You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

156 lines
7.3 KiB

<img src="" alt="re3 logo" width="200">
2 years ago
[![Build Status](](
<a href=""><img src="" /></a>
## Intro
3 years ago
In this repository you'll find the fully reversed source code for GTA III ([master](tree/master) branch) and GTA VC ([miami](tree/miami) branch).
3 years ago
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.
The project has also been ported to the [Nintendo Switch](,
[Playstation Vita]( and
[Nintendo Wii U](
We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in touch with us.
## Installation
2 years ago
- re3 requires PC game assets to work, so you **must** own [a copy of GTA III](
- Build re3 or download the latest nightly build:
- [Windows D3D9 MSS 32bit](
- [Windows D3D9 64bit](
- [Windows OpenGL 64bit](
- [Linux 64bit](
- [MacOS 64bit](
- Copy the files from the `gamefiles` directory to your game root directory. (This is not strictly necessary but very much recommended)
- Move re3 executable to GTA 3 directory and run it.
## Screenshots
![re3 2021-02-11 22-57-03-23](
![re3 2021-02-11 22-43-44-98](
![re3 2021-02-11 22-46-33-76](
![re3 2021-02-11 22-50-29-54](
## 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 re3.ini file instead of gta3.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)
* Skinned ped support (models from Xbox or Mobile)
* Rendering
* Widescreen support (properly scaled HUD, Menu and FOV)
* PS2 MatFX (vehicle reflections)
* PS2 alpha test (better rendering of transparency)
* PS2 particles
* Xbox vehicle rendering
* Xbox world lightmap rendering (needs Xbox map)
* Xbox ped rim light
* Xbox screen rain droplets
* More customizable colourfilter
* Menu
* Map
* 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
* Compare code with PS2 code (tedious, no good decompiler)
* [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.
2 years ago
2 years ago
## Building from Source
2 years ago
When using premake, you may want to point GTA_III_RE_DIR environment variable to GTA3 root folder, if you want executable to be moved there via post-build script.
2 years ago
<details><summary>Linux Premake</summary>
2 years ago
For Linux using premake, proceed: [Building on Linux](
2 years ago
<details><summary>Linux Conan</summary>
2 years ago
Obtain source code.
2 years ago
git clone
cd re3
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 .. 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
2 years ago
conan build .. -if build -bf build -pf package
2 years ago
2 years ago
For FreeBSD using premake, proceed: [Building on FreeBSD](
2 years ago
2 years ago
2 years ago
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
2 years ago
**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)
2 years ago
**If you choose OpenAL on Windows** You must read [Running OpenAL build on Windows](
2 years ago
> :information_source: 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.
3 years ago
> :information_source: **Did you notice librw?** re3 uses completely homebrew RenderWare-replacement rendering engine; [librw]( librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
3 years ago
3 years ago
## Contributing
We have a [Coding Style]( document that isn't followed or enforced very well.
3 years ago
Do not use features from C++11 or later.
## 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.