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Diffstat (limited to 'README.md')
-rw-r--r-- | README.md | 23 |
1 files changed, 19 insertions, 4 deletions
@@ -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. |