vsXXXX.cmd` variants on root folder.
|
|
- Open build/reVC.sln with Visual Studio and compile the solution.
|
|
|
|
Microsoft recently discontinued its downloads of the DX9 SDK. You can download an archived version here: https://archive.org/details/dxsdk_jun10
|
|
|
|
**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).
|
|
</details>
|
|
|
|
> :information_source: premake has an `--lto` option if you want the project to be compiled with Link Time Optimization.
|
|
|
|
> :information_source: There are various settings in [config.h](https://github.com/GTAmodding/re3/tree/miami/src/core/config.h), you may want to take a look there.
|
|
|
|
> :information_source: reVC 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.
|
|
|
|
If you feel the need, you can also use CodeWarrior 7 to compile reVC using the supplied codewarrior/reVC.mcp project - this requires the original RW34 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference.
|
|
|
|
## Contributing
|
|
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.
|
|
|
|
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.
|
|
|
|
We accept only these kinds of PRs;
|
|
|
|
- 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)
|
|
- Game, UI or UX bug fixes (if it's a fix to original code, it should be behind FIX_BUGS)
|
|
- Platform-specific and/or unused code that's not been reversed yet
|
|
- Makes reversed code more understandable/accurate, as in "which code would produce this assembly".
|
|
- A new cross-platform skeleton/compatibility layer, or improvements to them
|
|
- Translation fixes, for languages original game supported
|
|
- Code that increase maintainability
|
|
|
|
We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) 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 (Fire_Head, shfil, erorcun and Nick007J
|
|
in time order, and Serge a bit later) 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.
|