Grand Theft Auto VI — PS1 Demake
- ..
- README.md2.5 KB
- getaway-1.png43.1 KB
- in-play-1.png149 KB
- polish-arrest.png208 KB
- polish-combat.png234 KB
- polish-depth-audit.png218 KB
- polish-driving.png217 KB
- polish-geometry-audit.png158 KB
- polish-neutral-depth.png172 KB
- polish-pedestrians.png86.0 KB
- polish-title-motion.png123 KB
- polish-title.png186 KB
- polish-vehicles.png105 KB
- polish-wasted.png121 KB
- protagonists-1.png54.5 KB
- revision-city.png129 KB
- revision-junction.png224 KB
- revision-map.png213 KB
- revision-race.png178 KB
- revision-sprint.png135 KB
- title-1.png192 KB
README.md
Latest playability revision
Current captures:
- revision-city.png: expanded city overview.
- revision-junction.png: street-level junction after removing duplicate baked geometry.
- revision-map.png: actual M map overlay in free roam.
- revision-sprint.png: actual input animation sequence.
- revision-race.png: actual race test with police; this run timed out.
Current measured population is 28 pedestrians and 12 traffic cars. See ../revision-playability.md for full test evidence and limitations. The audit below describes the earlier version and its earlier validation counts.
Earlier reference audit
The saved shots show the running game, not target art. The title uses the generated title composition. The playable scene shares its coral/purple sunset, protagonists, worn red coupe, palms and Art Deco setting, but its buildings, foliage and surface detail remain simpler and its quantization more pronounced than the in-play reference. The generated character faces and clothing forms differ slightly from their reference; their silhouettes and outfits are recognizable. The coupe matches the red body, black roof and angular profile, with different trim details.
The final pass reduced the on-foot camera distance from 5.5m to 3.8m for a clearer protagonist silhouette; chase distance remains 8m. References were not changed.
Verified outcomes
- Actual store robbery, return to coupe, Q role switch and six F shots disabled both patrols and reached the hideout stage.
- From an explicit motel checkpoint, actual van entry, role switch, passenger fire and escape reached Mission Passed with $2500, health100, wanted0 and evidence clear. This was not claimed as an uninterrupted whole mission run.
- Controlled fatal-health fixture reached Wasted, counted down five seconds, then returned to free roam at the hospital with health100.
- G then T beside a pedestrian recorded one greeting and one robbery, $40, wanted1 and fleeing NPCs. A separate controlled vehicle-impact fixture produced a knocked-down NPC and a wanted level.
- Repeated patrol-contact checks measured separated oriented vehicle footprints: cop/player clearance approximately 6cm, with no merged bodies.
- Final runtime: free roam, health100, wanted0, sixteen walking pedestrians. World validation: 31 scripts and 48 assets, zero errors, warnings or placeholders.
This is a compact seamless Vice City district with a replayable authored job, not a statewide map or recreation of the full GTA VI story.