wiiu: few changes before initial release

This commit is contained in:
GaryOderNichts 2020-12-30 00:35:26 +01:00
parent 94a6d002e0
commit 9c3d4e82d6
6 changed files with 45 additions and 71 deletions

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@ -1,3 +1,6 @@
RELEASE_BUILD := 1
CHANNEL_BUILD := 0
#-------------------------------------------------------------------------------
.SUFFIXES:
#-------------------------------------------------------------------------------
@ -54,7 +57,7 @@ INCLUDES := $(SOURCES) \
#-------------------------------------------------------------------------------
# options for code generation
#-------------------------------------------------------------------------------
CFLAGS := -g -Wall -O2 -ffunction-sections -Wno-strict-aliasing \
CFLAGS := -Wall -O2 -ffunction-sections -Wno-strict-aliasing \
-Wno-unknown-pragmas -Wno-parentheses -Wno-sign-compare -Wno-stringop-truncation -Wno-unused-variable \
$(MACHDEP)
@ -62,8 +65,20 @@ CFLAGS += $(INCLUDE) -D__WIIU__ -D__WUT__ -DLIBRW -DAUDIO_OAL -DrwBIGENDIAN -DBI
CXXFLAGS := $(CFLAGS)
ASFLAGS := -g $(ARCH)
LDFLAGS = -g $(ARCH) $(RPXSPECS) -Wl,-Map,$(notdir $*.map)
ASFLAGS := $(ARCH)
LDFLAGS = $(ARCH) $(RPXSPECS) -Wl,-Map,$(notdir $*.map)
ifeq ($(RELEASE_BUILD), 0)
CFLAGS += -g -D_DEBUG_BUILD_
CXXFLAGS += -g -D_DEBUG_BUILD_
ASFLAGS += -g
LDFLAGS += -g
endif
ifeq ($(CHANNEL_BUILD), 1)
CFLAGS += -DWIIU_CHANNEL
CXXFLAGS += -DWIIU_CHANNEL
endif
LIBS := -lrw -lmpg123 -lsndfile -lopenal -lSDL2 -lwut
@ -121,7 +136,7 @@ export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
.PHONY: $(BUILD) clean vendor all
#-------------------------------------------------------------------------------
all: vendor $(BUILD)
all: $(BUILD)
vendor:
@echo Building librw
@ -129,7 +144,7 @@ vendor:
@echo Building openal-soft
@$(MAKE) --no-print-directory -C $(TOPDIR)/vendor/openal-soft
$(BUILD):
$(BUILD): | vendor
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile

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@ -1,56 +1,13 @@
<img src="https://github.com/GTAmodding/re3/blob/master/logo.png?raw=true" alt="re3 logo" width="200">
# re3-wiiu
<img src="https://github.com/GaryOderNichts/re3-wiiu/blob/master/logo.png?raw=true" alt="re3 logo" width="200">
[![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)
<a href="https://discord.gg/aKYAwCx92H"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
This is a port of GTA III to the Nintendo Wii U.
## 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.
## How can I try it?
- 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 it from one of the above links (Debug or Release).
- (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.exe to GTA 3 directory and run it.
## Preparing the environment for building
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.
- 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
**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)
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.
> :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: **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
### 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)
```
## Instructions
## Building
To build this project make sure you install the requried packages:
`(dkp-)pacman -S ppc-mpg123 wiiu-sdl2 wut`
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
Then clone this repo using `git clone --recursive https://github.com/GaryOderNichts/re3` and build using `make`.
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 {
// This is enabled for all released games except mobile
// any debug stuff that is only left in mobile, is not in MASTER
//#define MASTER
#define MASTER
// once and for all:
// pc: FINAL & MASTER
@ -245,14 +245,16 @@ enum Config {
#define USE_TXD_CDIMAGE // generate and load textures from txd.img
#define PS2_ALPHA_TEST // emulate ps2 alpha test
#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
// #define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
#define DISABLE_VSYNC_ON_TEXTURE_CONVERSION // make texture conversion work faster by disabling vsync
//#define USE_TEXTURE_POOL
#ifdef LIBRW
#ifndef __WIIU__
#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
#define SCREEN_DROPLETS // neo water droplets
#endif
#endif
#ifndef EXTENDED_COLOURFILTER
#undef SCREEN_DROPLETS // we need the backbuffer for this effect
@ -292,8 +294,8 @@ enum Config {
#else
# define MENU_MAP // VC-like menu map. Make sure you have new menu.txd
# define SCROLLABLE_STATS_PAGE // only draggable by mouse atm
# define TRIANGLE_BACK_BUTTON
//# define CIRCLE_BACK_BUTTON
//# define TRIANGLE_BACK_BUTTON
# define CIRCLE_BACK_BUTTON
//# define PS2_LIKE_MENU // An effort to recreate PS2 menu, cycling through tabs, different bg etc.
//# define PS2_SAVE_DIALOG // PS2 style save dialog with transparent black box
# define CUSTOM_FRONTEND_OPTIONS
@ -317,7 +319,7 @@ enum Config {
# define MISSION_REPLAY // mobile feature
#endif
//#define SIMPLIER_MISSIONS // apply simplifications from mobile
#define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
// #define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
#define SCRIPT_LOG_FILE_LEVEL 0 // 0 == no log, 1 == overwrite every frame, 2 == full log
#ifndef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT

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@ -844,7 +844,9 @@ main(int argc, char *argv[])
WHBProcInit();
WHBInitCrashHandler();
#ifdef _DEBUG_BUILD_
WHBLogUdpInit();
#endif
WHBLogPrintf("RE3 Wii U started");
@ -1216,7 +1218,6 @@ main(int argc, char *argv[])
}
}
/*
* About to shut down - block resize events again...
*/
@ -1273,8 +1274,6 @@ main(int argc, char *argv[])
}
else
{
if ( gGameState == GS_PLAYING_GAME )
CGame::ShutDown();
#ifndef MASTER
if ( gbModelViewer )
CAnimViewer::Shutdown();
@ -1303,8 +1302,6 @@ main(int argc, char *argv[])
}
if ( gGameState == GS_PLAYING_GAME )
CGame::ShutDown();
#ifndef MASTER
if ( gbModelViewer )
CAnimViewer::Shutdown();
@ -1336,7 +1333,10 @@ main(int argc, char *argv[])
*/
RsEventHandler(rsTERMINATE, nil);
WHBUnmountSdCard();
#ifdef _DEBUG_BUILD_
WHBLogUdpDeinit();
#endif
WHBProcShutdown();
return 0;
}

2
vendor/librw vendored

@ -1 +1 @@
Subproject commit c5c451a429add67132bf1beca25aba725faf703f
Subproject commit 02e504961cc219da61267d5349cfd2065c49dcfa

2
vendor/openal-soft vendored

@ -1 +1 @@
Subproject commit d0ab875955cacfdc9bfbb2edba6101bc28547876
Subproject commit cc1d6d8a3e3192faf8a7c243aca5d1e5304f0ca5