Wednesday, July 20, 2011

Wipeout Fusion WIP 4

Partial sector support. I'm guessing these define the volume that represents the extents of the track. If you go outside of this volume it will re-place you on the track. There is also a vector defined for each sector that may represent the drop point but it is not shown in this image.

Sunday, July 17, 2011

Wipeout Fusion WIP 3

Got faces working. There are vertex and face normals also but lighting isn't implemented yet so it doesn't matter

Wipeout Fusion WIP 2

Alca Vexus 1F

Florian Height 3R
Some more work done on Wipeout Fusion.

Saturday, July 16, 2011

Wipeout Fusion Patching HOWTO

Using this video as a guide and the tools linked below you can patch Wipeout Fusion. As long as files are the same size or smaller than the original it should be OK. I'll fix this in a future update.

woftest
CDVDGEN and iml2iso

best viewed in 720p

Tuesday, June 28, 2011

Sunday, June 19, 2011

Monday, June 6, 2011

MGS VRAM

So I was revisiting MGS tonight after I had an idea about textures. It turns out they are storing data in the NULL reserved section of the PCX header. This is at least referencing the VRAM x,y location of the texture and of its associated CLUT entry. It doesn't always reflect what I see in PSX VRAM dumps but its right a lot of the time. I'll probably build a VRAM simulator for it pretty soon and test it out. This also partly explains why my texture repack tests didn't work. Naturally there aren't any PCX compatible editors that embed this extra data and so it is lost and causes the game to die.