GTA Vice City for PC ported to the PlayStation 3, as homebrew built with PSL1GHT.
reVC is the reverse-engineered source code of GTA Vice City. This port runs it natively on the PS3, with a hardware renderer on the RSX (a PS3 backend for librw), DualShock 3 controls in the PS2 style, and the game's data read from your own PC copy. It is the sibling of re3-PS3 (GTA III) and shares its PS3 layer.
No game data is included!! You need a legally purchased copy of GTA Vice City for PC. The PKG only has the program, its icon and two reVC files (the PlayStation button icons and the controller picture of the settings page).
| Name |
Version |
Released |
Hits |
DL Link |
| revc-ps3 |
v1.7-alpha |
11/06/26 |
156 |
Download |
Features
Native 720p, rendered on the RSX: tiled colour/depth buffers, compressed depth and ZCULL. About 60 fps across the automatic test (missions, map, weather).
30 fps by default (the rate the game was made for) or 60 fps: Options > Graphics > Frame rate. Always in sync with the TV (no tearing).
PS2-style controls (Vice City's PS2 setup) with lock-on aiming, pad setups, inverted look, free camera, third and first person sensitivity, 20% to 200% in steps of 5 and stick dead zones, 5% to 70% (30% the game's own; the right one is also where the camera starts turning), in Controller setup > Gamepad settings > Stick settings; vibration in Gamepad settings. Pressure-sensitive accelerator and brake, as on the PS2 (DualShock 3). PlayStation buttons in the on-screen help.
The pause menu map: L1 shows the legend, X sets a waypoint.
Collectibles on the map (Display > Hidden packages / Rampages / Unique jumps / Store robberies on map, each off by default): hidden packages in lime green, rampages in blood red, unique jumps (at the take-off) in orange and the stores to rob in purple, on the radar (the nearest one at its edge when none is in range) and the pause menu map. One you pick up, pass, jump or knock off disappears. The jumps and stores come from the original main.scm: with a modified one they aren't shown.
Car spawner (for testing, off unless there is a file named carspawner.txt in USRDIR, any content): L3 + R3 together on foot. The vehicle shows as "ID: name" over the subtitles; Left/Right go one by one, L1/R1 by 10 (hold to scroll), X puts you in it, O closes. Boats go on the water in front of you (up to 30 m). Trains, the police helicopter, the planes you can't fly and the RC toys aren't in the list.
All the radio stations, and the MP3 player station: put .mp3 files in USRDIR/mp3.
Skins: put .bmp skins in USRDIR/skins, choose them in Player setup.
Display > Screen size for overscan, FPS counter (Graphics > Show FPS).
Options > Graphics:
Mipmaps: textures that come without smaller versions get them (less shimmering in the distance). They are made as textures load: restart the game (or travel) for all of them. Uses more video memory.
Texture filtering: Default (the game's own), Bilinear, Trilinear, Anisotropic 2x to 16x (sharper ground and roads at an angle). With Mipmaps off, only the textures that have them in their TXD use them.
Antialiasing: Off or FXAA (smoother edges, a filter over the finished picture: ~2 ms of GPU time and 7 MB of video memory at 720p). All three are off/default unless you choose them.
DXT textures (most of the PC game's) stay compressed in video memory and the RSX reads them as they are: 4 times less VRAM than converted, and nothing to convert when an area streams in. Mip levels made on the CPU use AltiVec.
Settings saved in USRDIR (reVC.ini, gta_vc.set), saves in USRDIR/userfiles. Saves are in the PS3's format: PC saves can't be loaded, and the other way round.
Changes from the original
The PS2/PC game was tuned for the PS2's memory: a few missions are hard for that reason alone. reVC-PS3 changes these (everything else plays as the original):
Vehicle rampages (blow up N cars of a kind): while one runs, the traffic limits are lifted and the cars of the rampage are asked for, so enough of them come.
Messing with the Man (the bikers' chaos mission): the same traffic as a rampage, and the chaos meter fills 75% faster (the original is slow enough that players look for exploits to finish it).
Vigilante / Brown Thunder: making room for a new criminal no longer deletes the previous criminal's car under the mission script (the criminals stopped appearing and the mission failed).
Horn taps: a tap of L3 shorter than 250 ms switches the sirens and the Mr Whoopee jingle (Distribution), a longer press honks. The original only took presses of 1-3 frames, too short at 60 fps.
Stuck in the air: when the player is held in the air between objects (crates) for a while, he is put on top of what is under him, or back where he last stood.
Installation
Install revc-ps3-1.5.1-alpha.pkg on a PS3 with homebrew support (CFW or HEN), e.g. copy it by FTP and install it with the package manager. It appears in the XMB as reVC.
The PKG creates /dev_hdd0/game/REVCPS300/USRDIR with these empty folders. From your GTA Vice City PC installation, copy into them (by FTP):
Folder Contents
`anim` the PC game's anim folder
`audio` the PC game's audio folder (big: the radio stations)
`data` the PC game's data folder
`models` the PC game's models folder (keep the two reVC .txd already there)
`text` the PC game's text folder
`txd` the PC game's txd folder (loading screens)
`mp3` optional: your own music
`skins` optional: player skins (.bmp)
The movies and mss folders of the PC game aren't needed. Keep the folder names lowercase, exactly as above.
Start reVC from the XMB.
Mods
USRDIR/mods, like a mod loader on the PC: a file put there (in any subfolder, any letter case) is used instead of the game's file with the same name, whether that one is loose (hud.txd, handling.cfg, main.scm...) or inside gta3.img (weapons.txd, infernus.dff...). Nothing has to be rebuilt: take a mod's files out of its folder or delete them and the original ones are back. If two files have the same name, the one whose path comes first in alphabetical order is used. The log lists every file replaced ([mods] lines). Files in USRDIR itself (reVC.ini, settings, logs), userfiles and mp3 are never replaced. .img files inside mods aren't read: take the files out of them with an IMG tool.
Anything made for the PC version of GTA Vice City as data files works:
TXD textures (in mods, loose in models/txd, or inside gta3.img with an IMG tool on the PC, then copy gta3.img and gta3.dir): HD loading screens, HUD, fonts, vehicles, peds, buildings. All PC formats are read (palettized, 16/32 bit, DXT1/3/5).
DFF models in GTA Vice City PC format, in mods or inside gta3.img.
Data files (handling.cfg, carcols.dat, timecyc.dat, gta_vc.dat...) and a modified main.scm.
Limits: on the PS3 DXT textures (power of two sizes) stay compressed, as on the PC, and every other texture takes 4 bytes per pixel (uncompressed) in the RSX's 216 MB. When video memory runs out (a pack of uncompressed HD textures, e.g. a 64-tile HD map), the textures that don't fit any more are compressed into DXT as they load (4 to 8 times smaller, a little less sharp) instead of turning white; for the best quality, use DXT textures in the pack. The largest texture size is 4096×4096. Code mods (CLEO, ASI, plugins that patch the executable) and unconverted assets from other games or platforms don't work.
Troubleshooting
The log is USRDIR/revc-ps3.log (the previous one: revc-ps3.old.log). Send it with any report: it says what the game was doing when it crashed.
A black screen at start: create an empty USRDIR/notiles.txt (turns off the tiled buffers), and report it.
A texture that looks wrong: create an empty USRDIR/nodxt.txt (DXT textures converted on the CPU, as before), and report it. If that isn't it, an empty USRDIR/notexthread.txt converts the textures on the game's own thread again (they are converted on a second PPU thread); USRDIR/novmx.txt makes the mip levels without AltiVec; and USRDIR/dxt32.txt keeps converted DXT1 textures in 32 bits instead of 16.
USRDIR/autotest.txt runs an automatic test while you watch (load a save in a safehouse, with no mission running, and walk out: it starts 10 s after the player is outdoors, with a countdown on screen). One line in it chooses the test: nothing (weather, a flight over the map, save/load, a car, a bike, a helicopter and a boat, side missions, garages; loops=N repeats it), mode=full (every mission 30 s — secs=N, from=N, to=N — odd jobs, rampage, collectibles; it changes the game's progress and money, don't save after it; if the game dies in a mission, the next start goes on after it, resume=0 turns that off), mode=gpu (GPU benchmark), mode=rain, mode=leak, mode=stress (the heaviest loads in Little Haiti: rain, hurricane, night, traffic, a riot with armed peds, cars blown up, wanted level 6 in a tank, all of it at once; then flights in the rain; about 7 minutes), mode=tankstress (you drive a tank with its doors locked and wanted level 6 kept up, 5 minutes; for performance logs of the chaos). The file is renamed to autotest.done.txt when the test ends.
| Name |
Version |
Released |
Hits |
DL Link |
| revc-ps3 |
v1.6-alpha |
11/04/26 |
89 |
Download |
| revc-ps3 |
v1.5.1-alpha |
10/26/26 |
212 |
Download |