GTA Vice City Dreamcast Port!

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mistamontiel
Shark Patrol
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Dreamcast Games you play Online: Errythan except Tetris o.0
Location: Miami, FL, CUBA
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Re: GTA Vice City Dreamcast Port!

Post by mistamontiel »

n solely dressing up burns @ that, fuck right off!!

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SpaceHoliday
dark night
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Re: GTA Vice City Dreamcast Port!

Post by SpaceHoliday »

Ro Magnus Larsson wrote: Sun Apr 06, 2025 2:16 pm There is a sad news that Team SKMP has a lawsuit from Rockstar games because of all these projects. I would say to that company go to hell m..f...rs. I hope they never find their identities and release GTA San Adreas and much more for a dead console +20 years ago. It is only to obstruct the kind of work (reverse engi) , not these games specifically. If SKMP read this and needs some forensic helping write me, I am a forensic psychologist, they will put forensics to search the id, data to produce the proves, if they cant find the identities or proves, they cant do nothing and the lawsuit will stuck! and I hope so.
It was the team who reverse-engineered the GTA3 and Vice City code (the RE3 project) that were hit with a lawsuit, not the team developing the Dreamcast port. Unfortunately this does mean the DC team have no San Andreas source code to work with.
Visit The Dreamcast Junkyard: http://www.thedreamcastjunkyard.co.uk

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Falco Girgis
Developer
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Re: GTA Vice City Dreamcast Port!

Post by Falco Girgis »

Just a heads up, it looks like the GTA:VC alpha release was missing some of my vector math optimizations from GTA3, which made the initial FPS lower, and especially made car collisions seem heavier and slower than in GTA3... Fixed that, plus have a bunch of new optimizations on the way...

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fafadou
Leonard Nimoy
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Re: GTA Vice City Dreamcast Port!

Post by fafadou »

You are unstopable and i love that !

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PengoJetz
undertow
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Re: GTA Vice City Dreamcast Port!

Post by PengoJetz »

Falco Girgis wrote: Thu Apr 24, 2025 9:16 pm Just a heads up, it looks like the GTA:VC alpha release was missing some of my vector math optimizations from GTA3, which made the initial FPS lower, and especially made car collisions seem heavier and slower than in GTA3... Fixed that, plus have a bunch of new optimizations on the way...
Hey Falco, it’s quite impressive that the team are able to get around the roadblocks for a game targeted towards PS2. With GTAIII now closing in on 30fps in most scenes, is there much left to tick off for a final gold release, or just the polish on edges (VMU, opening movie playback).

I did not think Vice City would be possible, given the addition of choppers and motorcycles and secondary weapon types but compared to III, but even back in the day, things seemed like they were cut back to allow them.

Does the source confirm anything that was scaled back from the previous game? To me VC always seemed to have a lot less world texture variety, streets did not seem quite as busy and there is more aggressive vehicle and decal removal (Buses and coaches are less common and tend to disappear when you turn camera away from them).

freeman_ji
shadow
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Re: GTA Vice City Dreamcast Port!

Post by freeman_ji »

Hey guys anyone having difficulty building the new MAIN branch? I was interesting in testing Falco's new Gaiz 3

I copied the "new" KOS to \opt\toolchains\dc\kos

I assume this is a requirement. Any tips?

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Falco Girgis
Developer
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Re: GTA Vice City Dreamcast Port!

Post by Falco Girgis »

Alrighty, guys, the gainz that I was talking about previously (Gainz Phase 3: https://gitlab.com/skmp/dca3-game/-/merge_requests/97), just got merged into `main`, so make sure you rebuild GTA3 and VC if you want some nice performance improvements!!!
drmcsat-gainz.png
drmcsat-gainz.png (34.29 KiB) Viewed 12 times
I'm currently working on the next round of gainz (https://gitlab.com/skmp/dca3-game/-/merge_requests/98), which offer another round of perf boosts to currently GTA3, but there's a few teensy bugs I'm working out before it gets merged, plus I need to apply the changes to GTAVC and make sure there's no problems there as well.
fafadou wrote: Fri Apr 25, 2025 3:05 am Hey Falco, it’s quite impressive that the team are able to get around the roadblocks for a game targeted towards PS2. With GTAIII now closing in on 30fps in most scenes, is there much left to tick off for a final gold release, or just the polish on edges (VMU, opening movie playback).
Thanks so much, I really appreciate it! I would say, honestly... there's still a whole bunch of stuff left to go, even if it's mostly polish and performance. On the perf side, I still have plenty of ideas for at least a Gainz Phase 5 after this. Then beyond that, want mouse + keyboard support, better in-game VMU stuff, rumble support, etc... By the way, I've even recruited one of the scene's most famous VMU devs who is currently whipping us up a surprise!
PengoJetz wrote: Fri Apr 25, 2025 8:20 pm Does the source confirm anything that was scaled back from the previous game? To me VC always seemed to have a lot less world texture variety, streets did not seem quite as busy and there is more aggressive vehicle and decal removal (Buses and coaches are less common and tend to disappear when you turn camera away from them).
Tbh, between the Renderware middleware driver layer where we live and the ocean that is the made codebase, even with all the shit I'm optimizing, I don't think I've seen enough of the engine to say whether this have been "scaled back," or not.

A couple things I will say that I think I've noticed in VC... First, it pushes more polygons on average, although the same amount of polys typically runs better in VC than GTA3. VC also has more dynamic lights on the characters and stuff along with WAY more skinning on the NPCs. The main perf-hurting things I have a feeling are fill-rate limited effects that use big transparencies, like some of the smoke effects when you collide with cars, especially if you have FSAA enabled.
freeman_ji wrote: Sat Apr 26, 2025 8:04 pm Hey guys anyone having difficulty building the new MAIN branch? I was interesting in testing Falco's new Gaiz 3

I copied the "new" KOS to \opt\toolchains\dc\kos

I assume this is a requirement. Any tips?
Yeah, that's how you start. You reading the guide? Where did you leave off?

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