<img src="https://github.com/GTAmodding/re3/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/7yyJtQZ93N"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
## Intro
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.
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)
- Extract the downloaded zip over your GTA 3 directory and run re3. The zip includes the gamefiles and in case of OpenAL the required dlls.
## 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
When using premake, you may want to point GTA_III_RE_DIR environment variable to GTA3 root folder if you want the executable to be moved there via post-build script.
Clone the repository with `git clone --recursive https://github.com/GTAmodding/re3.git`. Then `cd re3` 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>
<details><summary>Linux Conan</summary>
Install python and conan, and then run build.
```
conan export vendor/librw librw/master@
mkdir build
cd build
conan install .. re3/master@ -if build -o re3:audio=openal -o librw:platform=gl3 -o librw:gl3_gfxlib=glfw --build missing -s re3:build_type=RelWithDebInfo -s librw:build_type=RelWithDebInfo
conan build .. -if build -bf build -pf package
```
</details>
<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/re3.sln with Visual Studio and compile the solution.
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>
> :information_source: premake has an `--lto` option if you want the project to be compiled with Link Time Optimization.
> :information_source: There are various settings in [config.h](https://github.com/GTAmodding/re3/tree/master/src/core/config.h), you may want to take a look there.
> :information_source: 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.
If you feel the need, you can also use Codewarrior 7 to compile re3 using the supplied codewarrior/re3.mcp project - this requires the original RW33 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
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
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re3:《侠盗猎车手III》,罪恶都市
共658个文件
h:254个
cpp:230个
inc:27个
需积分: 50 16 下载量 97 浏览量
2021-02-14
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介绍 在此存储库中,您将找到GTA III(分支)和GTA VC(分支)的完全相反的源代码。 它已经过测试,可以在Windows,Linux和FreeBSD,x86,amd64,arm和arm64上运行。 渲染由原始RenderWare(D3D8)或重新实现(D3D9,OpenGL 2.1或更高版本,OpenGL ES 2.0或更高版本)处理。 音频通过MSS(使用原始GTA中的dll)或OpenAL完成。 该项目也已移植到 , 和。 我们尚不能为PS2或Xbox进行构建。 如果您有兴趣这样做,请与我们联系。 安装 re3需要PC游戏资产才能工作,因此您必须拥有。 构建版本3或下载最新的每晚构建版本: 将下载的zip解压缩到您的GTA 3目录中,然后运行re3。 该zip文件包含游戏文件,如果包含OpenAL,则包含所需的dll。 屏幕截图 改进措施 我们对原始游戏进行了许多更改和
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re3:《侠盗猎车手III》,罪恶都市 (658个子文件)
libOpenAL32.dll.a 59KB
libOpenAL32.dll.a 58KB
build.bat 530B
printHash.bat 507B
PARTICLE.CFG 22KB
ChangeLog 305KB
.clang-format 754B
GetGitRevisionDescription.cmake 9KB
Findopusfile.cmake 2KB
FindSndFile.cmake 2KB
Findmpg123.cmake 1KB
FindMilesSDK.cmake 1014B
make_hlsl.cmd 236B
premake-vs2017.cmd 29B
premake-vs2019.cmd 29B
premake-vs2015.cmd 29B
COPYING 23KB
AudioLogic.cpp 300KB
Script.cpp 263KB
Ped.cpp 253KB
Frontend.cpp 247KB
Cam.cpp 175KB
PedAI.cpp 163KB
Automobile.cpp 152KB
Camera.cpp 122KB
CarCtrl.cpp 121KB
PedFight.cpp 98KB
ControllerConfig.cpp 98KB
Frontend_PS2.cpp 92KB
Garages.cpp 83KB
World.cpp 80KB
Streaming.cpp 78KB
Collision.cpp 78KB
Script3.cpp 77KB
Script5.cpp 75KB
MemoryCard.cpp 74KB
Script4.cpp 73KB
win.cpp 70KB
Weapon.cpp 68KB
Physical.cpp 60KB
main.cpp 60KB
Pad.cpp 57KB
Replay.cpp 56KB
PathFind.cpp 55KB
fake.cpp 54KB
Hud.cpp 53KB
Shadows.cpp 53KB
glfw.cpp 52KB
Particle.cpp 50KB
Script2.cpp 49KB
Pickups.cpp 49KB
Renderer.cpp 48KB
PlayerPed.cpp 47KB
ZoneCull.cpp 46KB
Radar.cpp 46KB
WaterLevel.cpp 46KB
FrontEndControls.cpp 45KB
sampman_miles.cpp 45KB
re3.cpp 44KB
Script6.cpp 43KB
Font.cpp 42KB
sampman_oal.cpp 42KB
FileLoader.cpp 42KB
Vehicle.cpp 40KB
SpecialFX.cpp 38KB
MenuScreensCustom.cpp 36KB
Population.cpp 36KB
ParticleObject.cpp 36KB
Game.cpp 36KB
SceneEdit.cpp 35KB
debugmenu.cpp 35KB
VehicleModelInfo.cpp 32KB
Heli.cpp 32KB
Plane.cpp 31KB
AnimManager.cpp 31KB
Credits.cpp 30KB
AudioManager.cpp 30KB
stream.cpp 30KB
PoliceRadio.cpp 29KB
MusicManager.cpp 28KB
Glass.cpp 28KB
Boat.cpp 28KB
Fluff.cpp 28KB
CarAI.cpp 27KB
VisibilityPlugins.cpp 26KB
Cranes.cpp 24KB
Coronas.cpp 24KB
Zones.cpp 24KB
eax-util.cpp 23KB
Messages.cpp 23KB
Weather.cpp 22KB
screendroplets.cpp 21KB
CopPed.cpp 21KB
Train.cpp 21KB
Pools.cpp 20KB
PlayerInfo.cpp 20KB
Entity.cpp 20KB
Sprite.cpp 19KB
Record.cpp 19KB
MenuScreens.cpp 19KB
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