Link to the original soundtrack https://archive.org/details/wipeout_psx_soundtrack
And wipeout: fusion https://archive.org/details/wieput_fusion_soundtrack-2002
Rewriting wipEout
61–64 of 64 posts
Re: Rewriting wipEout
#62Re: Rewriting wipEout
#63Earlier quoted context omitted.
I wonder how perspective corrected texture mapping works on emulators. Maybe the coordinate values passed from GTE to GPU are "shadowed" with extra data about the transformation, that is then retrieved further down the pipeline I suppose there could be multiple approaches
Huh. I never thought about this. One of the advantage of some of these emulators is being able to fix the perspective issue on the texture-mapping, but of course most 90s games were doing the texture-mapping in 2D and the 3D points had already been projected into screen space. This isn't an easy problem to solve. I can't think of a way you could back figure the Z from the rendered data. The only other solution I can…
This does not seem to be a new approach, as PC ports of PS1 games used similar tricks all the way back in 2000 [1].
[1] https://news.ycombinator.com/item?id=3581350 https://news.ycombinator.com/item?id=29493242
Re: Rewriting wipEout
#64Earlier quoted context omitted.
I played the WASM version and the controls/physics feel about right! For the other Wipeout aficionados out there, note that there IS a modern game on Steam called BallisticNG. Supposedly created by (some of?) the original Wipeout developers. It was one of the first things I bought for my Steam Deck when it arrived. Unfortunately, I can't make heads or tails of it. It doesn't seem to be the kind of traditional Wipeout…
Thanks for sharing. I’ll check out Ballistic NG. I would love love to see XL/2097 added. That was my favourite. Wipeout 3 was a close second. It was certainly quite different in tone though. In what ways did you find it a disaster?