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<img src="https://github.com/GTAmodding/re3/blob/miami/logo.png?raw=true" alt="reVC 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%3Dmiami&style=flat)](https://actions-badge.atrox.dev/GTAmodding/re3/goto?ref=miami)
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# reLCS
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[![Build Status](https://img.shields.io/endpoint.svg?url=https%3A%2F%2Factions-badge.atrox.dev%2FGTAmodding%2Fre3%2Fbadge%3Fref%3Dlcs&style=flat)](https://actions-badge.atrox.dev/GTAmodding/re3/goto?ref=lcs)
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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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We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in touch with us.
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The aim of this project is to reverse GTA Liberty City Stories.
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## How can I try it?
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- 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/).
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- Build reVC or download the latest nightly build:
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- [Windows D3D9 MSS 32bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_x86/miami/reVC_Release_win-x86-librw_d3d9-mss.zip)
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- [Windows D3D9 64bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_amd64/miami/reVC_Release_win-amd64-librw_d3d9-oal.zip)
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- [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_amd64/miami/reVC_Release_win-amd64-librw_gl3_glfw-oal.zip)
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- [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/ubuntu-latest-gl3.zip)
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- [MacOS 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/macos-latest-gl3.zip)
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- 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.
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- reLCS requires game assets to work.
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- Build reLCS or download it from one of the above links (Debug or Release).
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- (Optional) If you want to use optional features, copy the files in /gamefiles folder to your game root folder.
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- Move reLCS.exe to GTA LCS directory and run it.
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## Screenshots
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## Preparing the environment for building
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![screen_ 1613087332](https://user-images.githubusercontent.com/1521437/107714111-f84f3200-6ccc-11eb-902e-d757481d579a.png)
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![screen_ 1613086852](https://user-images.githubusercontent.com/1521437/107714115-fa18f580-6ccc-11eb-9de5-eb4cd04865d3.png)
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![screen_ 1613086989](https://user-images.githubusercontent.com/1521437/107714103-f38a7e00-6ccc-11eb-88a3-c8c2033c51d6.png)
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![screen_ 1613087193](https://user-images.githubusercontent.com/1521437/107714106-f4bbab00-6ccc-11eb-96a9-13821d9b9684.png)
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You may want to point GTA_LCS_RE_DIR environment variable to GTA LCS root folder if you want executable to be moved there via post-build script.
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## Improvements
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- For Linux, proceed: [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux)
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- For FreeBSD, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD)
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- For Windows, assuming you have Visual Studio:
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- Clone the repo using the argument `--recursive`.
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- Run one of the `premake-vsXXXX.cmd` variants on root folder.
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- Open the project via Visual Studio
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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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**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)
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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 reVC.ini file instead of gta_vc.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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* 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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* 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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* 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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There are various settings at the very bottom of [config.h](https://github.com/GTAmodding/re3/tree/lcs/src/core/config.h), you may want to take a look there. i.e. FIX_BUGS define fixes the bugs we've come across.
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## To-Do
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> :information_source: **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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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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* [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_VC_RE_DIR environment variable to GTA Vice City 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 -b miami https://github.com/GTAmodding/re3.git reVC`. Then `cd reVC` 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 .. 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
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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/reVC.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/miami/src/core/config.h), you may want to take a look there.
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> :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.
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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.
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> :information_source: **Did you notice librw?** reLCS uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of reLCS, but you also can use LIBRW enviorenment variable to specify path to your own librw.
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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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Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) Document
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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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