Update README.md

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<img src="https://github.com/halpz/re3/blob/master/res/images/logo_1024.png?raw=true" alt="re3 logo" width="200"> <img src="https://github.com/Dima353/re3/blob/master/res/images/logo_1024.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) [![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/Dima353/re3/goto?ref=master)
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## Intro ## Intro
In this repository you'll find the fully reversed source code for GTA III ([master](https://github.com/halpz/re3/tree/master/) branch) and GTA VC ([miami](https://github.com/halpz/re3/tree/miami/) branch). In this repository you'll find the fully reversed source code for GTA III ([master](https://github.com/Dima353/re3/tree/master/) branch) and GTA VC ([miami](https://github.com/Dima353/re3/tree/miami/) branch).
It has been tested and works on Windows, Linux, MacOS and FreeBSD, on x86, amd64, arm and arm64.\ It has been tested and works on Windows, Linux, MacOS and FreeBSD, on x86, amd64, arm and arm64.\
Rendering is handled either by original RenderWare (D3D8) 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).\ 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. 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. We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in touch with us.
## Installation ## Installation
@@ -76,7 +71,7 @@ The following things would be nice to have/do:
* Fix physics for high FPS * 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) * Improve performance on lower end devices, especially the OpenGL layer on the Raspberry Pi (if you have experience with this, please get in touch)
* Compare code with PS2 code (tedious, no good decompiler) * Compare code with PS2 code (tedious, no good decompiler)
* [PS2 port](https://web.archive.org/web/20210217192931/https://github.com/GTAmodding/re3/wiki/PS2-port) * [PS2 port](https://github.com/Dima353/re3/wiki/PS2-port)
* Xbox port (not quite as important) * Xbox port (not quite as important)
* reverse remaining unused/debug functions * reverse remaining unused/debug functions
* compare CodeWarrior build with original binary for more accurate code (very tedious) * compare CodeWarrior build with original binary for more accurate code (very tedious)
@@ -97,11 +92,11 @@ Sorry for the inconvenience.
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. 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/halpz/re3.git`. Then `cd re3` into the cloned repository. Clone the repository with `git clone --recursive https://github.com/Dima353/re3.git`. Then `cd re3` into the cloned repository.
<details><summary>Linux Premake</summary> <details><summary>Linux Premake</summary>
For Linux using premake, proceed: [Building on Linux](https://web.archive.org/web/20210217192751/https://github.com/GTAmodding/re3/wiki/Building-on-Linux) For Linux using premake, proceed: [Building on Linux](https://github.com/Dima353/re3/wiki/Building-on-Linux)
</details> </details>
@@ -119,13 +114,13 @@ conan build .. -if build -bf build -pf package
<details><summary>MacOS Premake</summary> <details><summary>MacOS Premake</summary>
For MacOS using premake, proceed: [Building on MacOS](https://web.archive.org/web/20210717004757/https://github.com/GTAmodding/re3/wiki/Building-on-MacOS) For MacOS using premake, proceed: [Building on MacOS](https://github.com/Dima353/re3/wiki/Building-on-MacOS)
</details> </details>
<details><summary>FreeBSD</summary> <details><summary>FreeBSD</summary>
For FreeBSD using premake, proceed: [Building on FreeBSD](https://web.archive.org/web/20210217192740/https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD) For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/Dima353/re3/wiki/Building-on-FreeBSD)
</details> </details>
@@ -137,12 +132,12 @@ Assuming you have Visual Studio 2015/2017/2019:
Microsoft recently discontinued its downloads of the DX9 SDK. You can download an archived version here: https://archive.org/details/dxsdk_jun10 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://web.archive.org/web/20210217192855/https://github.com/GTAmodding/re3/wiki/Running-OpenAL-build-on-Windows). **If you choose OpenAL on Windows** You must read [Running OpenAL build on Windows](https://github.com/Dima353/re3/wiki/Running-OpenAL-build-on-Windows).
</details> </details>
> :information_source: premake has an `--with-lto` option if you want the project to be compiled with Link Time Optimization. > :information_source: premake has an `--with-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/halpz/re3/tree/master/src/core/config.h), you may want to take a look there. > :information_source: There are various settings in [config.h](https://github.com/Dima353/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. > :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.
@@ -163,7 +158,7 @@ We accept only these kinds of PRs;
- Translation fixes, for languages original game supported - Translation fixes, for languages original game supported
- Code that increase maintainability - Code that increase maintainability
We have a [Coding Style](https://github.com/halpz/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well. We have a [Coding Style](https://github.com/Dima353/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well.
Do not use features from C++11 or later. Do not use features from C++11 or later.