![]() |
Custom artwork by NRU07 |
Little Jimmy the Dreamcast fan sits in the school cafeteria at lunchtime. All his buddies sitting with him at the lunch table are exchanging enthusiastic stories of their experiences playing their new favourite video game, Grand Theft Auto: Vice City.
‘And then I got 6 stars on my wanted level and I was on the run from the military in a golf cart!!!’
Little Jimmy nods and feigns laughter, pretending that he too can relate to all the hilarious tales of virtual carjacking and mass murder that his friends —who really shouldn’t be allowed to play the game for at least seven more years— relay at the lunch table. But Jimmy’s friends all own Sony’s newfangled PlayStation 2 console. Grand Theft Auto: Vice City didn’t release for the Sega Dreamcast. In fact, it seemed there hadn’t been any new releases for the console since his mom bought him NHL 2K2 back in February.
He holds back tears as he stabs at his mac and cheese with his fork. There, floating in the luminous yellow sauce, the macaroni noodles resemble a broken swirl.
***
Alright, alright. Dumb introductory story aside, the news that Grand Theft Auto: Vice City has been ported to the Sega Dreamcast and the fact that you can play it today of all days is no April Fools gag. In fact, if you’ve been anywhere near the Dreamcast scene in the last few months, it is highly likely that you already knew it was being worked on, with results being produced at an astonishing rate, especially considering the same talented team —led by developer skmp— only just released their port of Grand Theft Auto 3 (known as "DCA3") back on New Year’s Eve.
The reason we're able to see a port of Vice City only four months later is because the majority of the groundwork was done when porting GTA3 previously, which used reverse-engineered source code from the RE3 project as a base. We caught up with skmp to get the lowdown as to how their new Vice City port came about so fast:
"Vice City uses the same engine (RenderWare) and the codebase is very similar to GTA3. We were able to use our RenderWare backend as is - with a few fixes, as well as most of the repack tools and in general apply changes from [GTA3] to the [Vice City] codebase. The main challenge was the memory usage of animations, as Vice City has much bigger animations that barely fit on memory. We ended up using a slightly more advanced way to compress animations — using hopf coordinates for rotations and delta encoding for the data. We had to separate animation players from animation sequences as players have decompression logic and state now. [...] Apart from that, it has been smooth sailing!"
skmp also mentioned that all of these new optimisations will be backported to DCA3 as well. Moving forwards, that means that him and his team will try to "keep the two codebases in sync", so whenever a fix or an optimisation lands for one, they will make sure it is applied and released for the other.
![]() |
Credit to SWAT for these screenshots |
So, how do you play the best sixth-gen Grand Theft Auto game on Sega's swan song console? (In my opinion, of course. Yes, I know that one mission with the RC helicopter was really awful.) Well, like with the previous port of Grand Theft Auto 3, you'll need to compile your own version from an original PC copy of Vice City that you've purchased. Head over to the project's GitHub page to download the files you need (the “Miami” folder), and if you need some compiling instructions, you can find them here. Once you have the CDI image created, you can finally play Vice City on a Dreamcast that can play burned discs, or if it has an optical drive emulator installed, load the image on your SD card and you'll be committing virtual felonies in no time.