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< img src = "https://github.com/GTAmodding/re3/blob/master/logo.png?raw=true" alt = "re3 logo" width = "200" >
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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.\
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.
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The project has also been ported to the [Nintendo Switch ](https://github.com/AGraber/re3-nx/ ),
[Playstation Vita ](https://github.com/Rinnegatamante/re3 ) and
[Nintendo Wii U ](https://github.com/GaryOderNichts/re3-wiiu/ ).
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/ ).
- Build re3 or download the latest nightly build:
- [Windows D3D9 MSS 32bit ](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_x86/master/re3_Release_win-x86-librw_d3d9-mss.zip )
- [Windows D3D9 64bit ](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_amd64/master/re3_Release_win-amd64-librw_d3d9-oal.zip )
- [Windows OpenGL 64bit ](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_amd64/master/re3_Release_win-amd64-librw_gl3_glfw-oal.zip )
- [Linux 64bit ](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/ubuntu-latest-gl3.zip )
- [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
![re3 2021-02-11 22-57-03-23 ](https://user-images.githubusercontent.com/1521437/107704085-fbdabd00-6cbc-11eb-8406-8951a80ccb16.png )
![re3 2021-02-11 22-43-44-98 ](https://user-images.githubusercontent.com/1521437/107703339-cbdeea00-6cbb-11eb-8f0b-07daa105d470.png )
![re3 2021-02-11 22-46-33-76 ](https://user-images.githubusercontent.com/1521437/107703343-cd101700-6cbb-11eb-9ccd-012cb90524b7.png )
![re3 2021-02-11 22-50-29-54 ](https://user-images.githubusercontent.com/1521437/107703348-d00b0780-6cbb-11eb-8afd-054249c2b95e.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 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
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* XInput controller support (Windows)
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* 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
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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)
* [PS2 port ](https://github.com/GTAmodding/re3/wiki/PS2-port )
* Xbox port (not quite as important)
* 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
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 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 >
< 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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```
< / details >
< 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 >
< 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 ).
< / details >
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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](https://github.com/GTAmodding/re3/tree/master/src/core/config.h), you may want to take a look there.
> :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.
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
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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
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.
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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
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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.