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<img src="" alt="re3 logo" width="200">
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[![Build Status](](
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<a href=""><img src="" /></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]( branch) and GTA VC ([miami]( branch).
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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.
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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.
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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](
- Build re3 or download the latest nightly build:
- [Windows D3D9 MSS 32bit](
- [Windows D3D9 64bit](
- [Windows OpenGL 64bit](
- [Linux 64bit](
- [MacOS 64bit](
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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
![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.
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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 executable to be moved there via post-build script.
Clone the repository with `git clone --recursive`. 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](
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<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 .. 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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For FreeBSD using premake, proceed: [Building on FreeBSD](
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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 the project with Visual Studio.
Microsoft recently discontinued its downloads of the DX9 SDK. You can download an archived version here:
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**If you choose OpenAL on Windows** You must read [Running OpenAL build on Windows](
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> :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](, you may want to take a look there.
> :information_source: 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.
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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
We have a [Coding Style]( 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
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.
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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.
Others quickly joined the effort 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
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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,
not by starting from scratch replacing functions with a dll.
After a few months of mostly steady progress we considered reVC
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.\
The code should only be used for educational, documentation and modding purposes.\
We do not encourage piracy or commercial use.\
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Please keep derivate work open source and give proper credit.