GTA III ported to the PlayStation 3, as homebrew built with PSL1GHT.
re3 is the reverse-engineered source code of GTA III. 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.
No game data is included. You need a legally purchased copy of GTA III for PC. The PKG only has the program, its icon and two re3 files (the PlayStation button icons and the controller picture of the settings page).
| Name |
Version |
Released |
Hits |
DL Link |
| re3-ps3 |
v1.6-alpha |
11/06/26 |
91 |
Download |
Features
Native 720p, rendered on the RSX: tiled colour/depth buffers, compressed depth and ZCULL, 60+ fps of headroom in the heavy scenes (rain and smoke).
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 with lock-on aiming, four pad setups, button redefinition, inverted look, free camera, right stick sensitivity for third person (free camera) and first person (aiming, sniper, look around), 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.
Aiming: III / Vice City (Controller setup > Gamepad settings): with Vice City, the camera when you lock on with a gun is Vice City's: it looks at the target, follows its height and keeps it in the middle of the screen, instead of III's over-the-shoulder camera that looks at the player. It also picks targets as Vice City does: only what is in front of the player, mission characters and whoever is after him first.
Map in the pause menu, Vice City style: the game's radar tiles, every safehouse, Ammu-Nation, Pay 'n' Spray and bomb shop, waypoints with X.
Collectibles on the map (Display > Hidden packages / Rampages / Unique jumps on map, each off by default): hidden packages in lime green, rampages in blood red and unique jumps (at the take-off) in orange, on the radar (the nearest one at its edge when none is in range) and the pause menu map. One you pick up, pass or jump disappears. The jumps 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, helicopters, planes and the RC Bandit aren't in the list.
MP3 player radio: put .mp3 files in USRDIR/mp3. Audio > MP3 volume boost raises it up to twice the music volume, as in Vice City.
Skins: put .bmp skins in USRDIR/skins, choose them in Player setup.
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.
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 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.
Display > Screen size for overscan, fixed aspect ratios shown with black bars, FPS counter (Graphics > Show FPS).
Settings saved in USRDIR/re3.ini, saves in USRDIR/userfiles.
Changes from the original
The PS2/PC game was tuned for the PS2's memory: a few things are hard for that reason alone. re3-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.
Mission cars: making room for a new mission entity no longer deletes a car a mission script has taken (the script stopped when it looked at it again).
Horn taps: a tap of L3 shorter than 250 ms switches the sirens, 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 for a while, he is put on top of what is under him, or back where he last stood.
Installation
Install re3-ps3-1.4.1-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 re3.
The PKG creates /dev_hdd0/game/RE3PS3000/USRDIR with these empty folders. From your GTA III PC installation, copy into them (by FTP):
Folder Contents
`anim` the PC game's anim folder
`audio` the PC game's audio folder (big: radio)
`data` the PC game's data folder
`models` the PC game's models folder (keep the two re3 .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)
Filenames are case-sensitive on the PS3: keep them lowercase, exactly as above.
Start re3 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 (re3.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 III 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 III PC format, in mods or inside gta3.img.
Data files (handling.cfg, carcols.dat, timecyc.dat, gta3.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/re3-ps3.log (the previous one: re3-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 outdoors first). One line in it chooses the test: nothing (weather, a flight over the islands, save/load, side missions, garages), mode=full (every mission 30 s, odd jobs, rampage, collectibles — it changes the game's progress, don't save after it), mode=gpu (GPU benchmark), mode=rain, mode=leak. The file is renamed to autotest.done.txt when the test ends.
| Name |
Version |
Released |
Hits |
DL Link |
| re3-ps3 |
v1.5-alpha |
11/04/26 |
67 |
Download |
| re3-ps3 |
v1.4.1-alpha |
10/26/26 |
179 |
Download |