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|title=Wipeout Rewrite Vita | |title=Wipeout Rewrite Vita | ||
|image=wipeoutrewritevita.png | |image=wipeoutrewritevita.png | ||
|description=Port of Wipeout | |description=Port of a modernized rewrite of Wipeout (1995) for PS Vita. | ||
|author=Rinnegatamante | |author=Rinnegatamante | ||
|lastupdated= | |lastupdated=2024/02/02 | ||
|type=Racing | |type=Racing | ||
|version=1. | |version=1.2 | ||
|license=Mixed | |license=Mixed | ||
|download=https://dlhb.gamebrew.org/vitahomebrews/wipeoutrewritevita.7z | |download=https://dlhb.gamebrew.org/vitahomebrews/wipeoutrewritevita.7z | ||
Line 19: | Line 19: | ||
|image_alt=Wipeout Rewrite Vita | |image_alt=Wipeout Rewrite Vita | ||
}} | }} | ||
A port of Wipeout Rewrite for PS | A port of Wipeout Rewrite for PS Vita offers a reimagined version of the classic 1995 game for modern systems. | ||
== | Experience enhanced visuals with high resolution, smooth gameplay at 60 FPS, an updated renderer, CRT post-processing effects, and a multitude of other exceptional features. | ||
==Installation== | |||
Requirements: | |||
* libshacccg.suprx | * libshacccg.suprx | ||
* Game Data Files: PC/PSX | * Game Data Files: PC/PSX | ||
In order to run the game, you will have to obtain the game assets (textures, 3d models etc). This code mostly assumes to have the PSX NTSC data, but some menu models from the PC version are loaded as well. The music (optional) needs to be provided in QOA format. The intro video as MPEG1. | |||
The directory structure is assumed to be as follows: | |||
*ux0:data/wipeout/wipeout/textures/ | |||
*ux0:data/wipeout/wipeout/music/track01.qoa | |||
*ux0:data/wipeout/wipeout/music/track02.qoa | |||
*... | |||
==Screenshots== | ==Screenshots== | ||
Line 38: | Line 45: | ||
https://dlhb.gamebrew.org/vitahomebrews/wipeoutrewritevita-04.png | https://dlhb.gamebrew.org/vitahomebrews/wipeoutrewritevita-04.png | ||
==Changelog== | ==Media== | ||
'''Wipeout Rewrite port gameplay Sony PS Vita Slim Playstation Vita 3.65 Henkaku Enso ([https://www.youtube.com/watch?v=LKuiGJGjRZs Gamer UA])'''<br> | |||
<youtube>LKuiGJGjRZs</youtube> | |||
==Changelog== | |||
'''v1.2''' | |||
* Made shaders compilation slightly faster. | |||
* Added support for high res intro video (included as Data Files). | |||
* Fixed an issue causing game to render with MSAA disabled. Now it properly renders with MSAA 4x. | |||
'''v1.1''' | |||
* Updated to the latest vitaGL commit. | |||
* Show the correct team logo in the team selection menu. | |||
* Flashes the current menu item 30 times per second. | |||
* Corrected championship rank calculation. | |||
* Avoid rendering track sections multiple times on tracks with alternate routes. | |||
* Prevents overshooting when projecting the aiming reticule onto the screen. | |||
* Fixed loading of TIM palette. | |||
* Speed up image loading by doing the color conversion for each palette entry only once. | |||
* Added culling based on camera direction. | |||
* Correctly resets ship's exhaust trails when returning to the main menu. | |||
* Fixed ebolt boost effect on player being frame rate dependent. | |||
* Fixed ebolt effect on AI not being dependent on frame rate. | |||
* Fixed physics near the ground being dependent on frame rate. | |||
* Fixed detection for rescue droid when starting jump. | |||
* Fixed pilot logo templates being drawn in the main menu. | |||
* Added functionality to display high scores in the options menu. | |||
* Added option to reduce internal camera roll. | |||
* Ship drawn correctly when rescued in interior view. | |||
'''v1.0''' | '''v1.0''' | ||
* First Release. | * First Release. | ||
==Credits== | |||
*Once13one for the Livearea assets. | |||
*CatoTheYounger for testing the homebrew. | |||
== External links == | == External links == | ||
* | * GitHub - https://github.com/Rinnegatamante/wipeout-rewrite | ||
* VitaDB - https://vitadb.rinnegatamante.it/#/info/1116 | * VitaDB - https://vitadb.rinnegatamante.it/#/info/1116 | ||
* Reddit - https://www.reddit.com/r/vitahacks/comments/15t4sly/release_wipeout_rewrite_vita_port_of_a_modernized/ | * Reddit - https://www.reddit.com/r/vitahacks/comments/15t4sly/release_wipeout_rewrite_vita_port_of_a_modernized/ | ||
[[Category:PC game ports on Vita]] | |||
[[Category:Other game ports on Vita]] | |||
[[Category:Vita game ports]] |
Latest revision as of 05:37, 26 October 2024
Wipeout Rewrite Vita | |
---|---|
General | |
Author | Rinnegatamante |
Type | Racing |
Version | 1.2 |
License | Mixed |
Last Updated | 2024/02/02 |
Links | |
Download | |
Website | |
Source | |
Support Author | |
A port of Wipeout Rewrite for PS Vita offers a reimagined version of the classic 1995 game for modern systems.
Experience enhanced visuals with high resolution, smooth gameplay at 60 FPS, an updated renderer, CRT post-processing effects, and a multitude of other exceptional features.
Installation
Requirements:
- libshacccg.suprx
- Game Data Files: PC/PSX
In order to run the game, you will have to obtain the game assets (textures, 3d models etc). This code mostly assumes to have the PSX NTSC data, but some menu models from the PC version are loaded as well. The music (optional) needs to be provided in QOA format. The intro video as MPEG1.
The directory structure is assumed to be as follows:
- ux0:data/wipeout/wipeout/textures/
- ux0:data/wipeout/wipeout/music/track01.qoa
- ux0:data/wipeout/wipeout/music/track02.qoa
- ...
Screenshots
Media
Wipeout Rewrite port gameplay Sony PS Vita Slim Playstation Vita 3.65 Henkaku Enso (Gamer UA)
Changelog
v1.2
- Made shaders compilation slightly faster.
- Added support for high res intro video (included as Data Files).
- Fixed an issue causing game to render with MSAA disabled. Now it properly renders with MSAA 4x.
v1.1
- Updated to the latest vitaGL commit.
- Show the correct team logo in the team selection menu.
- Flashes the current menu item 30 times per second.
- Corrected championship rank calculation.
- Avoid rendering track sections multiple times on tracks with alternate routes.
- Prevents overshooting when projecting the aiming reticule onto the screen.
- Fixed loading of TIM palette.
- Speed up image loading by doing the color conversion for each palette entry only once.
- Added culling based on camera direction.
- Correctly resets ship's exhaust trails when returning to the main menu.
- Fixed ebolt boost effect on player being frame rate dependent.
- Fixed ebolt effect on AI not being dependent on frame rate.
- Fixed physics near the ground being dependent on frame rate.
- Fixed detection for rescue droid when starting jump.
- Fixed pilot logo templates being drawn in the main menu.
- Added functionality to display high scores in the options menu.
- Added option to reduce internal camera roll.
- Ship drawn correctly when rescued in interior view.
v1.0
- First Release.
Credits
- Once13one for the Livearea assets.
- CatoTheYounger for testing the homebrew.