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Wipeout (PSX and Windows Source)

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111–120 of 137 posts

Re: Wipeout (PSX and Windows Source)

#111
post #53

Earlier quoted context omitted.

Where in game advertising felt real and sensible. Yet was low key Then advertisers went bat shit insane

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

David Perrys game. This one was good because the Brand let him do his own thing. His earlier Global Gladiators for McDonald was also good for same reason, but MCDonald hated it because it didnt feature creepy clown enough :) They insisted on brilliance of "Mac and Me" :-)

You cant hear about it from David himself in this podcast: "The Making of Earthworm Jim with David Perry - The Retro Hour EP319" https://www.youtube.com/watch?v=UzETRBuzfWY

part about advert gaming is at https://youtu.be/UzETRBuzfWY?t=3820

Re: Wipeout (PSX and Windows Source)

#112
post #76

Earlier quoted context omitted.

I don’t know this game at all, but oh god this soundtrack is amazing! Listened to the first 3 songs so far. Thanks for sharing. How did they fit so many songs on the 1990s media?

The game shipped on a CD. What's more, after the game booted, you could replace the game CD in the Playstation with your own music CD and the game would play the music from your CD, apply the environmental sound effects, etc.

Oh, I didn't know that! I just knew that you could boot the PS1 without a disc and then insert game discs to listen to their soundtracks (at least with some games).

Re: Wipeout (PSX and Windows Source)

#113
post #62
post #60

Earlier quoted context omitted.

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

Pepsiman: https://en.wikipedia.org/wiki/Pepsiman_(video_game)

Re: Wipeout (PSX and Windows Source)

#114
post #74
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 believe the Wipeout soundtrack was a introduction to 'real' electronic music to a lot of kids/teens at the time, including me. The instrumental version of Firestarter is forever embedded in my memories ;-)

Fun how that stuff works. A decade later, Midnight Club 3: DUB Edition is what got my friend group hooked on drum & bass as teens.

Re: Wipeout (PSX and Windows Source)

#115

Earlier quoted context omitted.

Thanks for that, never occurred to me to look for game soundtracks on Spotify until now, https://open.spotify.com/playlist/3E6gcAU0fyq74s3oUomwfo?si=...

Thanks for that link! I just converted it to an Apple Music playlist as well: https://music.apple.com/us/playlist/wipeout-soundtracks-1995...

Thanks for that! I know what’s going on loop for the next few days (at least). Already had a fair few in my library but having the collection there as a playlist is awesome.

Re: Wipeout (PSX and Windows Source)

#116
post #106

Earlier quoted context omitted.

I loved how accurate FSOL's music videos were. They had iPhones, iPads, iWatches, google maps, windows surfaces, everything down to a modern day T. The following was uploaded 2007, but I wonder if it was shot or made even earlier: https://www.youtube.com/watch?v=L_ZB6jgJMS8

Do you know any more about that video? I feel pretty certain FSOL didn't make it, it looks nothing like any of their others that I'm familiar with and the track wasn't released as a single (it was written for the game).

Yeah that's not FSOL hahaha. I mean the music is but that vid is so obviously not the business.

The only vid I ever knew of them having was this one, it was on a compilation VHS of music videos which had a pair of these prismatic glasses to wear while watching it so that every light source shimmered everywhere [1]. It looks like there's some more official ones they've done on search.

The whole proper electronic music scene was too busy throwing parties to do music videos. I think that was more of a eurodance thing.

https://www.youtube.com/watch?v=wfWMv8Y1V5E

Re: Wipeout (PSX and Windows Source)

#117

Earlier quoted context omitted.

Thanks for that, never occurred to me to look for game soundtracks on Spotify until now, https://open.spotify.com/playlist/3E6gcAU0fyq74s3oUomwfo?si=...

I don’t know this game at all, but oh god this soundtrack is amazing! Listened to the first 3 songs so far. Thanks for sharing. How did they fit so many songs on the 1990s media?

Was this one of the playstation games where the soundtrack was something you could actually listen to if you put it in a CD player? I remember final fantasy 7 was like that

Re: Wipeout (PSX and Windows Source)

#118
post #33

it's buildable after opening Wipeout98.sln VS 2019 migrated it somehow, fixed #includes paths - use relative "..\PSX26" instead of full "\WIPESRC\.." - added missing int type to previously allowed implicit int where needed, and added _USE_32BIT_TIME_T #define to Release config (it seems it's the only config present..) I was greeted with 'missing CD drive' dialog didn't pursued it further

Threw it at VC++ 6 in a Win2k VM but it wouldn't compile (something about the syntax being incorrect). Funny how modern dev tooling can build the code better than the more era-appropriate tools. I would've expected the exact opposite.

Re: Wipeout (PSX and Windows Source)

#120
post #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 u…

It came out just as the changeover started to happen from DOS-based software 3D engines to Windows DirectX 3D engines.

I worked on this game at exactly the same time:

https://en.wikipedia.org/wiki/Abomination:_The_Nemesis_Proje...

That game was supposed to be 2D, but was switched to the characters being 3D, so I brought my whole DOS software 3D engine and ported it to DirectX over the course of 2 weeks.

I'm going to dig into that drawpoly.asm! There was a lot of competition in the early->mid 90s for poly blitting. I would say I had one of the very top ones. I was doing demo coding before I became a commercial video game developer.

LOL.. reading DRAWPOLY now...

  ; Draw flat shaded poly
  ; IN: EDI->polygon data
  ; OUT: Polygon appears as if by magic in buffer
The real blit code is in 3DPOLY.ASM. Doesn't look like it does perspective-correction on the texture-mapping, which isn't unusual for the time. I don't remember the PS1 well enough, did it do correction in hardware?
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