wipEout Rewrite Enhanced Fantômas Edition Windows 32/64

In memory of our friend Jacques "Creols" Vanhove who left us last July 2024, R.I.P !
# wipEout Rewrite Enhanced Fantômas Edition Windows 32/64
This is a re-implementation of the 1995 PSX game wipEout.
Play it here: https://phoboslab.org/wipegame/
More info at phoboslab blog: https://phoboslab.org/log/2023/08/rewriting-wipeout
More info about the name Fantômas : https://en.wikipedia.org/wiki/Fant%C3%B4mas_(1964_film)
wipEout Intro HD - remastered By VGSuite
https://www.youtube.com/watch?v=a3SuvJgzrjU&t=7s
wipEout Intro Cinematic Remake By Benjamin Brosdau
https://www.youtube.com/watch?v=dq1GbE4f5yw&t=2s
->WipeOut-Rewrite Enhanced Fantômas Edition is an French enhanced PC source port of the original WipeOut and direct competitor of the English WipeOut Phantom Edition Enhanced<-
*WipeOut-Rewrite Enhanced Fantômas Edition has been released on October 27, 2024 for the AmigaOS4 New Generation with 3D graphics card*
Following many requests from WipeOut fans, the Windows PC version is finally here, and I hope it will be well-received by the PC community.
I wish you all a good game, and feel free to spread the word.
----All images,icons,musics,objects of this GAME belongs to this package and not use on other games/projects/systems or GUI------
| ALL ADDITIONALS DATAS ARE FOR NON-COMMERCIAL PERSONAL USE ONLY |
| AND RESERVED JUST FOR AMIGAOS4/WINDOWS USERS ONLY. IT IS NOT ALLOWED |
| TO COPY, DISTRIBUTE, PUBLISH, MODIFY, CREATE DERIVATIVE WORKS, SELL OR |
| OFFER IT FOR SALE (EITHER PREINSTALLED, INCLUDED OR ANY OTHER FORM OF |
| DISTRIBUTION) OR IN ANY WAY EXPLOIT THIS ALL ADDITIONALS DATAS WITHOUT |
| WRITTEN PERMISSION BY THE AUTHOR. |
---------------------------------------------------------------------------------------------------------------------------------
## Windows 32/64
Windows Port and bonus by HunoPPC with the Amiga French Team 2025
Important: OpenGL/DirectX renderer (no software)
Requirements:
PC with Windows 10 minimum + 8 Go fast ram and 3D card with OpenGL/DirectX support
A big thank you to Shane / Stellerex because this port for Windows would never have existed if he had not insisted :-)
This port uses :
GLEW The OpenGL Extension Wrangler Library
https://glew.sourceforge.net/
OPENGL 1x for windows
https://learn.microsoft.com/fr-fr/windows/win32/opengl/opengl
SDL2 library
https://www.libsdl.org/
#Hardware
*Tested on PC LENOVO I7 16GO with Intel HD
***********************************************************
ORIGINAL VERSION is FREEWARE
***********************************************************
ENHANCED VERSION is DONATIONWARE :
If you want this version to evolve and have better effects and textures, just support my work and you will surely have a better game. Thanks in advance
Donate and support PAYPAL at hunoppc(AT)gmail.com
Or
My ko-fi site: https://ko-fi.com/hunoppc
Thanks
FOR ENHANCED DATAS, you will get a link to the archive hosted on GoogleDrive
(therefore you will need to have access to a GD compatible Web Browser)
Thanks
PS : IMPORTANT!! Your prefs as stored :C:\Users\"NameOfUser"\AppData\Roaming\hunoppc\wipeout_fantomas\save_win.dat
Delete this for default prefs, thanks!!
*************************************************************
Release 1.0.4 Windows Fantômas Edition
Graphics:
Uncapped frame rate by decoupling rendering from from game state simulation.
High resolution rendering.
Widescreen support.
Increased view distance.
Distant geometry fade.
Added particle effects for collisions and wall scraping with sound effect.
Additional options menus: Configure most of the new features.
8 additional Ships now supported of WipeOut2097
Additional Levels of WipeOut 2097 with fix
All textures reworked for a beautifull game
New video Intro HD
New shakers modes
Optimized engine for increase a FPS
FullHD mode supported and native mode
Added HD FONTS, now it's beautifull
New camera view on demo mode
HD shadows
Anim on target locked (similar to WipeOut2097)
Anim of ships on the main_menu with timer, the number changes after animation, the same of PSX1
Logos similar to PSX1
Option Cockpit (Hack) for view cockpit of your ship on game
New 3D Objects WipeOut 1995 / WipeOut 2097
RENDER OF DISTANCE with 3 choices (High, Medium, Low)
Added new all loading Maps of levels
Added KPH counter on screen
Added PSX buttons "SELECT" and "BACK" for the Fun :-)
Engine :
Is fully threaded now!!
OpenGL 1x for this release
Save all prefs now!!
FullHD support
Gameplay:
Keyboard and gamepad (Analog and digital) input support.
Fixed out of bounds detection on some large ramps.
Improved Ship-vs-Ship collision response.
Controller Rumble for the fun
Audio:
New music and sound effect system.
3D audio for sound effects.
Musics of SEGA SATURN, PSX1 and PSX1 WipeOut2097 for your preasure
Core Audio engine enhanced for SFX
Checking the last 5 songs to avoid replaying the same ones
New music mixer with each new interaction
Limited volume on effects sounds
Enable or disable musics
On W.I.P:
* Plumes for W2097 Ships
* Empty or errors graphics on W2097 Levels
* Render OpenGL 2x with shaders
## Running
This repository does not contain the assets (textures, 3d models etc.) required to run the game. This code mostly assumes to have the PSX NTSC data, but some menu models from the PC version are required as well. Both of these can be easily found on archive.org and similar sites. The music (optional) needs to be provided in [QOA format](https://github.com/phoboslab/qoa). The intro video as MPEG1.
Download the datas here : https://phoboslab.org/files/wipeout-data-v01.zip
The directory structure is assumed to be as follows
```
PROGDIR: # the executable
wipeout/textures/
wipeout/music/track01.qoa
wipeout/music/track02.qoa
wipeout/music/saturn/track01.qoa
wipeout/music/saturn/track02.qoa
...
wipeout/music/w2097/track01.qoa
wipeout/music/w2097/track02.qoa
...
wipeout/Levels-WipeOut2097/JULIE.PRM
wipeout/Levels-WipeOut2097/JUNE.PRM
wipeout/Levels-WipeOut2097/GAREDEUROPA
wipeout/Levels-WipeOut2097/ODESSAKEYS
wipeout/Levels-WipeOut2097/PHENITIAPARK
wipeout/Levels-WipeOut2097/SAGARMATHA
wipeout/Levels-WipeOut2097/SPILSKINANKE
wipeout/Levels-WipeOut2097/TALONSREACH
wipeout/Levels-WipeOut2097/VALPARAISO
wipeout/Levels-WipeOut2097/VOSTOKISLAND
wipeout/hunoppcSFX/...
wipeout/hunoppcSFXECHO/...
wipeout/hunoppcGFX/...
wipeout/intro.mpeg
wipeout/intro_remake.mpeg
wipeout/intro_remastered.mpeg
...
```
Note that the blog post announcing this project may or may not provide a link to a ZIP containing all files needed. Who knows!
Optionally, if you want to use a game controller that may not be supported by SDL directly, you can place the [gamecontrollerdb.txt](https://github.com/gabomdq/SDL_GameControllerDB) in the root directory of this project (along the compiled `wipegame`).
## Ideas for improvements
PRs Welcome.
### Not yet implemented on original game
Some things from the original game are not yet implemented in this rewrite. This includes
- game-end animations, formerly `Spline.cpp` (the end messages are just shown over the attract mode cameras)
- viewing highscores in options menu
- some more? grep the source for `TODO` and `FIXME`
### Gameplay, Visuals
- less punishing physics for ship vs. ship collisions
- less punishing physics for sideways ship vs. track collisions (i.e. wall grinding like in newer wipEouts)
- somehow resolve the issue of inevitably running into an enemy that you just shot
- add option to lessen the roll in the internal view
- add additional external view that behaves more like in modern racing games
- dynamic lighting on ships
- the scene geometry could use some touch-ups to make an infinite draw distance option less awkward
- increase FOV when going over a boost
- better menu models for game exit and video options
- gamepad analog input feels like balancing an egg
- fix collision issues on junctions (also present in the original)
### Technical
- implement frustum culling for scene geometry, the track and ships. Currently everything within the fadeout radius is drawn.
- put all static geometry into a GPU-side buffer. Currently all triangles are constructed at draw time. Uploading geometry is complicated a bit by the fact that some scene animations and the ship's exhaust need to update geometry for each frame.
- the menu system is... not great. It's better than the 5000 lines of spaghetti that it was before, but the different layouts need a lot of `if`s
- the save data is just dumping the whole struct on disk. A textual format would be preferable.
- since this whole thing is relying on some custom assembled assets anyway, maybe all SFX should be in QOA format too (like the music). Or switch everything to Vorbis.
- a lot of functions assume that there's just one player. This needs to be fixed for a potential splitscreen mode.
## License
There is none. This code may or may not be based on the source code of the PC (ATI-Rage) version that was leaked in 2022. If it were, it would probably violate copyright law, but it may also fall under fair use ¯\\\_(ツ)\_/¯
Working with this source code is probably fine, considering that this game was originally released 28 years ago (in 1995), that the current copyright holders historically didn't care about any wipEout related files or code being available on the net and that the game is currently not purchasable in any shape or form.
In any case, you may NOT use this source code in a commercial release. A commercial release includes hosting it on a website that shows any forms of advertising.
PS.: Hey Sony! If you're reading this, I would love to work on a proper, officially sanctioned remaster. Please get in touch <3
To all my Gold/Silver and Hardware supporters : thank you very much for your big support and big donations :
* Mr_byte
* cloverskull
* AmicaIT
* Dwayne Jarvis
* Timothy De Groote
* George Sokianos
* Thomas Kölsch
* Rene Engel (Maijestro)
* Stellerex
* Lloyd Blommaert
Thanks go to:
My children "Matthis" and "Sorhenn" for allowing me time to develop
Hyperion Entertainment for the development of Amiga OS 4.0 and 4.1
A-EON for all the new 3D drivers (Hans for NOVA and Daniel for Ogles2)
Relec for my X1000 NEMO and AMEDIA (AAA) for my X5000/40 my A1222 Plus (TABOR)
George Sakianos for my new cool web site and SDK clib4 package
Afxgroup for clib4
Marek for SPE clib4
All my beta testers
And of course the whole AMIGA community and my generous donators.
Bugreports for Windows version at
NOUVEL (HunoPPC) Hugues (your humble servant)
hunoppc(AT)gmail.com
http://hunoppc.amiga-projects.net/
Site Dev AmigaOS4: http://hunoppc.a1k.org
My ko-fi site: https://ko-fi.com/hunoppc
"Don't forget to make a small gesture, make a donation for the hours and work done if you still want to have free ports, thank you in advance and have fun."
Donate to hunoppc(AT)gmail.com or if you want to treat me to a beer or parts for my MAZDA RX7 /_\ (rotary experience) :-)
Amiga French Team 2025