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authoraap <aap@papnet.eu>2021-02-12 00:57:39 +0100
committeraap <aap@papnet.eu>2021-02-12 00:57:39 +0100
commitc5db1e697b88794973148121d6d89de5f5d5896c (patch)
tree266ea5e82963164ad3d513691294af2596f4a3df
parentenable screenshots with F12 (diff)
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@@ -1,27 +1,85 @@
-# reVC
[![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)
<a href="https://discord.gg/aKYAwCx92H"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
## Intro
-The aim of this project is to reverse GTA Vice City for PC.
+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?
-
-- 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 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 reVC.exe to GTA VC directory and run 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.
-## Latest standalone executables to download
+We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in touch with us.
-(Put content of selected archive into gamedir)
+## How can I try it?
-- [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)
+- 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)
+- Copy the files from the `gamefiles` directory to your game root directory. (This is not strictly necessary but very much recommended)
+- Move reVC executable to GTA VC directory and run it.
+
+## Screenshots
+
+![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)
+![screen_ 1613087332](https://user-images.githubusercontent.com/1521437/107714111-f84f3200-6ccc-11eb-902e-d757481d579a.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
+* [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
@@ -75,15 +133,12 @@ Assuming you have Visual Studio:
> :information_source: **Did you notice librw?** reVC uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of reVC, 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/miami/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
+Do not use features from C++11 or later.
-PS2/Mobile stuff:
- src/core/Pad.cpp
- src/core/main.cpp
- src/core/Frontend_PS2.cpp
- src/core/FrontEndControls.cpp
- src/save/MemoryCard.cpp
+## 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.