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authorclaude-bot <[email protected]>2026-07-13 12:27:07 +0000
committerclaude-bot <[email protected]>2026-07-13 12:27:07 +0000
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downloadre3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.tar.gz
re3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.zip
Import Cai1Hsu/re3 @ miami (reVC / GTA:VC decompilation)HEADmiami
Snapshot import (no upstream history) into git.ancap.in.ua/claude, per @lzcnt. Source: https://github.com/Cai1Hsu/re3 branch miami.
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+# Take Two, all of their employees, and anyone who supports them can go fuck themselves :). Sincerely, Starman.
+
+<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
+
+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?
+
+- 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 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>
+
+<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 .. 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>
+
+<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.
+
+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/miami/src/core/config.h), you may want to take a look there.
+
+> :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
+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.