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diff --git a/README.md b/README.md
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+++ b/README.md
@@ -48,7 +48,7 @@ Some of them can be toggled at runtime, some cannot.
* Debug menu to do and change various things (Ctrl-M to open)
* Debug camera (Ctrl-B to toggle)
* Rotatable camera
-* Xinput controller support (Windows)
+* XInput controller support (Windows)
* No loading screens between islands ("map memory usage" in menu)
* Skinned ped support (models from Xbox or Mobile)
* Rendering
@@ -79,7 +79,7 @@ The following things would be nice to have/do:
* [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)
+* compare CodeWarrior build with original binary for more accurate code (very tedious)
## Modding
@@ -138,9 +138,23 @@ Microsoft recently discontinued its downloads of the DX9 SDK. You can download a
> :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.
+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
+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.
@@ -158,7 +172,8 @@ 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 and we made very quick progress
+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.