GTA VC decompilation ported to the Nintendo Switch
- Install dependencies:
pacman -S switch-mpg123 switch-sdl2 switch-glfw switch-libdrm_nouveau
- Install switch port of OpenAL-Soft
- Build the librw switch port and place static libraries in devkitPro/portlibs/switch/lib
- Build libsndfile and place libraries and headers to devkitPro/portlibs/switch
Check releases
Platform | Debug | Release |
---|---|---|
Windows Direct3D9 | ||
Windows OpenGL3.3 |
The aim of this project is to reverse GTA III for PC by replacing parts of the game one by one such that we have a working game at all times.
- re3 requires game assets to work, so you must own a copy of GTA 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.
- Clone the repo using the argument
--recursive
. - Point GTA_III_RE_DIR environment variable to GTA3 root folder.
- Run premake
- On Windows: one of the
premake-vsXXXX.cmd
variants on root folder - On Linux: proceed to Building on Linux.
- On Windows: one of the
- There are various settings at the very bottom of config.h, you may want to take a look there. i.e. FIX_BUGS define fixes the bugs we've come across.
- 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)
ℹ️ If you choose OpenAL on Windows You must read Running OpenAL build on Windows.
ℹ️ Did you notice librw? re3 uses completely homebrew RenderWare-replacement rendering engine; librw. librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
Please read the Coding Style Document
The following classes have only unused or practically unused code left:
CCullZone - only mobile stuff
CCullZones - only mobile stuff