mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2025-02-16 18:19:16 +01:00
wiiu: few changes before initial release
This commit is contained in:
parent
94a6d002e0
commit
9c3d4e82d6
25
Makefile
25
Makefile
@ -1,3 +1,6 @@
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RELEASE_BUILD := 1
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CHANNEL_BUILD := 0
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#-------------------------------------------------------------------------------
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#-------------------------------------------------------------------------------
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.SUFFIXES:
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.SUFFIXES:
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#-------------------------------------------------------------------------------
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#-------------------------------------------------------------------------------
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@ -54,7 +57,7 @@ INCLUDES := $(SOURCES) \
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#-------------------------------------------------------------------------------
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#-------------------------------------------------------------------------------
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# options for code generation
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# options for code generation
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#-------------------------------------------------------------------------------
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#-------------------------------------------------------------------------------
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CFLAGS := -g -Wall -O2 -ffunction-sections -Wno-strict-aliasing \
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CFLAGS := -Wall -O2 -ffunction-sections -Wno-strict-aliasing \
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-Wno-unknown-pragmas -Wno-parentheses -Wno-sign-compare -Wno-stringop-truncation -Wno-unused-variable \
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-Wno-unknown-pragmas -Wno-parentheses -Wno-sign-compare -Wno-stringop-truncation -Wno-unused-variable \
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$(MACHDEP)
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$(MACHDEP)
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@ -62,8 +65,20 @@ CFLAGS += $(INCLUDE) -D__WIIU__ -D__WUT__ -DLIBRW -DAUDIO_OAL -DrwBIGENDIAN -DBI
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CXXFLAGS := $(CFLAGS)
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CXXFLAGS := $(CFLAGS)
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ASFLAGS := -g $(ARCH)
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ASFLAGS := $(ARCH)
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LDFLAGS = -g $(ARCH) $(RPXSPECS) -Wl,-Map,$(notdir $*.map)
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LDFLAGS = $(ARCH) $(RPXSPECS) -Wl,-Map,$(notdir $*.map)
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ifeq ($(RELEASE_BUILD), 0)
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CFLAGS += -g -D_DEBUG_BUILD_
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CXXFLAGS += -g -D_DEBUG_BUILD_
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ASFLAGS += -g
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LDFLAGS += -g
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endif
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ifeq ($(CHANNEL_BUILD), 1)
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CFLAGS += -DWIIU_CHANNEL
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CXXFLAGS += -DWIIU_CHANNEL
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endif
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LIBS := -lrw -lmpg123 -lsndfile -lopenal -lSDL2 -lwut
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LIBS := -lrw -lmpg123 -lsndfile -lopenal -lSDL2 -lwut
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@ -121,7 +136,7 @@ export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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.PHONY: $(BUILD) clean vendor all
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.PHONY: $(BUILD) clean vendor all
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#-------------------------------------------------------------------------------
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#-------------------------------------------------------------------------------
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all: vendor $(BUILD)
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all: $(BUILD)
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vendor:
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vendor:
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@echo Building librw
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@echo Building librw
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@ -129,7 +144,7 @@ vendor:
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@echo Building openal-soft
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@echo Building openal-soft
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@$(MAKE) --no-print-directory -C $(TOPDIR)/vendor/openal-soft
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@$(MAKE) --no-print-directory -C $(TOPDIR)/vendor/openal-soft
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$(BUILD):
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$(BUILD): | vendor
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@[ -d $@ ] || mkdir -p $@
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@[ -d $@ ] || mkdir -p $@
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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63
README.md
63
README.md
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<img src="https://github.com/GTAmodding/re3/blob/master/logo.png?raw=true" alt="re3 logo" width="200">
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# re3-wiiu
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<img src="https://github.com/GaryOderNichts/re3-wiiu/blob/master/logo.png?raw=true" alt="re3 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%3Dmaster&style=flat)](https://actions-badge.atrox.dev/GTAmodding/re3/goto?ref=master)
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This is a port of GTA III to the Nintendo Wii U.
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<a href="https://discord.gg/aKYAwCx92H"><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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## Instructions
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The aim of this project is to reverse GTA III for PC by replacing
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parts of the game [one by one](https://en.wikipedia.org/wiki/Ship_of_Theseus)
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such that we have a working game at all times.
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## How can I try it?
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- 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/).
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- Build re3 or download it from one of the above links (Debug or Release).
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- (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.
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- Move re3.exe to GTA 3 directory and run it.
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## Preparing the environment for building
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You may want to point GTA_III_RE_DIR environment variable to GTA3 root folder if you want executable to be moved there via post-build script.
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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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**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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There are various settings at the very bottom of [config.h](https://github.com/GTAmodding/re3/tree/master/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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> :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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> :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.
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## Contributing
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Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) Document
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### Unreversed / incomplete classes (at least the ones we know)
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The following classes have only unused or practically unused code left:
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```
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NameGrid.cpp - only on mobile (a player name grid, either a very early player name code ala GTA1 or a multiplayer leftover)
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PedDebug.cpp - only on mobile (debug code)
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HandlingMgr.cpp - debug functions from mobile
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CFormationInfo - unused PedAI class that could be found on mobile
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CVehicle::ProcessBikeWheel - early bike code (only on mobile)
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CAutomobile::DebugCode - debug function from mobile
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CBoat::DebugCode - debug function from mobile
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CBoat::ModifyHandlingValue - debug function from mobile
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CBoat::DisplayHandlingData - debug function from mobile
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CStreaming::PrintRequestList - debug function from mobile
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d3d8raster.c - only on PC (slight RW modification that we don't actually need)
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```
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## Building
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To build this project make sure you install the requried packages:
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`(dkp-)pacman -S ppc-mpg123 wiiu-sdl2 wut`
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You also need to build [libsndfile](https://github.com/libsndfile/libsndfile). To configure libsndfile for the Wii U take a look at this gist: https://gist.github.com/GaryOderNichts/475edaf03ff08ba100840608f92eade8
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Then clone this repo using `git clone --recursive https://github.com/GaryOderNichts/re3` and build using `make`.
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To build the channel edit `CHANNEL_BUILD := 0` to `CHANNEL_BUILD := 1` in the `Makefile`.
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@ -150,7 +150,7 @@ enum Config {
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// This is enabled for all released games except mobile
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// This is enabled for all released games except mobile
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// any debug stuff that is only left in mobile, is not in MASTER
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// any debug stuff that is only left in mobile, is not in MASTER
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//#define MASTER
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#define MASTER
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// once and for all:
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// once and for all:
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// pc: FINAL & MASTER
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// pc: FINAL & MASTER
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@ -245,14 +245,16 @@ enum Config {
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define PS2_ALPHA_TEST // emulate ps2 alpha test
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#define PS2_ALPHA_TEST // emulate ps2 alpha test
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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// #define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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#define DISABLE_VSYNC_ON_TEXTURE_CONVERSION // make texture conversion work faster by disabling vsync
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#define DISABLE_VSYNC_ON_TEXTURE_CONVERSION // make texture conversion work faster by disabling vsync
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//#define USE_TEXTURE_POOL
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//#define USE_TEXTURE_POOL
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#ifdef LIBRW
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#ifdef LIBRW
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#ifndef __WIIU__
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#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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#define SCREEN_DROPLETS // neo water droplets
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#define SCREEN_DROPLETS // neo water droplets
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#endif
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#endif
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#endif
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#ifndef EXTENDED_COLOURFILTER
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#ifndef EXTENDED_COLOURFILTER
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#undef SCREEN_DROPLETS // we need the backbuffer for this effect
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#undef SCREEN_DROPLETS // we need the backbuffer for this effect
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@ -292,8 +294,8 @@ enum Config {
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#else
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#else
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# define MENU_MAP // VC-like menu map. Make sure you have new menu.txd
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# define MENU_MAP // VC-like menu map. Make sure you have new menu.txd
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# define SCROLLABLE_STATS_PAGE // only draggable by mouse atm
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# define SCROLLABLE_STATS_PAGE // only draggable by mouse atm
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# define TRIANGLE_BACK_BUTTON
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//# define TRIANGLE_BACK_BUTTON
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//# define CIRCLE_BACK_BUTTON
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# define CIRCLE_BACK_BUTTON
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//# define PS2_LIKE_MENU // An effort to recreate PS2 menu, cycling through tabs, different bg etc.
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//# define PS2_LIKE_MENU // An effort to recreate PS2 menu, cycling through tabs, different bg etc.
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//# define PS2_SAVE_DIALOG // PS2 style save dialog with transparent black box
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//# define PS2_SAVE_DIALOG // PS2 style save dialog with transparent black box
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# define CUSTOM_FRONTEND_OPTIONS
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# define CUSTOM_FRONTEND_OPTIONS
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@ -317,7 +319,7 @@ enum Config {
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# define MISSION_REPLAY // mobile feature
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# define MISSION_REPLAY // mobile feature
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#endif
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#endif
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//#define SIMPLIER_MISSIONS // apply simplifications from mobile
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//#define SIMPLIER_MISSIONS // apply simplifications from mobile
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#define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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// #define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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#define SCRIPT_LOG_FILE_LEVEL 0 // 0 == no log, 1 == overwrite every frame, 2 == full log
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#define SCRIPT_LOG_FILE_LEVEL 0 // 0 == no log, 1 == overwrite every frame, 2 == full log
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#ifndef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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#ifndef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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WHBProcInit();
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WHBProcInit();
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WHBInitCrashHandler();
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WHBInitCrashHandler();
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#ifdef _DEBUG_BUILD_
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WHBLogUdpInit();
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WHBLogUdpInit();
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#endif
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WHBLogPrintf("RE3 Wii U started");
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WHBLogPrintf("RE3 Wii U started");
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@ -1216,7 +1218,6 @@ main(int argc, char *argv[])
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}
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}
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}
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}
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/*
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/*
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* About to shut down - block resize events again...
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* About to shut down - block resize events again...
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*/
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*/
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}
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}
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else
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else
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{
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{
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if ( gGameState == GS_PLAYING_GAME )
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CGame::ShutDown();
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#ifndef MASTER
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#ifndef MASTER
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if ( gbModelViewer )
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if ( gbModelViewer )
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CAnimViewer::Shutdown();
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CAnimViewer::Shutdown();
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}
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}
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if ( gGameState == GS_PLAYING_GAME )
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CGame::ShutDown();
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#ifndef MASTER
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#ifndef MASTER
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if ( gbModelViewer )
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if ( gbModelViewer )
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CAnimViewer::Shutdown();
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CAnimViewer::Shutdown();
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*/
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*/
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RsEventHandler(rsTERMINATE, nil);
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RsEventHandler(rsTERMINATE, nil);
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WHBUnmountSdCard();
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#ifdef _DEBUG_BUILD_
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WHBLogUdpDeinit();
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#endif
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WHBProcShutdown();
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WHBProcShutdown();
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return 0;
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return 0;
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}
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}
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2
vendor/librw
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2
vendor/librw
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Subproject commit c5c451a429add67132bf1beca25aba725faf703f
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Subproject commit 02e504961cc219da61267d5349cfd2065c49dcfa
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2
vendor/openal-soft
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2
vendor/openal-soft
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Subproject commit d0ab875955cacfdc9bfbb2edba6101bc28547876
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Subproject commit cc1d6d8a3e3192faf8a7c243aca5d1e5304f0ca5
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