GTA 3 Port by SKMP

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zandengoff
shadow
Posts: 8

Re: GTA 3 Port by SKMP

Post by zandengoff »

Spleet wrote: Thu Apr 03, 2025 9:14 am
Cool_amigaN wrote: Wed Apr 02, 2025 4:33 am So, I was able to build that newer version from 28/3. I passed to Staunton Island but when trying to save I get a notification "Save unsuccessful". What I am trying to do is to overwritte my current save but it fails (however it worked within Portland area). I also tried to save on a different slot but got same error. Do different save spots within the game need different space on the vmu? By using a different slot, do you need additional space on the vmu? Finally are there any updated instructions regarding compilation of the newer beta or do I just throw in the newer artifact/elf and compile?
Save files will exceed 80 blocks for gta3 and 125 for vice city, inn addition to the configuration save. It is advised that you only use a dedicated VMU for each game and only save to slot 1. Backing up your save periodically is also recommended.

As for build instructions:
https://gitlab.com/skmp/dca3-game/-/blob/main/README.md

They've been adapted for the current process.
If you don't have space you will get a save unsuccessful error.

However, I have also found that with the April releases, if I have a Jump Pak inserted I cannot load or save from the VMU. It will also not show the FPS counter on the VMU unless reinserted (still will not save with the Jump Pak inserted).

This is on multiple fresh formatted VMUs and virtual VMUs through Blue Retro. Pull the Jump Pak before boot and it works. FPS counter and save/load.

I usually play with a Jump Pak inserted and don't remember this happening on prior builds.

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Spleet
Anarki
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Re: GTA 3 Port by SKMP

Post by Spleet »

zandengoff wrote:
I usually play with a Jump Pak inserted and don't remember this happening on prior builds.
It's worth mentioning that issues involving third party controllers, jump/rumble pack(puru pack), microphone, and any other peripheral may cause issues with operation since dca3's initial releases. There's simply too many combinations to test and if the dev doesn't have access to one it's difficult to diagnose and troubleshoot.

For the time being, please submit a ticket on the gitlab for documentation:
https://gitlab.com/skmp/dca3-game/-/issues

zandengoff
shadow
Posts: 8

Re: GTA 3 Port by SKMP

Post by zandengoff »

Spleet wrote: Mon Apr 07, 2025 2:39 pm
zandengoff wrote:
I usually play with a Jump Pak inserted and don't remember this happening on prior builds.
It's worth mentioning that issues involving third party controllers, jump/rumble pack(puru pack), microphone, and any other peripheral may cause issues with operation since dca3's initial releases. There's simply too many combinations to test and if the dev doesn't have access to one it's difficult to diagnose and troubleshoot.

For the time being, please submit a ticket on the gitlab for documentation:
https://gitlab.com/skmp/dca3-game/-/issues
That is understandable. That said, I only have first party hardware.

Cool_amigaN
shadow
Posts: 7

Re: GTA 3 Port by SKMP

Post by Cool_amigaN »

Regarding the new textures and models pack (located here), could someone clarify what exactly does it do? I mean, it's upscaled textures? Textures ported from a different version? And how do they compare regarding the original?
Also, about installation, there are 2 packs: a) liberty_mod.zip and b) liberty_mod_a502b.zip, do we use both and we simply overwritte while unpacking? How can we be certain that the game was compiled with the new mod (perhaps a readme and different main image ingame could be useful in this regard imho)?

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