Homebrew [WIP] re3 3ds port

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Impossible_Igntiz

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It looks neat tbh.
Here is a picture of how it looks on an XL model:

vMizOTH.jpg

If anyone is wondering, you can convert the txdcnv textures with Windows 10 Ubuntu's subsystem and works flawless.

EDIT: Here's a video of how it runs:


Not bad lookin actually! it looks like Liberty City Stories back on the PSP if that got ported to the 3DS
 
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DodgyJudge

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The links would've gotten DMCA'd if the person made it readily available as is.
DMCA'd for what ? Being overly complicated to make it work? Because as you have read the OP(if you did) that you need to provide your OWN game files...
 

Wavy

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DMCA'd for what ? Being overly complicated to make it work? Because as you have read the OP(if you did) that you need to provide your OWN game files...
TakeTwo DMCA'd the original re3 project so I'm assuming OP just wanted to be completely safe by encrypting the links.
 

Aymen558

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not sure if this helps or not but here are two crash dumps from re3 using re3.3dsx since re3-stereo.3dsx seems to lag
it either crashes after playing for a while or it crashes when bumping into many things
and great work btw I just don't know if these crash dumps may or may not help
 

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urmum_69

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Id say if the links were not all stupidly encypted and posted like a normal person then ya. it should of been front page
This is his first post - he isn't able to post links, so he had no choice
Either way, searching "base64 decode" in google will get you many results, surely a copy/paste isn't too much for your lazy ass
 

Aymen558

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what the hell people he/she already put the source code in the link what more would you ask for
and besides if it was put into github it may get strikes too with a dmca so you gotta think about that
and if you're that lazy to decode a simple bace64 code then don't argue about it and go look for a "simpler" solution
 
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Aymen558

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Intro

This is a WIP port of the re3 project to nintendo 3ds.
Only new 3ds is supported. An old 3ds port might be possible but I'm not going to try.
This release is more suited for developers as I haven't really made anything convenient or easy.

There are four seperate 3dsx files:
re3.3dsx, re3-stereo.3dsx,
re3-txd.3dsx, re3-stereo-txd.3dsx.

bonus files:
miami.3ds miami-stereo.3dsx.

The re3-*-txd builds do texture compression on your 3DS and generate a TXD.IMG / TXD.DIR.
The vanilla builds re3.3dsx, re3-stereo.3dsx assume you have converted the game files to a native format using txdcnv (provided).
The miami.3ds files haven't really been tested in a while and they only do texture conversion on the 3ds (might take literally a day lmao).

There is no CIA version.

GTA3 has reached a certain level of stability that it worth sharing, however consider this an alpha WIP.
Vice City is also working, but has more serious bugs.

Caveats/Bugs (many)
  • Menus and loading screens are blurry (easy fix but its not important).
  • Fonts are fucked due to mip-map generation. This is a recent regression from implementing txdcnv.
  • Material FX environment mapping isn't accurate. Cars are very shiny. Shinier than the mobile port :DDD.
  • Dynamic lighting (directional lights) is broken. I think it has to due with floating point accuracy. This has driven me crazy and I've almost given up as it works with every test program I write.
  • Skinned geometry is jagged / glitchy, I suspect it has to do with floating point accuracy. Looks pretty funny though.
  • There is a black roads glitch, which I presume has to do with blending.
  • MP3 playback slows things down (the audio thread runs on the primary app-core).
  • pager/text messaging is unreadable.
  • bottom screen is not in use... yet.
  • I've only play-tested the first third of the game.
Install:

Prerequisites:
you will need to be able to read instructions.
you will need the PC version of GTA III. (other versions might work).

Procedure:
Texture conversion:
You need to use txdcnv to convert the game files to native formats.
Create a directory for the output files.
I have only built txdcnv for Linux x86-64, sorry about that, you will have to use re3-txd.3dsx or compile from source.

./txdcnv [gta3 root] [output root].

The [output root] will now look like:
.:
models txd

./models:
fonts.txd generic.txd gta3.img menu.txd particle.txd
frontend.txd gta3.DIR hud.txd MISC.TXD

./txd:
LOADSC0.TXD LOADSC15.TXD LOADSC20.TXD LOADSC2.TXD LOADSC8.TXD SPLASH2.TXD
LOADSC10.TXD LOADSC16.TXD LOADSC21.TXD LOADSC3.TXD LOADSC9.TXD SPLASH3.TXD
LOADSC11.TXD LOADSC17.TXD LOADSC22.TXD LOADSC4.TXD mainsc1.txd
LOADSC12.TXD LOADSC18.TXD LOADSC23.TXD LOADSC5.TXD mainsc2.txd
LOADSC13.TXD LOADSC19.TXD LOADSC24.TXD LOADSC6.TXD NEWS.TXD
LOADSC14.TXD LOADSC1.TXD LOADSC25.TXD LOADSC7.TXD SPLASH1.TXD

Mipmaps are actually 100% necessary.
They drastically improve performance and memory management.
Older versions did this on the 3ds but it took too long.

Updating game directory

You will overwrite the files in [Game root] with these modified files.
Copy the files from [Output root] to [Game root].
From (this archive) src/gamefiles copy "data" and "TEXT" to the [Output root].
This will overwrite PARTICLE.CFG and various GXT files.

3ds File system
The game files are stored in a hard-coded directory on your 3ds.
Create the directory 'sdmc:/3ds/re3'. (or sdmc:/3ds/miami for VC)

You can copy the contents of [Game root] to /3ds/re3,
but if your a bit more OCD you only need the following directories:

sdmc:/3ds/re3/anim
sdmc:/3ds/re3/audio
sdmc:/3ds/re3/data
sdmc:/3ds/re3/models
sdmc:/3ds/re3/mp3
sdmc:/3ds/re3/skins
sdmc:/3ds/re3/txd

Music files
Copy .wav|.mp3 to sdmc:/3ds/re3/mp3.
Sorry .ogg isn't supported, but would be very easy to enable.

Install 3dsx

Copy re3.3dsx and re3-stereo.3dsx to sdmc:/3ds/ (or anywhere really).
Launch with Homebrew launcher.

To access the Free-Roam script hold [L, R, dpad-up] in the main menu.
To access the Debug script hold [L, R, dpad-down] in the main menu.
To access the debug menu in-game hold [L, R, dpad-down], then use the touch screen.

Building:
You only need devkitpro / devkitARM.
The Makefile has only been tested on linux (devuan beowulf), but it should work on mingw/msys or cygwin.
I've included all the libraries because devkitpro is a rolling release and I can't
assume that future versions of the libraries won't break the build. Its a pain to manually
check-out each specific version of each library. I have enough trouble with my own regressions.

Make sure you environment has DEVKITPRO / DEVKITARM.
$ . /etc/profile.d/devkit-env.sh
$ cd re3/build
$ make

or for stereo set STEREO in your env.

$ STEREO=1 make

make upload sends to hb-menu.
make debug call gdb and connects to 10.0.0.2.

Misc notes:
I'm a bit ashamed by my misuse of git.
I haven't committed anything yet and all the new stuff is untracked.
A good starting point for customization is in src/core/config.h.
If you want to enable online texture compression enable TXD_USE_CDIMAGE.
There are two versions of librw in vendor for mono and stereo rendering respectively.
3ds platform specific code is at src/skel/3ds.
I can't make any promises on updates, I had to force myself to make this release and I'm getting burnt out and need a break.
You should probably build from source, I haven't got the time to test the binaries and I keep making big regressions every time I improve something.

LICENSE? REDISTRIBUTING?
I dunno, the re3 team seems to re3 as public domain(?), but the libraries are GPL.
Feel free to share wherever but I request that if you distribute the source code as well.
At the very least please provide librw's source code, nobody will sue you for that.

DOWNLOAD [links are base64 encoded].
M0RTWDogaHR0cHM6Ly9tZWdhLm56L2ZpbGUvYmQwZ3lBSlojM3o5MkE2bkw5WkZyanNCZklDN0tS
bUxnTDdGMF9lS3Y1MFNxUE5WbWZBZwpTT1VSQ0U6IGh0dHBzOi8vbWVnYS5uei9maWxlL2JGMVVV
U29MI1M2RWJ5OW9vR0M0UjZSSENEOHp1YnlrVUxaQVJuUGwwclR5Q3BscmJILWM=
so there are some other bugs for hookers, the sniper and dead bodies having collision happens on the vita and broken car parts and also city props having collision which I believe happens on the vita too
maybe there is more but i don't know about them yet
and in addition to those screenshots of the glitched sniper view and hooker getting stuck
in certain sniper missions like bomb da base act 2 you can kill the first enemy but the rest won't die which is something that happens on the vita but they can be killed with a uzi or shotgun I guess
this shows glitches that the vita has which is the hooker glitch and the sniper glitch being you can kill sometimes and sometimes you can't that still happens on the 3ds
 

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Hiroex

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I am having issues converting the textures with WSL. Anyone got this?

Code:
./txdcnv '/home/hiro/projects/Grand theft Auto 3' '/home/hiro/projects/re3ctr-release/output'
Segmentation fault (core dumped)
 

bob1212

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I am having issues converting the textures with WSL. Anyone got this?

Code:
./txdcnv '/home/hiro/projects/Grand theft Auto 3' '/home/hiro/projects/re3ctr-release/output'
Segmentation fault (core dumped)
Just do it on your 3ds/2ds with the txd ones
 

Deleted member 323844

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I would add to the OP that touchscreen (or left side of the touch screen) is the horn. Took me a bit to figure out due that "bottom screen is not in use" line and the Wii U screen prompts. It is 100% necessary from the very beginning (third or fourth mission).

Port seems to crash after every few missions, so it's recommended to save often. But this happend with the re3/reVC ports for Vita/Switch as well.
 

Aymen558

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I am having issues converting the textures with WSL. Anyone got this?

Code:
./txdcnv '/home/hiro/projects/Grand theft Auto 3' '/home/hiro/projects/re3ctr-release/output'
Segmentation fault (core dumped)
it could mean that you have a modified gta 3 game
I had that error when I tried to convert a modded gta 3 copy
but could be something else so idk

I would add to the OP that touchscreen (or left side of the touch screen) is the horn. Took me a bit to figure out due that "bottom screen is not in use" line and the Wii U screen prompts. It is 100% necessary from the very beginning (third or fourth mission).

Port seems to crash after every few missions, so it's recommended to save often. But this happend with the re3/reVC ports for Vita/Switch as well.
and no the re3 port on the vita doesn't crash
but reVC on the other hand does
 
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