[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 ___________________________________________________________________ (page generated 2022-03-27 23:00 UTC)