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GTA VICE CITY EXTREAM EDITION

2nd semester software engineering project


MUDDASAR YAMIN

CERTIFICATION
It is stated that I have read the project report submitted by Muhammad Mudassar Yamin and in my judgment that this report is of sufficient standard to warrant its acceptance by Barani Institute of Information Technology. University of Arid Agriculture Rawalpindi, for second semester of BS( IT).

SUPERVISORY COMMITTEE
Supervisor ________________________________________ Mr. Muhammad Asif

Barani Institute of Information Technology University of Arid Agriculture, Rawalpindi

Project Brief
Project Title Organization Undertaken By Supervised By Starting Date Ending Date Software Used GTA Vice City (EXTREME EDITION) Rock Star North Muhammad Mudassar Yamin Mr. Muhammad Asif 15 February 2011 15 April 2011 Ollay debugger, Hex editor, .dll editor, Open GL, Total Video converter, Resource hacker, Gta skin maker, Mod maker. System Used Toshiba satellite A210 Laptop AMD Athalon X2 Dual core 1.8 GHZ Operating System Windows 7 Ultimate 64 -bit

Dedicated To

My parents, brothers and sisters. Who always pray for me in every aspect of my life.

Acknowledgement
First, I thank to almighty Allah, the most merciful and compassionate and most beneficial whose favor made it possible for me to complete that task assigned to me.

My parents brothers and sisters and all the member of my family pray for me, which is the key of my success. I pay my regard to my supervisor Mr. Muhammad Asif for his valuable suggestions. Without that it would have been impossible for me to complete that task.

Muhammad Mudassar Yamin February 19, 2011

TABLE OF CONTENT
Chapter #01 INTRODUCTION
1.1 1.2 1.3 1.4 3D gaming history.. History of open world games Rock star north history.. Gta titles..

Chapter #02 EXISTING SYSTEM


2.1 2.2 2.3 Gta vice city Vice city environment System specification

Chapter #03 ANALYSIS OF EXSISTING SYSTEM


3.1 3.2 3.3 3.4 Use cases ERD. DFD. STD

Chapter #04 PROPOSED SYSTEMS


4.1 4.2 4.3 4.4 Player characteristics. Locations modification Weapons customizations Player attributes customizations

Chapter #05 DESIGNS


5.1 5.2 Video game designing process... Design models

Chapter #06 DETAILED DESIGNS


6.1 6.3 6.2 Level design. Process of prototype development... Prototypes.

Chapter #07IMPLEMENTATION
7.1 7.2 7.3 7.4 Files modification Files addition Terrain editing.. AI modification.

Chapter #08 Testing


8.1 Testing phases.. 8.2 white box testing... 8.3 Test cases..

SYSTEM SPECIFICATION APPENDIX GLOSSARY BIBLIOGRAPHY

INTRODUCTION CHAPTER 1

Out line
This chapter is about the introduction of 3d gaming environment and open world gaming concept

3d gaming history
William Fetter was credited with coining the term computer graphics in 1960 to describe his work at Boeing. One of the first displays of computer animation was Futureworld (1976), which included an animation of a human face and hand produced by Ed Catmull and Fred Parke at the University of Utah. The process of creating 3D computer graphics can be sequentially divided into three basic phases: 3D modeling which describes the process of forming the shape of an object, layout and animation which describes the motion and placement of objects within a scene, and 3D rendering which produces an image of an object. Sub roc3D releases in 1982 Uses a special eyepiece, a viewer with spinning discs to alternate left and right images to the player's eye from a single monitor. Was the first 3D game

History of open world games


An open world is a type of video game level design concept where a player can freely roam a virtual world. The term is sometimes used interchangeably with "sandbox" and "freeroaming";however, the terms open world and free-roaming describe the game environment itself and allude more to the absence of artificial barriers, in contrast to the invisible walls and loading screens that are common in linear level designs. The term sandbox refers more to the mechanics of a game and how, as in a physical sandbox, the user is entertained by his ability to play creatively, boundless of artificial structural constraints, and with there being "no right way" of playing the game. Despite their name, many open world games still enforce restrictions at some points in the game environment, either due to absolute game design

limitations or temporary in-game limitations (such as locked areas) imposed by a game's linearity. The space sim Elite is often credited with pioneering the open world game concept in 1984, though other early 2D games such as Bosconian (1981),Time Pilot (1982), Dragon Slayer (1984),Brain Breaker (1985), Metroid (1986), Dragon Quest (1986) and The Legend of Zelda (1986) also featured free-roaming nonlinear open worlds. Furthermore, there were several early games that offered players the ability to explore an open world while driving a variety of ground vehicles. Turbo Esprit provided a 3D free-roaming city environment in 1986 and has been cited as a major influence on Grand Theft Auto. TX-1 (1983), The Battle-Road (1984) and Out Run (1986) were non-linear driving games that allowed the player to drive through multiple different paths that lead to different possible routes and final destinations..Hunter (1991) has been described as the first sandbox game to feature full 3D, third-person graphics.

Rock star north history


Rockstar North Ltd. (formerly DMA Design Ltd.) is a British video game developer based in Edinburgh, Scotland, best known for creating the Grand Theft Auto and Lemmings franchises in its earlier guise as DMA. The company is a part of Rockstar Games, owned by Take-Two Interactive. It is the primary developer of the Grand Theft Auto series, including Grand Theft Auto III, Grand Theft Auto: Vice City, and Grand Theft Auto: San Andreas, which are three of the best-selling games on sixth-generation consoles, in addition to the best-selling Grand Theft Auto IV in the current generation of consoles.

GTA titles 1) GTA I 2) GTA II 3) GTA III Liberty city 4) GTA IV Vice city 5) GTA V San Andreas 6) GTA VI Liberty city episodes

CHAPTER 2 EXSISTING SYSTEM

Outline
This chapter is about the existing version of GTA vice city.

GTA Vice City


Grand Theft Auto: Vice City (abbreviated as GTA: Vice City, or simply Vice City) is a sandbox-style action-adventure computer and video game designed in Scotland by Rockstar North (formerly DMA Design) and published by Rockstar Games. It is the second 3D game in the Grand Theft Auto video game franchise and sixth original title overall. It debuted in North America on October 1, 2002 for the PlayStation 2 and was later ported to the Xbox, and Microsoft Windows in 2003. It was made available on Steam on January 4, 2008.Vice City was preceded by Grand Theft Auto III and followed by Grand Theft Auto: San Andreas. Vice City draws much of its inspiration from 1980s American culture. Set in 1986 in Vice City, a fictional city modeled after Miami, the story revolves around Mafia hit man Tommy Veracity, who was recently released from prison. After being involved in a drug deal gone wrong, Tommy seeks out those responsible while building a criminal empire and seizing power from other criminal organizations in the city. The game uses a tweaked version of the game engine used in Grand Theft Auto III and similarly presents a huge cityscape, fully populated with buildings, vehicles, and people. Like other games in the series, Vice City has elements from driving games and third-person shooters, and features "open-world" game play that gives the player more control over their playing experience. Upon its release, Vice City became the best-selling video game of 2002. As of July 2006, Vice City was, in the American market, the best-selling PlayStation 2 game of all time. Vice City also appeared on Japanese magazine Famitsu's readers' list of the favorite 100 videogames of 2006, the only fully-Western title on the list. Following this success, Vice City saw releases in Europe, Australia and Japan, as well as a release for the PC. Rockstar Vienna also packaged the game with its predecessor, Grand Theft Auto III, and sold it as Grand Theft Auto: Double Pack for the Xbox.

Vice City's setting is also revisited in Grand Theft Auto: vice City Stories, which serves as a prequel to events in Vice City.

Vice city environment


Grand Theft Auto: Vice City, is the second game in the GTA III Era. Although it was released after Grand Theft Auto III, it was set 15 years earlier. GTA Vice City is set in Vice City, Florida (USA) in 1986, and concerns the exploits of protagonist Tommy Vercetti as he rises to become Vice City's major criminal power. The game's events follow on from Grand Theft Auto: Vice City Stories. Designed by Rockstar North and published by Rockstar Games, it debuted in North America on October 27, 2002 for PlayStation 2 and quickly became the best-selling video game of the year. As of July 2006, GTA Vice City is, in the American market, the best-selling PlayStation 2 game of all time. GTA Vice City also appeared on the Japanese magazine Famitsu's readers' list of 100 all-time favorite videogames in 2006. Following this success, GTA Vice City saw releases in Europe, Australia and Japan, and became available on PC and Xbox. Later, Rockstar Vienna packaged the game with its predecessor, GTA III, and sold it as the Grand Theft Auto: Double Pack for Xbox. It uses a tweaked version of the Renderware game engine used by GTA III, and similarly presents a huge cityscape, fully populated with buildings (from hotels to skyscrapers), vehicles (cars, motorcycles, boats, helicopters, and planes) and people.

System specification
Minimum PC Specs

Operating System: Windows 98/ME/2K/XP Processor: 800MHz P3/Althlon Memory: 128Mb RAM Video: 32Mb Video RAM CD-ROM Speed: 8x Hard disk: 915Mb DirectX Version: 9.0

Recommended PC Specs

Processor: P4 or Althlon XP Memory: 256+ Mb RAM Video: 64+ Mb Video RAM Hard disk: 1.55Gb

Chapter 03 ANALYSIS OF EXSISTING SYSTEM

Out line
This chapter includes the analysis of GTA vice city

Use cases
Use cases are the interaction of the user with the computer with the entities present in the system. The menu use case of GTA vice city is given below

Start game

Options

Quit game
USER

Now if the user select start game the following entities appear

New game Load game Delete game Back

USER
If the user selects the option tab the following case will appear

Controller setup Audio setup Video setup


Player skin setup

User Back

ERD

DFD

STD

Chapter 04 PROPOSED SYSTEM

Outline
This chapter is about the proposed modifications in the GTA vice city gaming system.

Player characteristics
The player characteristics will be greatly enhanced after the modification. The player has more flexibility and more freedom compare to previous versions of the game.

Location modification
New location and arenas will be added in the game to increase the gaming experience of the player. The overall size of the vice city will be increased and make the places more accessible to the player.

Weapons customization
New and improved weapons will be added in the game to increase the game play star wars Jedi and machine rocket launchers are few of the modification.

Player attributes customization


The player attributes will be changed in this version of GTA vice city .The player have superman like capabilities. New player skins will be added to improve the visual graphics of vice city.

Chapter 05 DESIGN

Out line
This chapter is about the basic design of GTA vice city and how it works conceptually.

Video game designing process


The Idea The game design process begins with an idea, just like a book or a movie. The designer is often the creative lead who comes up with the plot line that the entire game will revolve around. For example, if a designer wants to make a game where the main character must restore order, he or she will come up with a plot to fit that end point. The game's levels and play are developed from that plot idea, and characters are also created to fit the designer's vision. Prototyping Prototyping involves a very basic and early version of the game. During prototyping, the designer can see how the game is going to work and tweak the rules, the plot line and player dynamics to work more efficiently. An early prototype will change several times before it goes to inception. The main point of prototyping is to get a general idea of how the game will work. Conceptualization Once the game design has been worked out, and the narrative, plot and level designs have been fleshed out, the game is programmed and designed based on those elements. Often, the design lead will work with the program lead to determine the feasibility of the design and alter the game if necessary. Not all concepts are feasible, so there are almost always alterations of the design during the The distinction between the mind-like action of designing and the hand-like action of actualizing is key. Conceptualization precedes actualization. Thus, detecting design is much more like detecting another mind than detecting busy hands. In fact, if you did not perceive the mind, the hands would not be detected as designing theyd be detected as doing. Without making

any serious and honest effort to detect the mind-like action of designing, a focus on the hand-like action of actualization will not signal design

Design model
Rapid application development model is used in the project as the time is limited or project is big.

Business modeling

Data modeling

Process modeling

Application generation

Testing turnover

Chapter 06 DETAILED DESIGN

Out line
This chapter is about the detail design of GTA vice city how different component are connected in the vice city.

Level Design
Vice City is almost twice as big as Liberty City back in GTA3. With 4.25 million virtual square meters you have a lot of space. Of course it isn't all grass and playground. The city is packed with a far greater amount of detail and variety than Liberty City could have ever hoped to be. The map contains a mainland, three smaller islands and one big island called "Ocean Beach". At the end of development of GTA3, the whole team at Rockstar's Scotland branch was sent off to Miami for a vacation. At the same time they collected 10,000 digital photos and countless hours of digital video. This all helped them to recreate the feeling for Miami, including exactly how the babes rollerskate on the shoreside! The map was structured with gameplay in mind, and it is based quite closely on the real Miami. Rockstar however wanted to avoid the scenario in which gameplay would suffer in favour of realism. The game is meant to be fun, not a Miami simulation! There are many different districts in the city. There are shady districts with shantys and electricity posts, and also modern skyscrapers and huge shopping malls. Variety is key toward development, and Rockstar say it will be very hard to find repetition in the game. There are around 60 or so interiors. Within the huge shopping mall of course there are interiors within interiors, and as such it's all much more accessible than in GTA3. All the buildings are unique, and there are many more alleyways, rooftops and jumps for you to explore.

Process of prototype development

Establish prototype objective

Define prototype functionality

Develop prototype

Evaluate prototype

Prototyping plan

Outline definition

Execute prototype

Evaluation report

Reusable component composition


Reuse able software component Component composition framework Executable prototype

Control and integration code

Prototypes

Chapter 07 IMPLEMENTATION

File addition
Full save game is added in to the system New arenas are added in the game New player skins are added New cars are added in the game Brief construction of a car is presented diagrammatically using open GL 2011

File modification
Vehicles files attribute files and the characteristics files have been modified using gta mod maker and ollay debugger. Sample example is given Step 1) opens the folder containing the GTA vice city files.

Step 2) opens the folder named data.

Step 3) right click on the file named handling.cfg, open properties uncheck the read only box click apply then click OK. Now open the file using notepad

Step 4) this is how it should look, the areas you need to pay attention to are highlighted in the example below.

Step 5) scroll down the page until you find the section that says boats, now look for the name speeder. You need to find the numbers that say 190.0 and 1.7; they are left of the R and P. Change them to match the picture

Terrain editing
In the data folder of original game all the locations are present which modified using HEX editor .New locations are and ramps are added to increase the gamming experience

AI editing
By adding the final save file of GTA vice city all the cops levels are opened which move the Ai levels up to the maximum imit.

New vice city


A new vice city is added at the place of ocean beach, which looks like the city like in sanandreas giving it the looks of GTA 5.

Songs edition
New songs are added In the built in radio of vice city. Pashtu song raza raza was added in the Malibu club that gives the game a unique look

Chapter 08 Testing

Out line
This chapter deals with the testing phases of GTA vice city.

Testing phases
Component testing Integration testing

White box testing


It is an approach towards software testing where test are derived from knowledge of software structure and implementation.

Test data

Component code

Test out put

Test cases Button configuration Player attributes AI Game play User interference 3d objects Game speed Level design Right Right Right Right Right Right Right Right

SYSTEM SPECIFICATION
After intense editing the specification of the fame is slightly change but work with the same performance as it previously did. 1) Size is increased from 1.08 GB to 1.4 GB 2) Game video graphic requirements is increased

APPENDIX
GTA: Grand theft auto Sand box: Open world environment game AI: Artificial intelligence ERD: Entity relationship diagram STD: State transition diagram DFD: Data flow diagram Cases: Scenerios

BIBLIOGRAPHY
www.google.com www.wikkipedia.com www.rockstar.com www.ehow.com www.brothersoft.com www.cheatcodes.com

Contact
Muddasar_yamin@yahoo.com

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