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@@ -1,37 +1,190 @@ -# reLCS -[![Build Status](https://img.shields.io/endpoint.svg?url=https%3A%2F%2Factions-badge.atrox.dev%2FGTAmodding%2Fre3%2Fbadge%3Fref%3Dlcs&style=flat)](https://actions-badge.atrox.dev/GTAmodding/re3/goto?ref=lcs) +<img src="https://github.com/GTAmodding/re3/blob/miami/logo.png?raw=true" alt="reVC logo" width="200"> + +[![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/ERYg58ttcE"><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 Liberty City Stories. +In this repository you'll find the fully reversed source code for GTA III ([master](https://github.com/GTAmodding/re3/tree/master/) branch) and GTA VC ([miami](https://github.com/GTAmodding/re3/tree/miami/) branch). + +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. + +We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in touch with us. ## How can I try it? -- reLCS requires game assets to work. -- Build reLCS 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 reLCS.exe to GTA LCS directory and run 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 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) +- Extract the downloaded zip over your GTA VC directory and run reVC. The zip includes the gamefiles and in case of OpenAL the required dlls. + +## Screenshots + +![screen_ 1613087332](https://user-images.githubusercontent.com/1521437/107714111-f84f3200-6ccc-11eb-902e-d757481d579a.png) +![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) + +## 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 +* Improve performance on lower end devices, especially the OpenGL layer on the Raspberry Pi (if you have experience with this, please get in touch) +* [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 + +When using premake, you may want to point GTA_VC_RE_DIR environment variable to GTA Vice City root folder if you want the executable to be moved there via post-build script. + +Clone the repository with `git clone --recursive -b miami https://github.com/GTAmodding/re3.git reVC`. Then `cd reVC` into the cloned repository. + +<details><summary>Linux Premake</summary> + +For Linux using premake, proceed: [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux) + +</details> -## Preparing the environment for building +<details><summary>Linux Conan</summary> -You may want to point GTA_LCS_RE_DIR environment variable to GTA LCS root folder if you want executable to be moved there via post-build script. +Install python and conan, and then run build. +``` +conan export vendor/librw librw/master@ +mkdir build +cd build +conan install .. reVC/master@ -if build -o reVC:audio=openal -o librw:platform=gl3 -o librw:gl3_gfxlib=glfw --build missing -s reVC:build_type=RelWithDebInfo -s librw:build_type=RelWithDebInfo +conan build .. -if build -bf build -pf package +``` +</details> -- 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 +<details><summary>FreeBSD</summary> + +For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD) + +</details> + +<details><summary>Windows</summary> + +Assuming you have Visual Studio 2015/2017/2019: +- Run one of the `premake-vsXXXX.cmd` variants on root folder. +- Open build/reVC.sln with Visual Studio and compile the solution. -**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) +Microsoft recently discontinued its downloads of the DX9 SDK. You can download an archived version here: https://archive.org/details/dxsdk_jun10 + +**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). +</details> -There are various settings at the very bottom of [config.h](https://github.com/GTAmodding/re3/tree/lcs/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: premake has an `--lto` option if you want the project to be compiled with Link Time Optimization. -> :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: There are various settings in [config.h](https://github.com/GTAmodding/re3/tree/miami/src/core/config.h), you may want to take a look there. -> :information_source: **Did you notice librw?** reLCS uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of reLCS, but you also can use LIBRW enviorenment variable to specify path to your own librw. +> :information_source: reVC 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. + +If you feel the need, you can also use CodeWarrior 7 to compile reVC using the supplied codewarrior/reVC.mcp project - this requires the original RW34 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference. ## Contributing -Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) Document +As long as it's not linux/cross-platform skeleton/compatibility layer, all of the code on the repo that's not behind a preprocessor condition(like FIX_BUGS) are **completely** reversed code from original binaries. + +We **don't** accept custom codes, as long as it's not wrapped via preprocessor conditions, or it's linux/cross-platform skeleton/compatibility layer. + +We accept only these kinds of PRs; + +- A new feature that exists in at least one of the GTAs (if it wasn't in III/VC then it doesn't have to be decompilation) +- Game, UI or UX bug fixes (if it's a fix to original code, it should be behind FIX_BUGS) +- Platform-specific and/or unused code that's not been reversed yet +- Makes reversed code more understandable/accurate, as in "which code would produce this assembly". +- A new cross-platform skeleton/compatibility layer, or improvements to them +- Translation fixes, for languages original game supported +- Code that increase maintainability + +We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well. + +Do not use features from C++11 or later. + + +## History + +re3 was started sometime in the spring of 2018, +initially as a way to test reversed collision and physics code +inside the game. +This was done by replacing single functions of the game +with their reversed counterparts using a dll. + +After a bit of work the project lay dormant for about a year +and was picked up again and pushed to github in May 2019. +At the time I (aap) had reversed around 10k lines of code and estimated +the final game to have around 200-250k. +Others quickly joined the effort (Fire_Head, shfil, erorcun and Nick007J +in time order, and Serge a bit later) and we made very quick progress +throughout the summer of 2019 +after which the pace slowed down a bit. + +Due to everyone staying home during the start of the Corona pandemic +everybody had a lot of time to work on re3 again and +we finally got a standalone exe in April 2020 (around 180k lines by then). + +After the initial excitement and fixing and polishing the code further, +reVC was started in early May 2020 by starting from re3 code, +not by starting from scratch replacing functions with a dll. +After a few months of mostly steady progress we considered reVC +finished in December. + +Since then we have started reLCS, which is currently work in progress. + + +## License +We don't feel like we're in a position to give this code a license.\ +The code should only be used for educational, documentation and modding purposes.\ +We do not encourage piracy or commercial use.\ +Please keep derivate work open source and give proper credit. |