[HN Gopher] Wipeout (PSX and Windows Source)
___________________________________________________________________
Wipeout (PSX and Windows Source)
Author : haunter
Score : 195 points
Date : 2022-03-27 14:42 UTC (8 hours ago)
(HTM) web link (illusion.64history.net)
(TXT) w3m dump (illusion.64history.net)
| a-dub wrote:
| wipeout xl and soul calibur were my two favorite psx 1 games!
|
| (i never actually owned any games myself, but psx 1 units and
| games were common at certain types of parties and bars back then.
| my psx 1 was for caetla only!)
| taylorius wrote:
| Such a rad game. I only got into the super league a few times.
| That ice planet was a slippery bastard.
| Pxtl wrote:
| The difficulty curve on the first game was monstrous - every
| track was trivially easy compared to that brutal ice world.
| hwers wrote:
| Waiting for the wasm version eagerly
| pronoiac wrote:
| Here's a track viewer: https://phoboslab.org/wipeout/
| dal wrote:
| I can't find any information about the license. Does anybody know
| how it is being released?
| haunter wrote:
| 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.
| fistynuts wrote:
| Wipeout is clearly not "abandonware".
| marcodiego wrote:
| License?
| detaro wrote:
| none, it's a leak
| spyc wrote:
| For the record, "none" means "all rights reserved"
| [deleted]
| djmips wrote:
| 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 PC. There is a
| LibGTE.h which should be an abstraction of the 'Geometry
| Transform Engine' of the PSX hardware. I'm just getting into the
| code but it's small enough to grok and fun to look at.
| djmips wrote:
| 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/
| saiya-jin wrote:
| Back in those days, there was 3dfx and ATI was just starting.
| Direct3D had abysmal reputation and only for very unstable
| Windows 95, I don't think 3dfx worked with it very well. Plus
| as you wrote it was DOS game, nothing like that there, just
| direct programming for specific cards.
|
| Boy some good vertigo memories come with that game.
| djmips wrote:
| Yes, and there it is. Libgte.c a PC implementation of the PSX
| libgte library. Some of these functions are quite laborious
| without the hardware support. See NormalColorDpq3()
| djmips wrote:
| The ApplyMatrix and DLSRotTransPers functions are implemented
| with inline x86 assembly. Must have been on the hot path. There
| is also some inline assembly around decimating textures to
| adjust their size on load.
| Ftuuky wrote:
| 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!
| glouwbug wrote:
| 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
| joezydeco wrote:
| I loved that soundtrack too.
|
| Fluke also used Wipeout imagery for their "Atom Bomb" video.
|
| https://www.youtube.com/watch?v=PHMzCpy0fXc
| zumu wrote:
| Wow the visual aesthetic of this video is almost exactly what
| I've been seeing the kids get into these days.
| [deleted]
| hsbauauvhabzb wrote:
| I never played wipeout but Tony hawks pro skater 1/2/3 had
| equally eye opening soundtracks for me in punk / rock / hip
| hop. I was always interested in EDM so now I feel like I missed
| out but will listen to it today at least!
| oneepic wrote:
| If you stopped at 3, I suggest checking out the soundtracks
| for THPS 4, Underground 1 and Underground 2.
| kelsolaar wrote:
| My current pseudo comes directly from the game! :)
| mywacaday wrote:
| Thanks for that, never occurred to me to look for game
| soundtracks on Spotify until now,
| https://open.spotify.com/playlist/3E6gcAU0fyq74s3oUomwfo?si=...
| liyanage wrote:
| Thanks for that link! I just converted it to an Apple Music
| playlist as well:
| https://music.apple.com/us/playlist/wipeout-
| soundtracks-1995...
| franzb wrote:
| Thank you!
| monkeybutton wrote:
| I have Hotline Miami's soundtrack favourited for a specific
| stretch of highway.
| TedDoesntTalk wrote:
| 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?
| pvg wrote:
| 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.
| TedDoesntTalk wrote:
| But the Spotify soundtrack that was linked is 5 hours 27
| minutes. Even with poor mp3 encoding, some space for code
| and data, it seems like an awful lot for one CD. Maybe
| they just had song excerpts?
| Ftuuky wrote:
| The Spotify link is a compilation of all Wipeout
| soundtracks, not just the first one.
|
| Here's a Youtube link to the original game's soundtrack:
| https://www.youtube.com/watch?v=mmkdRG7MQm4
| protiex wrote:
| PSX game soundtracks tended to be less than an hour total
| runtime. The Wip3out (Wipeout 3) soundtrack was amazing
| too: https://www.youtube.com/watch?v=ZFkpcgMuotY
| pvg wrote:
| Oh I see - yeah like the other comment says, it's music
| from the 8 zillion other wipeout games as well. The
| original PSX game just had a CD's worth of CD audio on
| it.
| protiex wrote:
| This comment thread and all the music in that playlist has
| triggered a massive rush of nostalgia, thanks for linking!
| I've realised how formative all the design and music I
| consumed at the turn of the millennium was. Design wise: The
| Designers Republic, Praystation, We Work For Them. Music
| wise: Photek, Dieselboy, Sasha, The Chemical Brothers. It
| really was a unique time, thanks for taking me for a trip
| down memory lane! :)
| joezydeco wrote:
| I'll still listen to a long Big Beat playlist when doing
| heavy coding. My go-to is still
| "Decksanddrumsandrockandroll" from Propellerheads.
| protiex wrote:
| Saved, thanks! For when you want to pretend that you're
| Neo in the original Matrix ;)
| Pxtl wrote:
| IIRC that was WipeOut XL/2097 and 3 that had proper name-brand
| electronic music on it. The original one was all a guy called
| Cold Storage. Still excellent.
| Eduard wrote:
| the in-house soundtrack from _Cold Storage_ is amazing as well.
| I love to listen to it to this day
| dm319 wrote:
| Yes, his music is terrific. Great to put on your headphones
| and immerse yourself in the layers of sounds. Think my
| favourite track was called Messij or something.
| Lammy wrote:
| And he's on Bandcamp! https://coldstorage.bandcamp.com/
| thot_experiment wrote:
| I came here to say this and you beat me to it. Absolutely a
| formative experience for me. I may have to replay it soon.
| fb03 wrote:
| 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 ;-)
| protiex wrote:
| It was really amazing how pervasive this music was at the
| turn of the century, it really was everywhere. Games like
| Wipeout re-introduced a generation that just missed the tail
| end of rave culture to Big beat, Trance and Drum & Bass and
| it really felt like a pivotal cultural moment with how
| accessible these genres were becoming in the late 90s.
| protiex wrote:
| I blame this soundtrack for piquing a curiosity in me for
| electronic music that I never really lost. Listening to Xpander
| (Edit) by Sasha for the first time as a 9 year old on the
| Wip3out soundtrack was an interesting experience!
| LgWoodenBadger wrote:
| Same with discovering that the in-game advertising for RedBull
| was actually for a real beverage
| asteroidp wrote:
| Where in game advertising felt real and sensible. Yet was low
| key
|
| Then advertisers went bat shit insane
| JNRowe wrote:
| 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
| rzzzt wrote:
| 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
| naoqj wrote:
| https://en.wikipedia.org/wiki/Chex_Quest
| a-dub wrote:
| it was more like how kubrick made use of real branding in
| 2001 a space odyssey. it actually played a role in
| advancing an optimistic futurist aesthetic.
| haunter wrote:
| Seems to be a leak from someone who worked on it back then, not
| an official release. Still cool nonetheless
| phoboslab wrote:
| 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...
| spicyjpeg wrote:
| 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
| oneepic wrote:
| That may be true, but maybe people just want the graphics and
| nostalgia rather than 120mm polycarbonate circles. For
| example, check out BallisticNG, or for some horror titles --
| Fatum Betula, most games by Puppet Combo, or Compound
| Fracture (not out yet).
| vikingerik wrote:
| I've noticed that too, the PS1 just doesn't seem to inspire
| the same passion that other popular consoles do. I think it's
| because most of the top games on it were part of franchises
| that flowed on to the PS2 and Xbox. Other than Final Fantasy
| 7-9 and Castlevania SOTN, there's not really that much to do
| on the PS1 that you can't do better with a sequel on a later
| console, and even FF7 had a PC release back in its day and
| now other remakes. And the internet was becoming common by
| then, so the PS1 never had the "my uncle works at Nintendo"
| air of mystery.
|
| And from a developer perspective, it's not all that
| constraining enough to be interesting. It's just low-res and
| slow. The architectural simplicity works against it. There's
| not all that much to do by cleverly arranging tiles and
| sprites or banging hardware registers like on the earlier 2D
| consoles. And nobody is really going to be impressed by any
| 3d lighting or animation wizardry that's still going to fall
| short of what even the N64 can do. The PS1 dominated its
| market at the time, but that market just moved on to the
| newer generations rather than capturing much nostalgia.
| Narishma wrote:
| > Today we have released the source code to Wipeout by Psygnosis
|
| Who is 'we'? Is this legal?
| bsder wrote:
| I seem to remember a multiplayer racing game like this from about
| 1990(?) for PC/DOS.
|
| What sticks in my brain was the fact that mines, caltrops, etc.
| would _persist_ throughout the game unless somebody actually hit
| them. This meant that jumping out to first immediately wasn 't
| always a good strategy as somebody behind you could drop a bunch
| of stuff in a pattern at a corner and a lap later the person in
| _first_ would be the person to hit all the stuff.
|
| The rocket-powered explosive skateboard was also amusing as if a
| couple people dropped them all at the same time you could
| effectively close down all but a small width of the track when
| they came flying around.
|
| I wish I could remember what it was.
| tom_ wrote:
| Hi-Octane? - https://en.wikipedia.org/wiki/Hi-Octane
|
| edit: somebody else got there while I was searching! And we
| can't both be wrong
| bsder wrote:
| Maybe, but the timeframe seems off. I _know_ I played this
| game somewhere from 1989-1992. Hi-Octane wasn 't until 1995.
|
| Edit: I got the timeframe right but the multi-player wrong.
| Apparently the game I was thinking of was "Deathtrack" but I
| merged that with the later games that were multi-player.
| sotsoguk wrote:
| maybe Hi-Octane?
| blenderdt wrote:
| I still listen to the soundtrack once in a while. The tracks were
| created by Tim Wright: http://coldstorage.org.uk/
|
| https://en.m.wikipedia.org/wiki/Tim_Wright_(Welsh_musician)
| skibz wrote:
| Thanks for sharing the composer. I was coming here to
| compliment the music, too.
| cheschire wrote:
| tim is such a great guy, and still makes music!
| https://coldstorage.bandcamp.com/
| cammikebrown wrote:
| 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. Sony Liverpool
| dissolved awhile ago
| naoqj wrote:
| Don't forget Pop Will Eat Itself. They did practically all of
| their graphics.
| cronix wrote:
| Thanks for that. Was a big PWEI fan in the late 80s/early 90s
| but had no idea of their connection to games/graphics.
| DoneWithAllThat wrote:
| TDR'a graphic design is still some of my favorite to this day.
| It was so iconic and instantly recognizable. Their album art
| for PWEI's "This Is The Day..." and WARP's "Blech 2"
| compilation for example are incredible.
| Thaxll wrote:
| Yes, they were awesome: https://imageio.forbes.com/specials-
| images/imageserve/61558b...
| tezza wrote:
| They also did a lot of album art for the Gatecrasher Trance
| discs
|
| So fresh in 1998/99
|
| https://www.thedesignersrepublic.com/gatecrasher
| _dain_ wrote:
| Someday I want to rice my linux desktop to look like the
| Wipeout interface style.
| eecc wrote:
| is Enlightenment still a thing? It would make a good start?
|
| https://www.enlightenment.org/
| 1986 wrote:
| Still have this on my bookshelf:
| https://www.amazon.com/Sampler-2-Contemporary-Music-Graphics...
|
| It's got tons of TDR work in it, in addition to several other
| studios / designers. I could definitely see the TDR aesthetic
| resurfacing with all the 00s revival stuff going on right now.
| deltaonefour wrote:
| I believe they were only responsible for wipeout 3.
| musha68k wrote:
| Designer's Republic? They were definitely involved in the
| original design for Wip3out.
|
| The packaging and manual alone still feel fresh after almost
| 30 years IMHO:
|
| https://www.mobygames.com/game/wipeout/cover-
| art/gameCoverId...
|
| You can see the little "I love my DR" logo on the back cover:
|
| https://www.mobygames.com/game/wipeout/cover-
| art/gameCoverId...
|
| https://www.mobygames.com/game/wipeout/cover-
| art/gameCoverId...
|
| It truly felt like "an experience from the future" back in
| 1995 - and to some extent still does, for this fan at least
| :)
| monocasa wrote:
| I think you misunderstood the parent.
| detaro wrote:
| What's the non-misunderstood interpretation, because I
| also don't get it? If it's about Studio Liverpool, that's
| also wrong since Studio Liverpool was just a rename of
| the original developer Psygnosis after it got integrated
| deeper into Sony.
| monocasa wrote:
| The original parent claimed that Designers Republic
| _only_ collaborated on the design of Wipeout 3 (also
| known as Wip3out). The user replying countered this with
| proof that they collaborated on Wipeout 3.
| lkitching wrote:
| All those links are to the first game, not Wipeout 3.
| musha68k wrote:
| If the confusion stems from me writing 'Wip3out' I'm
| sorry about that, just a habit of mine. I've always
| written out any WipEout title as Wip3out (the capital 'E'
| looked like a horizontally flipped `3` in the original DR
| design). I was referring to the source leak related
| title, the original WipEout (1) of course (see cover art
| links).
| thot_experiment wrote:
| > It truly felt like "an experience from the future" back
| in 1995 - and to some extent still does, for this fan at
| least :)
|
| This fan as well. Really fantastic, innovative stuff.
| whywhywhywhy wrote:
| 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
| chaboud wrote:
| TDR was responsible for the logos, team design, manual, and
| packaging of the first WipEout, working through XL to Wipeout
| 3. The feel and character their work gave to those simple
| polygonal wedges was impressive, and that graphic design
| perfectly laid out the ultra-futurist vibe with global half-
| kanji minimalism.
|
| We'll never know for sure, but I've always thought that the
| success of the franchise really stemmed from their influence
| at the beginning.
| andoli wrote:
| very interesting & love to see the bits of builds and other
| "garbage" left here and there. Wondering if somebody has actually
| tried building it or even just considered to do so...
| pjerem wrote:
| I love that, in the archive, the last modification dates of the
| files are from 95-98.
| silverfrost wrote:
| Error 512, website is down for me.
| only4here wrote:
| RIP, HN hug of death.
| merlinscholz wrote:
| https://web.archive.org/web/20220327115948/https://illusion....
| errozero wrote:
| Are there any model or texture files included? I can't seem to
| find any.
| [deleted]
| eecc wrote:
| 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
| r618 wrote:
| 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
| merlinscholz wrote:
| Since the server seems to be down:
| https://web.archive.org/web/20220327115948/https://illusion....
| suprjami wrote:
| Did anyone get a copy of the actual source file? Seems Internet
| Archive didn't.
| thefreeman wrote:
| Site is back up now, the download link goes to: https://cdn.d
| iscordapp.com/attachments/937373217268572161/95...
| akselmo wrote:
| Never played the first one, only 2097 and 3. Really great games,
| managed to play it back then as a kid in the highest difficulty
| just fine. But if I try now, my ship gets destroyed in seconds
| heh.
|
| I kinda hope someone can make this build in a modern system. Nice
| to see iconic games like these to be preserved.
| NKosmatos wrote:
| I still have the memory card with my track times and everything
| completed with a gold trophy. Many many hours with PSX and
| WipEout when I was studying in Sheffield. One of the best zero
| gravity racing games of all time IMHO. Where to start from.. the
| soundtrack with all these electronic/techno tracks by the biggest
| names at the time, the artwork and aesthetics of the game (by The
| Designers Republic who were based in Sheffield), the gameplay and
| how the game feels (developed by Psygnosis otherwise known as
| Studio Liverpool) or the fact that the prototype of the game was
| featured in the cult film Hackers. There is an online leaderboard
| for all wipeout games: https://www.wipeoutrankings.com
| unixhero wrote:
| What's that thing on the footer? I love it, but have no idea what
| it is.
| moron4hire wrote:
| It changes when you reload the page. There's also some kind of
| character walking across the screen. I can't tell if they are
| supposed to match up so the character looks like it is walking
| through the environment. At least on my phone they don't line
| up.
| whywhywhywhy wrote:
| Different graphics form mostly SNES games, Chrono Trigger,
| Earthbound etc.
| ydnaclementine wrote:
| A modern spiritual successor to the wipeout series is Ballistic
| NG. No fluff anti gravity racing. Highly modable, which allows
| you to import the wipeout music into the game easily, custom race
| tracks, etc.
|
| Just a fan, not associated with it
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(page generated 2022-03-27 23:00 UTC)