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authoraap <aap@papnet.eu>2021-02-11 20:51:13 +0100
committeraap <aap@papnet.eu>2021-02-12 00:06:54 +0100
commitf3bfdd78571f9335f2274b047b127747457a8e79 (patch)
treef81772ce8d40f5956bb2677c1dd6e0826eb11e3f
parentMerge remote-tracking branch 'origin/master' (diff)
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-rw-r--r--README.md118
-rw-r--r--src/core/main.cpp13
-rw-r--r--src/fakerw/fake.cpp37
-rw-r--r--src/fakerw/rtpng.h4
-rw-r--r--src/skel/glfw/glfw.cpp1
-rw-r--r--src/skel/win/win.cpp1
m---------vendor/librw0
7 files changed, 143 insertions, 31 deletions
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 <time.h>
#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
-Subproject 5c95300890559c85a2764bc200361f904cd4f9f
+Subproject 4c77fb57546e89da1e6f3bad3c582848de9f5c9