From 69138fc08b3b3cda15ffa8a662aa0af57b84236d Mon Sep 17 00:00:00 2001 From: withmorten Date: Thu, 11 Feb 2021 21:32:27 +0100 Subject: use better quality button textures, add generic.txd --- gamefiles/models/generic.txd | Bin 0 -> 1604112 bytes gamefiles/models/ps3btns.txd | Bin 126760 -> 528424 bytes gamefiles/models/x360btns.txd | Bin 126760 -> 528424 bytes 3 files changed, 0 insertions(+), 0 deletions(-) create mode 100644 gamefiles/models/generic.txd diff --git a/gamefiles/models/generic.txd b/gamefiles/models/generic.txd new file mode 100644 index 00000000..8e0d60f3 Binary files /dev/null and b/gamefiles/models/generic.txd differ diff --git a/gamefiles/models/ps3btns.txd b/gamefiles/models/ps3btns.txd index 63d8565d..ed216263 100644 Binary files a/gamefiles/models/ps3btns.txd and b/gamefiles/models/ps3btns.txd differ diff --git a/gamefiles/models/x360btns.txd b/gamefiles/models/x360btns.txd index 27837c2f..95a68c8b 100644 Binary files a/gamefiles/models/x360btns.txd and b/gamefiles/models/x360btns.txd differ -- cgit v1.2.3 From c7dae2aca626f90ae197c25280848822165783be Mon Sep 17 00:00:00 2001 From: withmorten Date: Thu, 11 Feb 2021 21:50:14 +0100 Subject: better controller menu txds --- gamefiles/models/frontend_ds3.txd | Bin 394024 -> 590632 bytes gamefiles/models/frontend_ds4.txd | Bin 394024 -> 590632 bytes gamefiles/models/frontend_x360.txd | Bin 394024 -> 590632 bytes gamefiles/models/frontend_xone.txd | Bin 394024 -> 590632 bytes 4 files changed, 0 insertions(+), 0 deletions(-) diff --git a/gamefiles/models/frontend_ds3.txd b/gamefiles/models/frontend_ds3.txd index 9497aa8c..1e5da6e1 100644 Binary files a/gamefiles/models/frontend_ds3.txd and b/gamefiles/models/frontend_ds3.txd differ diff --git a/gamefiles/models/frontend_ds4.txd b/gamefiles/models/frontend_ds4.txd index 08988f86..e3cd2bff 100644 Binary files a/gamefiles/models/frontend_ds4.txd and b/gamefiles/models/frontend_ds4.txd differ diff --git a/gamefiles/models/frontend_x360.txd b/gamefiles/models/frontend_x360.txd index 3d92cb43..9ba773f2 100644 Binary files a/gamefiles/models/frontend_x360.txd and b/gamefiles/models/frontend_x360.txd differ diff --git a/gamefiles/models/frontend_xone.txd b/gamefiles/models/frontend_xone.txd index 58fcbe2d..848580e3 100644 Binary files a/gamefiles/models/frontend_xone.txd and b/gamefiles/models/frontend_xone.txd differ -- cgit v1.2.3 From f3bfdd78571f9335f2274b047b127747457a8e79 Mon Sep 17 00:00:00 2001 From: aap Date: Thu, 11 Feb 2021 20:51:13 +0100 Subject: imrove readme; enable screenshots with F12 --- README.md | 118 ++++++++++++++++++++++++++++++++++++------------- src/core/main.cpp | 13 ++++++ src/fakerw/fake.cpp | 37 ++++++++++++++++ src/fakerw/rtpng.h | 4 ++ src/skel/glfw/glfw.cpp | 1 + src/skel/win/win.cpp | 1 + vendor/librw | 2 +- 7 files changed, 144 insertions(+), 32 deletions(-) create mode 100644 src/fakerw/rtpng.h diff --git a/README.md b/README.md index d56aa7ed..d3175662 100644 --- a/README.md +++ b/README.md @@ -5,26 +5,91 @@ ## Intro -The aim of this project is to reverse GTA III for PC by replacing -parts of the game [one by one](https://en.wikipedia.org/wiki/Ship_of_Theseus) -such that we have a working game at all times. +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). -## How can I try it? +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. -- re3 requires 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](https://github.com/GTAmodding/re3/actions) (You must be logged in.) -- (Optional) If you want to use optional features like Russian language or menu map, copy the files in /gamefiles folder to your game root folder. -- Move re3 executable to GTA 3 directory and run it. +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. -## Latest standalone executables to download +## Installation -(Put content of selected archive into gamedir) +- 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) +- 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. -- [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) +## 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 +* 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](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 @@ -78,21 +143,12 @@ Assuming you have Visual Studio: > :information_source: **Did you notice librw?** 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. ## Contributing -Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) Document +We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well. -### Unreversed / incomplete classes (at least the ones we know) -The following classes have only unused or practically unused code left: -``` -NameGrid.cpp - only on mobile (a player name grid, either a very early player name code ala GTA1 or a multiplayer leftover) -PedDebug.cpp - only on mobile (debug code) -HandlingMgr.cpp - debug functions from mobile -CFormationInfo - unused PedAI class that could be found on mobile -CVehicle::ProcessBikeWheel - early bike code (only on mobile) -CAutomobile::DebugCode - debug function from mobile -CBoat::DebugCode - debug function from mobile -CBoat::ModifyHandlingValue - debug function from mobile -CBoat::DisplayHandlingData - debug function from mobile -CStreaming::PrintRequestList - debug function from mobile -d3d8raster.c - only on PC (slight RW modification that we don't actually need) -``` +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. +If we were, it would be MIT licensed. diff --git a/src/core/main.cpp b/src/core/main.cpp index af0d556a..58e77db3 100644 --- a/src/core/main.cpp +++ b/src/core/main.cpp @@ -1,8 +1,10 @@ #include "common.h" +#include #include "rpmatfx.h" #include "rphanim.h" #include "rpskin.h" #include "rtbmp.h" +#include "rtpng.h" #ifdef ANISOTROPIC_FILTERING #include "rpanisot.h" #endif @@ -354,7 +356,11 @@ RwGrabScreen(RwCamera *camera, RwChar *filename) strcpy(temp, CFileMgr::GetRootDirName()); strcat(temp, filename); +#ifdef THIS_IS_STUPID if (RtBMPImageWrite(pImage, &temp[0]) == nil) +#else + if (RtPNGImageWrite(pImage, &temp[0]) == nil) +#endif result = false; RwImageDestroy(pImage); return result; @@ -373,6 +379,7 @@ DoRWStuffEndOfFrame(void) RsCameraShowRaster(Scene.camera); #ifndef MASTER char s[48]; +#ifdef THIS_IS_STUPID if (CPad::GetPad(1)->GetLeftShockJustDown()) { // try using both controllers for this thing... crazy bastards if (CPad::GetPad(0)->GetRightStickY() > 0) { @@ -384,6 +391,12 @@ DoRWStuffEndOfFrame(void) RwGrabScreen(Scene.camera, s); } } +#else + if (CPad::GetPad(1)->GetLeftShockJustDown() || CPad::GetPad(0)->GetFJustDown(11)) { + sprintf(s, "screen_%11lld.png", time(nil)); + RwGrabScreen(Scene.camera, s); + } +#endif #endif // !MASTER } diff --git a/src/fakerw/fake.cpp b/src/fakerw/fake.cpp index 366dcf3e..1d4c881f 100644 --- a/src/fakerw/fake.cpp +++ b/src/fakerw/fake.cpp @@ -945,6 +945,43 @@ RtBMPImageRead(const RwChar *imageName) #endif } + +RwImage * +RtPNGImageWrite(RwImage *image, const RwChar *imageName) +{ +#ifndef _WIN32 + char *r = casepath(imageName); + if (r) { + rw::writePNG(image, r); + free(r); + } else { + rw::writePNG(image, imageName); + } + +#else + rw::writePNG(image, imageName); +#endif + return image; +} +RwImage * +RtPNGImageRead(const RwChar *imageName) +{ +#ifndef _WIN32 + RwImage *image; + char *r = casepath(imageName); + if (r) { + image = rw::readPNG(r); + free(r); + } else { + image = rw::readPNG(imageName); + } + return image; + +#else + return rw::readPNG(imageName); +#endif +} + #include "rtquat.h" RtQuat *RtQuatRotate(RtQuat * quat, const RwV3d * axis, RwReal angle, RwOpCombineType combineOp) { return (RtQuat*)((rw::Quat*)quat)->rotate(axis, angle/180.0f*3.14159f, (CombineOp)combineOp); } diff --git a/src/fakerw/rtpng.h b/src/fakerw/rtpng.h new file mode 100644 index 00000000..80f29020 --- /dev/null +++ b/src/fakerw/rtpng.h @@ -0,0 +1,4 @@ +#pragma once + +RwImage *RtPNGImageWrite(RwImage * image, const RwChar * imageName); +RwImage *RtPNGImageRead(const RwChar * imageName); diff --git a/src/skel/glfw/glfw.cpp b/src/skel/glfw/glfw.cpp index b413a1ce..b44e5750 100644 --- a/src/skel/glfw/glfw.cpp +++ b/src/skel/glfw/glfw.cpp @@ -204,6 +204,7 @@ psGrabScreen(RwCamera *pCamera) } #else rw::Image *image = RwCameraGetRaster(pCamera)->toImage(); + image->removeMask(); if(image) return image; #endif diff --git a/src/skel/win/win.cpp b/src/skel/win/win.cpp index c00d6075..7317356c 100644 --- a/src/skel/win/win.cpp +++ b/src/skel/win/win.cpp @@ -259,6 +259,7 @@ psGrabScreen(RwCamera *pCamera) } #else rw::Image *image = RwCameraGetRaster(pCamera)->toImage(); + image->removeMask(); if(image) return image; #endif diff --git a/vendor/librw b/vendor/librw index 5c953008..4c77fb57 160000 --- a/vendor/librw +++ b/vendor/librw @@ -1 +1 @@ -Subproject commit 5c95300890559c85a2764bc200361f904cd4f9f4 +Subproject commit 4c77fb57546e89da1e6f3bad3c582848de9f5c93 -- cgit v1.2.3