RE3 3DS

From GameBrew
RE3
Re33ds2.png
General
AuthorAJM
TypeAction
Versionwip
LicenseGPL
Last Updated2021/04/01
Links
Website
Source

RE3 is a WIP port of the re3 project to Nintendo 3DS. Only New 3DS is supported.

Installation

There are four seperate 3DSX files (re3.3dsx, re3-stereo.3dsx, re3-txd.3dsx, re3-stereo-txd.3dsx) and 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.

Prerequisites

You will need the PC version of GTA III (other versions might work) and convert the texture to run on the 3DS.

Texture conversion

You need to use txdcnv to convert the game files to native formats.

Create a directory for the output files. The txdcnv build is only for Linux x86-64, you will have to use re3-txd.3dsx or compile from source otherwise.

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

The [output root] will be like this.

  • .:
    • 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/ (.ogg isn't supported).

Installing

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

Building

To build from source, you only need devkitpro/devkitARM.

The Makefile has only been tested on linux (devuan beowulf), but it should work on mingw/msys or cygwin.

Developer has included all the libraries needed. 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.

Additional notes

Most the new contents are yet to be updated in GitHub. 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.

You may consider build from source as the binaries are not tested due to the lack of time.

Controls

Main menu:

L+R+Up - Access Free-Roam script

L+R+Down - Access Debug script

In game:

L+R+Down - Access Debug menu

Media

Grand Theft Auto 3 ported to the Nintendo 3DS Install+Gameplay 11.14 CFW (BandiPower)

Grand Theft Auto 3 (re3) Nintendo 3DS Gameplay (Stranno)

re3 on 3ds (Gogeta007yBro)

Known issues

  • Menus and loading screens are blurry.
  • Fonts are not displayed properly 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.
  • Dynamic lighting (directional lights) is broken. May have something to do with floating point accuracy.
  • Skinned geometry is jagged/glitchy, suspect it has to do with floating point accuracy.
  • There is a black roads glitch, presume that 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 (only play-tested the first third of the game by the developer).

External links

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