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Grand Theft Auto VI — PS1 Demake

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README.md

Grand Theft Auto VI — PS1 Demake

An unofficial fan demake of the revealed Vice City setting and Jason/Lucia pairing. Play through a liquor score and paired getaway, then a stash-house firefight and police raid. The reference is the user's GTA VI Extended Look video, https://www.youtube.com/watch?v=tJbzMqJGH4k. The inspected frames, adaptation choices and viewing limits are recorded in design/extended-look.md.

Explore a seamless 573 × 674 m city with six avenues and six cross streets. Twenty-eight pedestrians follow continuous routes and react to crime. Twelve civilian cars circulate on rounded routes and can be taken while stopped. Tourist, worker and runner bodies populate the crowd; patrol officers have their own model.

Gameplay

  • Liquor score: hold up the clerk, collect cash, escape with your partner, ditch the getaway car at the motel, take the white van and deliver the take across town. Q trades driver/passenger roles; the partner follows the road route while you shoot.
  • Stash house: meet the S contact, enter the apartment hallway, reach the deal, fight three gunmen and escape the police raid through the rear exit. Lose the heat before meeting the contact.
  • Street circuit: bring a car to R and pass ten gates within 150 seconds for a time-based cash bonus.
  • Free roam continues after every mission. Replay at the markers; pause-menu cancellation clears the active optional mission. $250 buys garage repairs/respray after breaking police sight; $100 buys safehouse rest/ammunition.

Wasted and Busted animate before a six-second hospital return. Vehicles have separate health, and swapping cars preserves damage. Police search your last seen position, stop to deploy officers against a player on foot, and can remount for a car chase.

Controls

  • Enter or click Enter Vice City: begin.
  • WASD: move/drive. Mouse: look. Shift: sprint. Space: brake.
  • E: interact, enter/exit, begin missions and hand over the take.
  • RMB: aim. LMB or F: fire. Tab: pistol/SMG/shotgun. R: reload.
  • Q: switch protagonist; in a car, exchange driver/passenger roles.
  • G: greet. T: rob a pedestrian.
  • M: city map. Escape: pause. Menu buttons control music and hints.

PS1 presentation

Clip-space vertex snapping, affine UVs, nearest sampling, quantized vertex lighting, fog, ordered dithering and 5-bit colour. The live title menu, radar, ammo, health, vehicle health, wanted state, cash collection and arrest progress respond to the game. Missions finish with a nonblocking result banner. Taxi, pickup, hatchback, coupe, patrol car and van use distinct models.

The city and stash house share a solid-surface builder: covered faces are removed and neighboring polygon edges agree, limiting cracks under vertex snapping. Smaller polygons limit excessive affine distortion. The existing 90-second trailer and optional crunchy original soundtrack are preserved.

This is a compact fan adaptation with generated art and simplified systems, not Rockstar's exact mission scripts or a PS1 executable. See design/gameplay-polish-audit.md for the latest observed checks and test limitations.