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author | Sergeanur <s.anureev@yandex.ua> | 2021-02-16 18:38:43 +0100 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2021-02-16 18:38:43 +0100 |
commit | 396326014d452681fdde5daf49e8ff549454ffed (patch) | |
tree | bab52e96a2a71f5168787f481560e23b1cabc38e /README.md | |
parent | Remove Vanilla from CI (diff) | |
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@@ -1,190 +1,37 @@ -<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) +# reLCS +[![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) <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. +The aim of this project is to reverse GTA Liberty City Stories. ## 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> +- reLCS requires game assets to work. +- Build reLCS or download it from one of the above links (Debug or Release). +- (Optional) If you want to use optional features, copy the files in /gamefiles folder to your game root folder. +- Move reLCS.exe to GTA LCS directory and run it. -<details><summary>Linux Conan</summary> +## Preparing the environment for building -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> +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. -<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. +- For Linux, proceed: [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux) +- For FreeBSD, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD) +- For Windows, 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 -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> +**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) -> :information_source: premake has an `--lto` option if you want the project to be compiled with Link Time Optimization. +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. -> :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: **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). -> :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. +> :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. ## 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 +Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) Document -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. |