Note
9base status: Preserved. Lifecycle: archived reference; not actively maintained by 9base.
historical re3 GTA III reverse-engineering source snapshot, retained from VideogameSources/gta3-decomp-alt. The source project and its original contributors retain their attribution; this repository is a preserved fork.
GitHub identifies the immediate parent and fork-network source as VideogameSources/gta3-decomp-alt, a mirror. The inherited README refers to the historical GTAmodding/re3 project; the mirror is not evidence of original authorship. Retained variant branches and the ahead commits attributed to Starman0620 do not establish 9base development.
The audited root has no license file and GitHub detected no license. Original licensing provenance remains unresolved: this notice adds no license or ownership claim. Source and inherited notices remain unchanged. Historical links, service badges and statements below are preserved as source material; their present availability or applicability is not assured.
Retained here for reference and preservation. The original reason for retaining this copy is undocumented; no larger 9base project family was established.
Archival context reconstructed on 8 October 2026 from the repository, branch history and GitHub fork metadata; it does not imply new technical work.
Take Two, all of their employees, and anyone who supports them can go fuck themselves :). Sincerely, Starman.
| Platform | Debug | Release |
|---|---|---|
| Windows Direct3D9 | ||
| Windows OpenGL3.3 |
The aim of this project is to reverse GTA III for PC by replacing parts of the game one by one such that we have a working game at all times.
- re3 requires game assets to work, so you must own a copy of GTA III.
- Build re3 or download it from one of the above links (Debug or Release).
- (Optional) If you want to use optional features like Russian language or menu map, copy the files in /gamefiles folder to your game root folder.
- Move re3.exe to GTA 3 directory and run it.
You may want to point GTA_III_RE_DIR environment variable to GTA3 root folder if you want executable to be moved there via post-build script.
- For Linux, proceed: Building on Linux
- For FreeBSD, proceed: Building on FreeBSD
- For Windows, assuming you have Visual Studio:
- Clone the repo using the argument
--recursive. - Run one of the
premake-vsXXXX.cmdvariants on root folder. - Open the project via Visual Studio
- Clone the repo using the argument
If you use 64-bit D3D9: We don't ship 64-bit Dx9 SDK. You need to download it from Microsoft if you don't have it(although it should come pre-installed after some Windows version)
There are various settings at the very bottom of config.h, you may want to take a look there. i.e. FIX_BUGS define fixes the bugs we've come across.
ℹ️ If you choose OpenAL on Windows You must read Running OpenAL build on Windows.
ℹ️ Did you notice librw? re3 uses completely homebrew RenderWare-replacement rendering engine; librw. librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
Please read the Coding Style Document
The following classes have only unused or practically unused code left:
CMemoryHeap - only on PS2
NameGrid.cpp - only on mobile (a player name grid, either a very early player name code ala GTA1 or a multiplayer leftover)
PedDebug.cpp - only on mobile (debug code)
HandlingMgr.cpp - debug functions from mobile
CVehicle::ProcessBikeWheel - early bike code (only on mobile)
CAutomobile::DebugCode - debug function from mobile
CBoat::DebugCode - debug function from mobile
CBoat::ModifyHandlingValue - debug function from mobile
CBoat::DisplayHandlingData - debug function from mobile
TexturePools - only on PC (slight RW modification that we don't actually need)