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PlayStation (Games) Games

Leaked Wipeout Source Code Leads To Near-Total Rewrite and Remaster (arstechnica.com) 21

An anonymous reader quotes a report from Ars Technica: There have been a lot of Wipeout games released since the 1995 original, including Wipeout HD and the Omega Collection, but only the original has the distinction of having its Windows port source code leaked by (since defunct) archive Forest of Illusion. Dominic Szablewski grabbed that code before it disappeared and set about creating a version that's not just a port. He rewrote the game's rendering, physics, sound, and generally "everything everywhere." He documented the project, put his code on GitHub, and has some version of a justification. "So let's just pretend that the leak was intentional, a rewrite of the source falls under fair use and the whole thing is abandonware anyway," Szablewski writes.

As he digs into the specifics of his work, Szablewski takes the reader on a tour of PSX dev kits and how they handled Z-levels, how to translate yesterday's triangles to today's OpenGL, breaking the 30 FPS cap on a game that explicitly forbade that, and more. He takes the code from 40,699 lines to 7,731 and notably loved an excuse to work in C. "I had an absolute blast cleaning up this mess!" Szablewski's Wipeout rewrite can be compiled for Windows, Linux, Mac, and WASM (Web Assembly). You can even play it in your browser on his server (please be gentle). I spent some time in it this morning, and let me tell you: I am not ready for anti-gravity racing in the year 2052. It was a struggle to even get to fourth place, but those struggles were due entirely to skill, not system. The web version feels buttery smooth, even when you're continually clunking into walls. I had misremembered this game as having a lot more to it, but it's all feel: the trance/prog music, the physics, the controls, and the sense that you're always just slightly out of control.

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Leaked Wipeout Source Code Leads To Near-Total Rewrite and Remaster

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  • Fair use? (Score:5, Informative)

    by ShanghaiBill ( 739463 ) on Friday August 25, 2023 @08:27PM (#63797560)

    From TFS:

    a rewrite of the source falls under fair use

    No. That is not "fair use".

    Fair use is copying a few quotes for a newspaper article, not a rewrite of an entire work.

    • by Anonymous Coward

      40k lines of C, condensed down to 7k suggests that most of the work is not embodied in the code, but in libraries and more importantly the game art. I'd never heard of this one. It looks like a race-and-shoot game, fairly simple game play but the web version has a 140meg download option and that's got to be mostly art. It's almost entirely a rip-off of that, so definitely not fair use.

      OTOH, clean-rooming the code part and designing your own art seems like fair game. The race-and-shoot concept can't be c

  • There are 14 competing Wipeouts.
  • by sudonim2 ( 2073156 ) on Friday August 25, 2023 @09:21PM (#63797664)

    Fun fact: the demo for this game is the reason why I'm a fan of Sarah McLachlan to this day.

    • by Briareos ( 21163 )

      Seeing as the soundtrack featured CoLD SToRAGE, Leftfield, The Chemical Brothers and Orbital (almost all of which I'm a fan of due to the game) - where does Sarah McLachlan enter the picture?

      • Back in the 90s, the internet was barely fast enough for low-res pictures, let alone full multimedia applications. There was this thing called Launch [atlasobscura.com] that was a cross between a modern multimedia website and a magazine that was distributed through the mail on a CD-ROM. The "magazine" had interviews, cartoons, comedic sketches, and other stuff on it. It also, occasionally, included demos for various video games. As my father was in the tech industry back then, he'd subscribed to it for like 6-months or a year

  • But I was blown away when I first played Wipeout on a floord demo PS-1 (the actual original, not the "PS One") way back in the mid 1990s. Today, Wipeout would generate a lot of "Mehs" especially from Gen-Z, but back then it was quite something to experience. Because 3D engines are as common as water, we tend to get jaded, but now and then we remember when this was truly innovative and how awestruck we were the first time seeing these graphics on a PC or a console.
  • I assume someone still owns the WipeOut trademark, so it could never be released commercially.

    But wouldn't this be like the code equivalent of performing a cover version of a song at one of your own concerts? Szablewski is basically recreating the work "by ear".

Truly simple systems... require infinite testing. -- Norman Augustine

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