GTA 3 Port by SKMP

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zandengoff
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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
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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
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Posts: 9

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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freeman_ji
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Re: GTA 3 Port by SKMP

Post by freeman_ji »

Cool_amigaN wrote: Wed Apr 30, 2025 6:41 am 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)?
No for reference you create liberty_mod and miami_mod and place it under your named home dir in DreamsDSK

C:\DreamSDK\msys\1.0\home\_Your_Profile_Name

├── dca3-game
├── liberty
├── miami
├── miami_mod
└── liberty_mod

Extract the liberty_mod there - you don't have to paste anything over existing assets. Generate your cdi like normal.

What it does just from my experience there are now higher rez loading screen images, and what looks like custom road textures signs and improved trees! I think its still in Beta so I had to find this info from the Discord hopefully once its mature it will have a list of changes and install instructions with the download :| I think the textures technically are new as they are trying hard not to post copyrighted assets.

I applaud the Author Esppiral.
One last thing I assume you can simply grab the latest ver of his mod but just take the models \ tress \ particles and delete the rest and rebuild so in theory pick and choose what you want in that liberty_mod folder?

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mistamontiel
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Re: GTA 3 Port by SKMP

Post by mistamontiel »

IS THAT IT!? I can get into Cleo mods again just to get invincible with that structure? I can't get good I never won GTAs natively >.<

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ateam
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Re: GTA 3 Port by SKMP

Post by ateam »

Building CDI with precompiled ELF stopped working for me with the current dca3 repo about two weeks ago.

Has anyone else experienced this?

See details here...
https://gitlab.com/skmp/dca3-game/-/issues/90
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freeman_ji
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Re: GTA 3 Port by SKMP

Post by freeman_ji »

ateam wrote: Sun May 11, 2025 7:01 pm Building CDI with precompiled ELF stopped working for me with the current dca3 repo about two weeks ago.

Has anyone else experienced this?

See details here...
https://gitlab.com/skmp/dca3-game/-/issues/90
Yes I 100% get this exact same errors - I even posted about it in the VC thread looking for advice
viewtopic.php?t=18238&start=20

If I pull say the latest main and .elf and build with the corresponding main elf.
git clone --branch main https://gitlab.com/skmp/dca3-game.git

I get the errors exactly as shown - it was previously working. I thought maybe I had broken my DreamSDK install or some other issue I introduced so I did fresh installs - tied different device - made sure to copy KOS from SKMPs gitlab page ect but the same outcome.


What worked for me is pulling the BETA and combining with the latest main (VC) \ Gaiz4 (GTA3)
git clone --branch beta https://gitlab.com/skmp/dca3-game.git

GTA3 lists as: dca-liberty beta-17-gf......
VC lists as: dca-miami beta-16-g4......

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ateam
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Re: GTA 3 Port by SKMP

Post by ateam »

freeman_ji wrote: Mon May 12, 2025 5:50 am Yes I 100% get this exact same errors - I even posted about it in the VC thread looking for advice
Thank you for confirming.
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Cool_amigaN
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Re: GTA 3 Port by SKMP

Post by Cool_amigaN »

I can confirm that the texture mod is causing a terminal bug on mission "Sayonara Salvatore" as the fishing boat (on Stanton Island) is spinning while stationary and the speedy boat is non operational (you get inside, hit the paddle but the boat goes upwards). I made 2 builds, using latest artifact, one with the mod, the other without. This happens to the modded version only. I also checked with a previous version of artifact and it was the same situation. Hope the modder gets the message and check it out.

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