reLCS (GTA Liberty City Stories) for the PlayStation 3, as homebrew built with PSL1GHT.
No game data is included. You need a legally purchased copy of GTA Liberty City Stories for PS2, converted with the reLCS Asset Converter (see Installation).
| Name |
Version |
Released |
Hits |
DL Link |
| reLCS PS3 |
v1.4alpha |
11/09/26 |
16 |
Download |
Installation
1. Convert your copy of GTA Liberty City Stories for PS2 with the reLCS Asset Converter (on a PC).
2. Install res-ps3-1.1-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 reLCS.
3. The PKG creates /dev_hdd0/game/RESPS3000/USRDIR with these empty folders. From the converter's output, copy into them (by FTP):
Folder Contents
anim the converted anim folder (ped.ifp, cuts.img, cuts.dir...)
audio the converted audio folder (sfx.raw, sfx.sdt, the streams)
data the converted data folder (gta_lcs.dat, main.scm, timecyc.dat...)
models the converted models folder (gta3.img, gta3.dir...; keep the two res-PS3 .txd already there)
text the converted text folder (american.gxt...)
txd the converted txd folder (loading screens)
mp3 optional: your own music
Filenames are case-sensitive on the PS3: keep them lowercase, exactly as above. The log checks the main files at start ([4] lines) and says which one is missing.
4. Start reLCS from the XMB.
Features
Native 720p, rendered on the RSX: tiled colour/depth buffers, compressed depth and ZCULL.
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). At 60 fps the vehicles handle as at 30, and the scripts' per-frame timers (the taxi tip bar and the like) run at the speed they were made for.
PS2 lighting (Options > Graphics, on by default): the buildings lit as on the PS2/PSP, with the time of day (prelight x the time cycle's ambient). Off: as the PC renderers draw them.
Colour filter (on by default) and Gamma 0.8 to 1.6 (Options > Graphics), for the game's dark nights.
Controls 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%, in Controller setup > Gamepad settings > Stick settings; vibration in Gamepad settings. Pressure-sensitive accelerator and brake, as on the PS2 (DualShock 3; Gamepad settings > Pressure sensitive). PlayStation buttons in the on-screen help.
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 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.
MP3 player radio station: put .mp3 files in USRDIR/mp3; it is in the radio dial between the last station and off.
Ped and car density sliders in Display.
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).
DXT textures stay compressed in video memory and the RSX reads them as they are. Mip levels made on the CPU use AltiVec.
Two of the Cell's SPUs: the audio mixer and the particles' sprites (see What's new in 1.1).
Display > Screen size for overscan, FPS counter (Graphics > Show FPS).
Settings saved in USRDIR/reLCS.ini, saves in USRDIR/userfiles.
Changes from the original
The PS2/PSP game was tuned for those consoles' memory and frame rate: a few things are hard for that reason alone. res-PS3 changes these (everything else plays as the original):
Rampages: while one runs, the ped and car limits no longer depend on the density sliders (at least half of their range), the gang or the vehicles of the rampage are asked for and make up half of what appears, so there are enough targets.
60 fps: vehicle rotation damping and the scripts' per-frame steps are scaled to the frame time, so they behave as at 30 fps.
| Name |
Version |
Released |
Hits |
DL Link |
| reLCS PS3 |
v1.3-alpha |
11/06/26 |
85 |
Download |
| reLCS PS3 |
v1.2alpha |
11/04/26 |
71 |
Download |
| reLCS PS3 |
v1.1alpha |
10/29/26 |
121 |
Download |