mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-22 09:09:15 +01:00
imrove readme; enable screenshots with F12
This commit is contained in:
parent
a6b56e6b7a
commit
f3bfdd7857
116
README.md
116
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.
|
||||
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.
|
||||
|
||||
## Installation
|
||||
|
||||
- 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.
|
||||
|
||||
## Latest standalone executables to download
|
||||
## Screenshots
|
||||
|
||||
(Put content of selected archive into gamedir)
|
||||
![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)
|
||||
|
||||
- [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)
|
||||
## 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.
|
||||
|
@ -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
|
||||
}
|
||||
|
||||
|
@ -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); }
|
||||
|
4
src/fakerw/rtpng.h
Normal file
4
src/fakerw/rtpng.h
Normal file
@ -0,0 +1,4 @@
|
||||
#pragma once
|
||||
|
||||
RwImage *RtPNGImageWrite(RwImage * image, const RwChar * imageName);
|
||||
RwImage *RtPNGImageRead(const RwChar * imageName);
|
@ -204,6 +204,7 @@ psGrabScreen(RwCamera *pCamera)
|
||||
}
|
||||
#else
|
||||
rw::Image *image = RwCameraGetRaster(pCamera)->toImage();
|
||||
image->removeMask();
|
||||
if(image)
|
||||
return image;
|
||||
#endif
|
||||
|
@ -259,6 +259,7 @@ psGrabScreen(RwCamera *pCamera)
|
||||
}
|
||||
#else
|
||||
rw::Image *image = RwCameraGetRaster(pCamera)->toImage();
|
||||
image->removeMask();
|
||||
if(image)
|
||||
return image;
|
||||
#endif
|
||||
|
2
vendor/librw
vendored
2
vendor/librw
vendored
@ -1 +1 @@
|
||||
Subproject commit 5c95300890559c85a2764bc200361f904cd4f9f4
|
||||
Subproject commit 4c77fb57546e89da1e6f3bad3c582848de9f5c93
|
Loading…
Reference in New Issue
Block a user