phoboslab / wipeout-rewrite

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add support for game assets from Wipeout 2097 #14

Open SingingBush opened 1 year ago

SingingBush commented 1 year ago

Just read the article about the model viewer and saw that https://github.com/phoboslab/wipeout supports Wipeout 2097 tracks. Are there any plans to either do a Wipeout 2097 rewrite or for this codebase to also support track data from Wipeout 2097?

sheepo99 commented 1 year ago

This should be possible since 2097/XL uses the same engine as the original Wipeout, from what I gather. I imagine it will require a fair amount of work given the differences in gameplay, so having the source of 2097 equally available would still be more desirable.

I do hope this still happens in some way bc many consider 2097/XL to be the best of the retro Wipeout games.

tigrouind commented 1 year ago

Wipeout 64 also use same track format as 1/2097. In fact, most tracks are mirrored versions of 2097 with new textures and models. I know somebody on Wipeout forums (aybe) already dumped all the tracks & textures from the rom.

Being able to just play those new tracks using W1 rewrite (keeping everything else intact) would already be great.

alexmyczko commented 1 month ago

and what about wip3out?

phoboslab commented 1 month ago

Yeah, tracks/ships from 2097 should be possible, but there's no source available. Physics, HUD, menus and weapon behavior would need reverse engineering, which I don't know much about and can't justify the time needed – 2097 is my least favorite of the PSX trilogy...

wip3out has a completely different engine and data formats. If anyone would "find" the source for it, I'd certainly port it. But otherwise: nope.

panmarco83 commented 1 month ago

Well, sorry to say that 2097 was and still is my all-time favorite. The first was too unforgiving when slightly brushing the walls and that was the main reason I really liked 2097 so much more than the first. If the original had the same allowance for brushing walls, I'd probably find it a lot more playable than I currently do.

I'm wondering if it could be simulated by way of acceleration direction and collision normals of the track and the ships. This might add a bit too much for Amiga and other low powered systems, so it might then need to be a branch/fork or something :thinking: Possibly an option in the settings menu or a flag at compile time ?

tigrouind commented 1 month ago

The first was too unforgiving when slightly brushing the walls and that was the main reason I really liked 2097 so much more than the first. If the original had the same allowance for brushing walls, I'd probably find it a lot more playable than I currently do.

I'm wondering if it could be simulated by way of acceleration direction and collision normals of the track and the ships. Possibly an option in the settings menu or a flag at compile time ?

This has already been discussed here. Somebody gives a patch. Also : those features are available in WipeOut Phantom Edition. Unfortunately this is closed source so we can't have a peek at it.

tigrouind commented 9 hours ago

If Wipeout 1 tracks get replaced by Wipeout 2097 ones, it works out of the box (except for a few tracks, see here). Many things are missing like menus, scene animated models, new physics and so on but it's playable.

https://github.com/user-attachments/assets/ac06a57a-abfb-4e99-baf9-df0e49aec56c