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Grand Theft Auto IV
PORTSNATIVE

Grand Theft Auto IV

PORT NATIVOSHOOTER / DISPAROSWINDOWSALPHA

Grand Theft Auto IV

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows

Ver proyecto oficial

Sobre el proyecto

Grand Theft Auto IV es un videojuego de acción-aventura de mundo abierto de disparos en tercera persona desarrollado por Rockstar North y distribuido por Rockstar Games. Es la sexta entrada principal de la serie Grand Theft Auto, después de Grand Theft Auto: Vice City Stories de 2006, y la undécima entrega en general. Ambientada en la ficticia Liberty City, basada en la ciudad de Nueva York, la historia para un jugador sigue al veterano de guerra de Europa del Este Niko Bellic, y sus intentos de escapar de su pasado mientras se encuentra bajo la presión de criminales de alto perfil.

8 versiones de Grand Theft Auto IV

Estás viendo: Grand Theft Auto IV

Grand Theft Auto IVgithub.com/luisxl15/GTA-IV-RECOMP-XBOX-360
Windows
Actual
Android Port (GENTA7740)github.com/GENTA7740/LibertyRecompAndroid
Android
›
GTA IV (iOS/iPadOS)github.com/KoreanSeats1/Theft4
iOS
›
Liberty Recompiledgithub.com/OZORDI/LibertyRecomp
Windows
Linux
macOS
Android
›
LibertyRecompAndroidgithub.com/vaduur/LibertyRecompAndroid
Android
›
Grand Theft Auto IV (GTA IV for PS5)github.com/elripalda/gta4-ps5
Windows
›
Grand Theft Auto IV (LibertyFlux)github.com/monstercameron/LibertyFlux
Windows
macOS
›
Grand Theft Auto IV (LibertyRecomp)github.com/hamishakl/LibertyRecomp
Windows
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

GTA IV Recompiled (rexglue)

A static recompilation of the Xbox 360 version of Grand Theft Auto IV to native x86-64, built on the rexglue SDK (a Xenia-derived PowerPC→C++ recompiler + Xenos GPU runtime). PowerPC guest code is translated to C++ ahead of time; the kernel, GPU command processor, VFS and audio come from the rexglue runtime.

Status: early / experimental. The game boots, renders, and reaches interactive gameplay, but world collision does not load — the player falls through the ground (see Known issues). This repo is published so people with deeper RAGE-engine / recompilation knowledge can pick it up.

This project contains no game assets. You must provide files from your own legally-acquired Xbox 360 copy of GTA IV.


What works

  • Boots cleanly: 35,888 functions recompiled, 0 unresolved calls.
  • Applies Title Update 8 at runtime (3.0.0.0 image → patched).
  • Direct3D 12 renderer (via the rexglue Xenos runtime) initializes and presents.
  • Full opening cinematic renders (characters, lighting, world streaming).
  • Reaches interactive gameplay: HUD, radar, mission subtitles, pause menu.
  • Keyboard/mouse input (emulated 360 controller).
  • HDD cache partition is mounted so the world geometry streams and renders.

Known issues

What does not work

  • World collision (static bounds) never loads → the player/vehicle falls through the ground ("the limbo"). Everything else (physics, AI, water collision) works; only the static-terrain phBound streaming is broken. This is the one blocking issue. See docs/COLLISION_BUG.md.
  • Save games are enumerated from disk but rejected by the in-game menu (secondary issue).
  • Audio: non-fatal XMA decode warnings.
  • Android/other platforms: not attempted here. (rexglue already carries the ARM64/Android plumbing used by other ports, so it's a future option.)

Building

This is not a clone-and-build repo — like every static-recompilation project, it cannot ship the game. A clone has no game/ data, no generated C++, and no SDK. You provide the game files, clone + patch the rexglue SDK, run codegen, then build. Follow the steps below and the Setup Guide.

Prerequisites

  • Windows with:
    • LLVM/Clang (tested: 22.1.8) — clang/clang++
    • llvm-rc (ships with LLVM) for the resource compiler
    • MSVC Build Tools 2022 (for the Windows SDK headers/libs)
    • CMake ≥ 3.25, Ninja
    • Python 3 (used by the codegen title-update staging scripts)
  • The rexglue SDK source tree and a built rexglue.exe codegen tool. It is public: mchughalex/rexglue-skate3 (branch skate3-sdk-clean). Point REXSDK_DIR at your clone (see docs/CMakeUserPresets.json.example). Apply docs/rexglue-sdk-gta4.patch to that clone — it adds two cvars GTA IV needs (mount_cache_device, invalid_call_nonfatal) as guarded additions:
    cd <your rexglue-skate3 clone>
    git apply /path/to/gta4recomp/docs/rexglue-sdk-gta4.patch
    
  • ~40 GB free disk (game data 6.5 GB + generated C++ ~170 MB + build tree).

1. Provide the game files and assemble the folders

Fastest path — one script does extraction + staging + codegen:

python setup.py --iso "GTA IV.iso" --tu "TU_...0205" --rexglue path/to/rexglue.exe

Or do it by hand: ➡️ the step-by-step Setup Guide covers extracting the XGD2 disc into game/, staging the Title Update 8 image in tu8/, and populating update/ — using the pure-Python tools in tools/ (no external dependencies). Either way you build:

game/     extracted Xbox 360 disc root (default.xex, *.rpf, common/, xbox360/)
tu8/      default.xex + default.xexp (Title Update 8) as siblings
update/   the rest of the TU8 payload (data/, shaders/, text/)

TU8 media id is 6AC07221 and must match your disc.

2. Generate the recompiled C++

Run from the project root (paths in the manifest are relative on purpose):

rexglue codegen gta4_manifest.toml

This writes ~86 generated/default/gta4_recomp.*.cpp files (~170 MB).

3. Configure & build

Point CMakeUserPresets.json at your rexglue SDK tree, then:

cmake --preset win-amd64
cmake --build out/build/win-amd64 -j 2

Use a low -j (2) on machines with ≤ 8 GB RAM: the generated translation units are large and the LLVM optimizer is memory-hungry.

4. Run

Place a gta4.toml next to gta4.exe (see docs/gta4.toml.example) pointing at your game/, update/ folders, then run gta4.exe.


Repository layout

CMakeLists.txt            Project build (arch baseline + rexglue glue)
CMakePresets.json         Standard presets (win/linux/mac × debug/rel)
gta4_manifest.toml        Codegen manifest (entrypoint, TU8, includes)
src/
  main.cpp                REX_DEFINE_APP entry
  gta4_app.h              App class (overrides rex::ReXApp)
config/
  gta4_functions.toml     Manual function-boundary fixes (3 branch targets)
  gta4_ctors.toml         1,454 static C++ constructors (reached only by a
                          pointer table the analyzer can't see)
  gta4_auto.toml          ~795 vtable/callback entry points
  gta4_ptrs.toml          Function addresses materialized in code (lis/addi)
  gta4_thunks.toml        16-byte virtual-dispatch thunks
tools/
  extract_xiso.py         Extract an Xbox 360 XDVDFS disc image (pure Python)
  extract_stfs.py         Extract an STFS package: TU or save (pure Python)
docs/
  SETUP.md                Step-by-step: disc -> game/tu8/update folders
  COLLISION_BUG.md        Deep dive on the blocking collision bug
  gta4.toml.example       Runtime config template
  CMakeUserPresets.json.example
  libertyrecomp_gta4_config.toml   Reference config from the LibertyRecomp project

The config/*.toml files are the accumulated result of iterative bring-up: rexglue discovers most functions from .pdata, and these files add the entry points it can't reach statically (constructor tables, vtables, computed jumps).


Notes & references

  • LibertyRecomp (OZORDI/LibertyRecomp) is a parallel GTA IV port on a fork of the same rexglue SDK. Its codegen config is preserved in docs/libertyrecomp_gta4_config.toml. Independently, it declares the same 3 unresolved branch targets this project found (0x8217C108, 0x82A77E28, 0x8219E410) and also targets TU8 — cross-validating the approach.
  • The [rexcrt] mechanism (replacing the game's static CRT memset/memcpy/… with native implementations) was tested here; it did not affect the collision bug, so it was left out to keep the tree minimal.

Legal

This project distributes no copyrighted material. It is a recompiler front-end; you must own GTA IV for Xbox 360 and supply the files yourself. Trademarks belong to their respective owners.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Shooter / Disparos
Estado
alpha
Plataforma de origen
—
Tecnología
Recompilación Estática (C/C++ nativo)
Versión
—
Actualización
—

Plataformas de destino 1

Windows
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