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Symbian^3 port
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77cdaaf97e
commit
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106 changed files with 2098 additions and 745 deletions
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@ -21,7 +21,7 @@ enum Config {
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EXTRADIRSIZE = 128,
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CUTSCENEDIRSIZE = 512,
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SIMPLEMODELSIZE = 5000, // 2910 on PS2
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SIMPLEMODELSIZE = 2916, // 2910 on PS2
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MLOMODELSIZE = 1,
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MLOINSTANCESIZE = 1,
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TIMEMODELSIZE = 30,
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@ -31,15 +31,15 @@ enum Config {
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XTRACOMPSMODELSIZE = 2,
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TWODFXSIZE = 2000, // 1210 on PS2
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MAXVEHICLESLOADED = 50, // 70 on mobile
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MAXVEHICLESLOADED = 35, // 70 on mobile
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NUMOBJECTINFO = 168, // object.dat
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// Pool sizes
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NUMPTRNODES = 30000, // 26000 on PS2
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NUMENTRYINFOS = 5400, // 3200 on PS2
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NUMPEDS = 140, // 90 on PS2
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NUMVEHICLES = 110, // 70 on PS2
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NUMPEDS = 110, // 90 on PS2
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NUMVEHICLES = 90, // 70 on PS2
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NUMBUILDINGS = 5500, // 4915 on PS2
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NUMTREADABLES = 1214,
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NUMOBJECTS = 450,
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@ -157,7 +157,7 @@ enum Config {
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#define GTA_VERSION GTA3_PC_11
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// Enable configuration for handheld console ports
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#if defined(__SWITCH__) || defined(PSP2)
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#if defined(__SWITCH__) || defined(PSP2) || defined(__SYMBIAN32__)
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#define GTA_HANDHELD
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#endif
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@ -170,11 +170,11 @@ enum Config {
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# define PS2_MENU
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#elif defined GTA_PC
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# define EXTERNAL_3D_SOUND
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# define AUDIO_REFLECTIONS
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//# define AUDIO_REFLECTIONS
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# ifndef GTA_HANDHELD
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# define PC_PLAYER_CONTROLS // mouse player/cam mode
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# endif
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# define GTA_REPLAY
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//# define GTA_REPLAY
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# define GTA_SCENE_EDIT
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# define PC_MENU
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#elif defined GTA_XBOX
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@ -238,7 +238,7 @@ enum Config {
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#if defined GTA_PC && defined GTA_PS2_STUFF
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# define USE_PS2_RAND
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# define RANDOMSPLASH // use random splash as on PS2
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# define PS2_MATFX
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//# define PS2_MATFX
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#endif
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#ifdef VU_COLLISION
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@ -263,12 +263,13 @@ enum Config {
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# define CHATTYSPLASH // print what the game is loading
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# define TIMEBARS // print debug timers
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#endif
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#define TIMEBARS
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#define FIX_BUGS // fixes bugs that we've came across during reversing. You can undefine this only on release builds.
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#define MORE_LANGUAGES // Add more translations to the game
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#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible, and keeps saves compatible between platforms, needs to be enabled on 64bit builds!
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//#define MORE_LANGUAGES // Add more translations to the game
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//#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible, and keeps saves compatible between platforms, needs to be enabled on 64bit builds!
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#define FIX_INCOMPATIBLE_SAVES // try to fix incompatible saves, requires COMPATIBLE_SAVES
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#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
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//#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
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#define NO_MOVIES // add option to disable intro videos
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@ -291,28 +292,28 @@ enum Config {
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#endif
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// Rendering/display
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//#define EXTRA_MODEL_FLAGS // from mobile to optimize rendering
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//# define HARDCODED_MODEL_FLAGS // sets the flags enabled above from hardcoded model names.
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#define EXTRA_MODEL_FLAGS // from mobile to optimize rendering
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# define HARDCODED_MODEL_FLAGS // sets the flags enabled above from hardcoded model names.
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// NB: keep this enabled unless your map IDEs have these flags baked in
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#define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
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#define PROPER_SCALING // use original DEFAULT_SCREEN_WIDTH/DEFAULT_SCREEN_HEIGHT from PS2 instead of PC(R* changed HEIGHT here to make radar look better, but broke other hud elements aspect ratio).
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#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define PS2_ALPHA_TEST // emulate ps2 alpha test
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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//#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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#ifdef DISABLE_LOADING_SCREEN
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// enable the PC splash
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#undef RANDOMSPLASH
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#endif
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#define DISABLE_VSYNC_ON_TEXTURE_CONVERSION // make texture conversion work faster by disabling vsync
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#define ANISOTROPIC_FILTERING // set all textures to max anisotropic filtering
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//#define ANISOTROPIC_FILTERING // set all textures to max anisotropic filtering
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//#define USE_TEXTURE_POOL
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#ifdef LIBRW
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#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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#define SCREEN_DROPLETS // neo water droplets
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#define NEW_RENDERER // leeds-like world rendering, needs librw
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//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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//#define SCREEN_DROPLETS // neo water droplets
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//#define NEW_RENDERER // leeds-like world rendering, needs librw
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#endif
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#define FIX_SPRITES // fix sprites aspect ratio(moon, coronas, particle etc)
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@ -382,7 +383,7 @@ enum Config {
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#define USE_MEASUREMENTS_IN_METERS // makes game use meters instead of feet in script
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#define USE_PRECISE_MEASUREMENT_CONVERTION // makes game convert feet to meeters more precisely
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#ifdef PC_MENU
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# define MISSION_REPLAY // mobile feature
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//# define MISSION_REPLAY // mobile feature
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#endif
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//#define SIMPLIER_MISSIONS // apply simplifications from mobile
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#define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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@ -427,19 +428,19 @@ enum Config {
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#define FREE_CAM // Rotating cam
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// Audio
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#define EXTERNAL_3D_SOUND // use external engine to simulate 3d audio spatialization. OpenAL would not work without it (because it works in a 3d space
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//#define EXTERNAL_3D_SOUND // use external engine to simulate 3d audio spatialization. OpenAL would not work without it (because it works in a 3d space
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// originally and making it work in 2d only requires more resource). Will not work on PS2
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#define AUDIO_REFLECTIONS // Enable audio reflections. Disabled on mobile, didn't exist yet on PS2.
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//#define AUDIO_REFLECTIONS // Enable audio reflections. Disabled on mobile, didn't exist yet on PS2.
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#define RADIO_SCROLL_TO_PREV_STATION
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#define AUDIO_CACHE
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//#define AUDIO_CACHE
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#define PS2_AUDIO_CHANNELS // increases the maximum number of audio channels to PS2 value of 44 (PC has 28 originally)
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#define PS2_AUDIO_PATHS // changes audio paths for cutscenes and radio to PS2 paths (needs vbdec on MSS builds)
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//#define AUDIO_OAL_USE_SNDFILE // use libsndfile to decode WAVs instead of our internal decoder
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#define AUDIO_OAL_USE_SNDFILE // use libsndfile to decode WAVs instead of our internal decoder
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#define AUDIO_OAL_USE_MPG123 // use mpg123 to support mp3 files
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#define PAUSE_RADIO_IN_FRONTEND // pause radio when game is paused
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#define ATTACH_RELEASING_SOUNDS_TO_ENTITIES // sounds would follow ped and vehicles coordinates if not being queued otherwise
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#define USE_TIME_SCALE_FOR_AUDIO // slow down/speed up sounds according to the speed of the game
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#define MULTITHREADED_AUDIO // for streams. requires C++11 or later
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//#define MULTITHREADED_AUDIO // for streams. requires C++11 or later
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#ifdef AUDIO_OPUS
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#define AUDIO_OAL_USE_OPUS // enable support of opus files
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@ -454,13 +455,13 @@ enum Config {
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#endif
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// Streaming
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#if !defined(_WIN32) && !defined(__SWITCH__)
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#if !defined(_WIN32) && !defined(__SWITCH__) && !defined __SYMBIAN32__
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//#define ONE_THREAD_PER_CHANNEL // Don't use if you're not on SSD/Flash - also not utilized too much right now(see commented LoadAllRequestedModels in Streaming.cpp)
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#define FLUSHABLE_STREAMING // Make it possible to interrupt reading when processing file isn't needed anymore.
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#endif
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#define BIG_IMG // Not complete - allows to read larger img files
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//#define SQUEEZE_PERFORMANCE
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#define SQUEEZE_PERFORMANCE
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#ifdef SQUEEZE_PERFORMANCE
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#undef PS2_ALPHA_TEST
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#undef NO_ISLAND_LOADING
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@ -481,7 +482,7 @@ enum Config {
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#define IGNORE_MOUSE_KEYBOARD // ignore mouse & keyboard input
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#endif
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#ifdef __SWITCH__
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#if defined __SWITCH__ || defined __SYMBIAN32__
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#define USE_UNNAMED_SEM // named semaphores are unsupported on the switch
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#endif
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@ -495,4 +496,4 @@ enum Config {
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#endif
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#if defined(AUDIO_REFLECTIONS) && GTA_VERSION < GTA3_PC_10
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#error AUDIO_REFLECTIONS cannot work with versions below GTA3_PC_10
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#endif
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#endif
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