Live data from Hacker News

Wipeout (PSX and Windows Source)

illusion.64history.net

61–70 of 137 posts

Re: Wipeout (PSX and Windows Source)

#61
My 4.5yo son often asks for "daddy's precious disk" and proceeds to faff around with the admittedly insanely difficult controls of Wipeout for longer than anyone would expect.

There is hope for the future :P

Re: Wipeout (PSX and Windows Source)

#62
post #60
post #53

Earlier quoted context omitted.

Or, perhaps it was the sweet spot. A few years earlier a 7up advert was the game¹, although to be fair it isn't that bad for a 90s platformer. ¹ https://en.m.wikipedia.org/wiki/Cool_Spot

Cereal mascots also starred in one (starts with a surprise sound effect if you launch the emulator, keep volume low): https://archive.org/details/KELLOGG_201902

https://en.wikipedia.org/wiki/Chex_Quest

Re: Wipeout (PSX and Windows Source)

#63
post #55

It's interesting. I downloaded, then renamed the Windows files from CPP to C so that I could easily compare the PSX to Win98 source version. You are struck at how small the project is compared to modern games. When you compare the source it becomes both a view into mid nineties game programming and how the game was ported from the Playstation to the PC. They really used a kind of emulation layer to ease the port to P…

It appears that the game on Windows (correction MSDOS) used raw frame buffer not Direct 3D. The entire polygon rendering appears to be in x86 assembler contained in 3DPOLY.ASM with the triangle setup in DRAWPOLY.ASM

However there is also a code path for drawing using a proprietary ATI CIF hardware accelerated 3D API in winati.c - support for RAGE cards only.

I'd never seen the proprietary ATI 3D calls before.

I dug up some more info here: https://drew1440.com/tag/ati-cif/

Re: Wipeout (PSX and Windows Source)

#64
post #34

I’m a huge fan of the Designers Republic, the studio responsible for Wipeout’s brilliant aesthetic. Being from Sheffield, they also worked closely with Warp Records on a bunch of beautiful album artwork for Aphex Twin, Autechre and others. The studio shut down in 2009 sadly, but the website popped back online a couple years ago. I hope they keep making stuff! It seems slim that there will be more Wipeout, however. So…

Someday I want to rice my linux desktop to look like the Wipeout interface style.

is Enlightenment still a thing? It would make a good start?

https://www.enlightenment.org/

Re: Wipeout (PSX and Windows Source)

#65

Doesn’t seem like an official release, but really cool either way. Time to dig in and see what I got wrong in my 2015 reverse engineering[1] of the data format! [1] https://phoboslab.org/log/2015/04/reverse-engineering-wipeou...

That post introduced me to both WebGL and reverse engineering back in the day. I remember reading it years ago and asking myself "seriously, is it that easy to do 3D in a browser???". The web as an app platform is not without its issues, sure, but for quick prototyping being able to just write some JS and have instant access to plenty of APIs is awesome.

Last year I decided to finally break out of the browser and get into actual PS1 homebrew. Unfortunately the state of the scene wasn't, and to some extent still isn't, that great: most homebrew games are still made using what's basically a modded version of the original Psy-Q SDK, which is rather limited in many ways. I started contributing to an open-source PS1 SDK instead [1] by first adding a dynamic linker, then revamping the build system entirely and now building a custom high efficiency FMV playback library (totally not inspired by pl_mpeg of course) that combines the hardware accelerated MJPEG-like decoder with the GPU's alpha blending capabilities. I'm also working with a few other people on reverse engineering one of the most famous PS1-based arcade systems, the Konami System 573.

It's a shame the PS1 isn't receiving the attention other consoles are getting in the homebrew scene. The hardware is architecturally simple yet powerful [2], but I guess nobody wants to fiddle with 120mm polycarbonate circles anymore.

[1] https://github.com/Lameguy64/PSn00bSDK [2] https://www.copetti.org/writings/consoles/playstation

Re: Wipeout (PSX and Windows Source)

#66
post #12

Me as a kid discovering Wipeout soundtrack was truly mind-bending: Photek, Future Sound of London, Prodigy, Chemical Brothers, Daft Punk, Orbital and so many other gems in one go. It was overwhelmingly cool!

I loved that soundtrack too.

Fluke also used Wipeout imagery for their "Atom Bomb" video.

https://www.youtube.com/watch?v=PHMzCpy0fXc

Re: Wipeout (PSX and Windows Source)

#67
post #28
post #26

I can't find any information about the license. Does anybody know how it is being released?

It's not an official release, probably sent by someone who worked on the game back then. It's getting more common nowdays that the source code of abandonware games have been released by insiders.

Wipeout is clearly not "abandonware".

Re: Wipeout (PSX and Windows Source)

#69

I’m a huge fan of the Designers Republic, the studio responsible for Wipeout’s brilliant aesthetic. Being from Sheffield, they also worked closely with Warp Records on a bunch of beautiful album artwork for Aphex Twin, Autechre and others. The studio shut down in 2009 sadly, but the website popped back online a couple years ago. I hope they keep making stuff! It seems slim that there will be more Wipeout, however. So…

I believe they were only responsible for wipeout 3.

They were involved in all of it with box art and logos, but I think it extended to the game UI [1] and more in the 3rd game.

[1] https://www.youtube.com/watch?v=xOYY7w5VUN0

Re: Wipeout (PSX and Windows Source)

#70
post #12

Me as a kid discovering Wipeout soundtrack was truly mind-bending: Photek, Future Sound of London, Prodigy, Chemical Brothers, Daft Punk, Orbital and so many other gems in one go. It was overwhelmingly cool!

I loved that soundtrack too. Fluke also used Wipeout imagery for their "Atom Bomb" video. https://www.youtube.com/watch?v=PHMzCpy0fXc

[deleted]
Post reply on HN