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  1. #1
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    Default Reverse engineering of Wipeout

    I am opening this new thread to keep things separated from Reverse engineering of Wipeout 3 SE.

    After successfully drawing textured models:

    snap0829.png

    I found that there's at least 2 new types of polygons : 0x14 and 0x16

    But there's also what seems to be a wrongly interpreted header since there are others that have outstanding values.

    (been working on COMMON folder)

    I'll be back once I made some progress !

  2. #2
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    "Antique Repro"
    XD

  3. #3
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    Quote Originally Posted by Jonny View Post
    "Antique Repro"
    XD


    @all

    I will only post here stuff of interests, such as models and so on, for those fond of tech details I am reporting them here https://github.com/phoboslab/wipeout/issues as it's probably a better place.

  4. #4
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    Hi there,

    I’m trying to understand the TRS/VEW files format used in original Wipeout/WipeoutXL game.
    I was wondering if somebody could give me some help (aybe maybe?).

    Most parts of TRS are now well understood. However the occlusion culling part is still a total mystery.

    Here is the content of TRS file. Only what is still unknown is the middle part ("unknown" variables).

    They are all, i think, related to occlusion culling or additional track information.

    Code:
    Wipeout.TrackSection = Struct.create(
    	Struct.int32('nextJunction'),
    	Struct.int32('previous'),
    	Struct.int32('next'),
    	Struct.int32('positionx'),
    	Struct.int32('positiony'),
    	Struct.int32('positionz'),
    
            Struct.uint16('unknown1'), //always = 8?
            Struct.skip(10), //always = 0 padding ?
            Struct.array('unknown2', Struct.uint32(), 15), //PSX RAM addresses to VEW file loaded in memory?
            Struct.array('unknown3', Struct.uint16(), 15), //always values like 2, 4, 6, 8. VEW file data offset/length ? 
    
    	Struct.array('unknown4', Struct.uint16(), 2),  //section indexes or scene objects (PRM) indexes, or offsets inside VEW file ? seems to start near zero then keep increasing
            Struct.array('unknown5', Struct.uint32(), 1),  //always = 0 padding?
            Struct.array('unknown6', Struct.uint16(), 2),  //very similar to "unknown4"
            Struct.int32('unknown7'), //always = 0 padding ?

    
    	Struct.uint16('firstFace'),
    	Struct.uint16('numFaces'),
    	Struct.int16('unknown8'), //always = -1?
            Struct.int16('unknown9'), //always = -1?
    	Struct.uint16('flags'),
    	Struct.skip(4) //always = 0 padding?
    );
    To debug/use it just copy that section into wipeout.js of Phoboslab model viewer.

    The VEW file seems to be simpler structure, I think contains only a bunch of indexes, all unsigned 16bit.
    Probably indexes to sections or PRM scene objects ? (view lists?)

    So it should be something like this :

    Code:
    Wipeout.TrackView = Struct.create(
    	Struct.uint16('unknown') //indexes to track section/PRM objects?
    );
    Also: there seems to have some reference to "track radius" and "east/south/west/north view lists" on game CD.

    Here is a short passage from BETA.OUT file (from TRACK02 folder)

    Starting track radius pre process

    Section 0 :: north 32 south 10 west 32 east 41 all 41
    Section 1 :: north 34 south 10 west 32 east 43 all 43
    Section 2 :: north 35 south 10 west 32 east 44 all 44
    Section 3 :: north 37 south 10 west 32 east 46 all 46
    Section 4 :: north 38 south 11 west 33 east 48 all 48
    Section 5 :: north 39 south 12 west 34 east 50 all 50
    Again, some related stuff found in WIPEOUT.EXE file (left by compiler) :

    radius.c::TrackRadiusCheckNew: Global View List Full ( North )
    radius.c::TrackRadiusCheckNew: Global View List Full ( South )
    radius.c::TrackRadiusCheckNew: Global View List Full ( West )
    radius.c::TrackRadiusCheckNew: Global View List Full ( East )
    Track radius is, I think some information related to how large a given track section is (how far the track extends sideways).

    Any help will be appreciated.
    Last edited by tigrou; 12th May 2015 at 06:27 PM.

  5. #5
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    Hi!

    Yesterday I've been trying to look at it, the best pattern coming seems to be a 84 bytes length:

    snap0848.png

    However there seems to be variable-length structs as the picture above is skewed at times ... Next thing I did is to disasm Wipeout 2 for PC and found this:

    snap0849.png

    So that's what they call a view list, hintful but not so helpful ... I've found the sections were they load vertices and so on and I think I've seen were they unpack each of the component (4), for the VEW however there seems to be many more things being read but since I don't know ASM ... Also I've found they use the CDQ mnemonic (http://faydoc.tripod.com/cpu/cdq.htm) so there might be real numbers in there.

    There is another problem, recent Windows version, if someone could find a way to run WOXL on it, at least we could use a debugger and step through, I'm pretty sure with a memory viewer we could find how the values are being decoded. I've been trying this http://www.wipeoutzone.com/forum/sho...layer-tutorial, the game goes black screen then I do get couldn't initialize the desired resolution. This game is from the DirectX 3 era , consequently they rarely work like many pre-DirectX 7 games on newer PCs. Unfortunately there isn't much to be done as the best emulator for these versions do not work on Windows (WineD3D), go figure ! However the game will run fine under Wine in Linux. On a Win98 PCEM virtual machine, the game will load but PCEM will crash ... (unimplemented opcode or whatever). There is another hope : VirtualBOX which uses WineD3D for acceleration, needs to be tested though.

    I still do have my P200 + 3DFX where I used to play it, but the problem is rather is a software one, can we find a convenient debugger for Win98 ? BTW, I've used IDA. Otherwise have you tried no$psx ? It might help though it lacks many of the facilities IDA provides and targets MIPS instead of x86.

    Other than that don't you think we can do without it as we already have the essentials bits (TRF,TRV,TRS) ? I mean regarding culling and so on, we don't necessarily need to understand the VEW.

    PS: beside this failed attempt, I wrote a WAD unpacker to see whether the files in the PC version were identical to the PSX one and they are. So whatever progress you'll make through the PC version will apply to the PSX game data.

  6. #6
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    Some (not so good) news about the VEW format

    I've disassembled the code with IDA and CodeExplorer and here's where a VEW is parsed,

    Code:
    struct s0 {
        signed char[6] pad6;
        int16_t f6;
    };
    
    /* zFOPEN? */
    int32_t zFOPEN_(int32_t a1, int32_t a2, int32_t a3);
    
    int32_t ga2afa4 = -1;
    
    struct s1 {
        signed char[8] pad8;
        int32_t f8;
        signed char[8] pad20;
        void* f20;
        int32_t f24;
    };
    
    struct s1* ga25644 = (struct s1*)0xffffffff;
    
    void zFATAL_ERROR(int32_t a1, ...);
    
    void sub_411A1E(struct s0* a1, int32_t a2, signed char a3);
    
    void sub_401980(int32_t a1, signed char a2);
    
    void zTRACK_VEW(struct s0* a1) {
        uint48_t v1;
        uint56_t v2;
        int32_t edi3;
        int32_t eax4;
        int32_t eip5;
        signed char v6;
        int16_t v7;
        int32_t edx8;
        int32_t eax9;
        signed char v10;
        void* v11;
        int32_t v12;
        int16_t v13;
        int16_t v14;
        int32_t v15;
        int32_t v16;
        int32_t v17;
        int32_t v18;
        int32_t eax19;
    
        *(struct s0**)&v1 = a1;
        *(int32_t*)&v2 = *(int32_t*)((int32_t)*(struct s0**)&v1 + (*(struct s0**)&v1)->f6 * 4 + 8);
        eax4 = zFOPEN_(ga2afa4, *(int32_t*)&v2 + 32, edi3);
        ga25644->f24 = eax4;
        if (ga25644->f24 == 0) {
            zFATAL_ERROR("Track.c:InitViewList: Failed to allocate memory for view list", "Track.c:InitViewList: Failed to allocate memory for view list");
        }
        *(int32_t*)((int32_t)&v2 + 3) = eip5;
        sub_411A1E(*(struct s0**)&v1, ga25644->f24, v6);
        v7 = 0;
        while (*(int32_t*)&v2 - edx8 >> 1 > (int32_t)v7) {
            eax9 = (int32_t)v7;
            sub_401980(eax9 + eax9 + ga25644->f24, v10);
            v7 = (int16_t)(v7 + 1);
        }
        v11 = ga25644->f20;
        v12 = 0;
        v13 = 0;
        while (ga25644->f8 > (int32_t)v13) {
            v14 = 0;
            while ((int32_t)v14 < 3) {
                *(int32_t*)((int32_t)v11 + v14 * 4 + 36) = ga25644->f24 + v12 * 2;
                v15 = v12 + *(int16_t*)((int32_t)v11 + v14 * 2 + 96);
                *(int32_t*)((int32_t)v11 + v14 * 4 + 48) = ga25644->f24 + v15 * 2;
                v16 = v15 + *(int16_t*)((int32_t)v11 + v14 * 2 + 0x66);
                *(int32_t*)((int32_t)v11 + v14 * 4 + 60) = ga25644->f24 + v16 * 2;
                v17 = v16 + *(int16_t*)((int32_t)v11 + v14 * 2 + 0x6c);
                *(int32_t*)((int32_t)v11 + v14 * 4 + 72) = ga25644->f24 + v17 * 2;
                v18 = v17 + *(int16_t*)((int32_t)v11 + v14 * 2 + 0x72);
                *(int32_t*)((int32_t)v11 + v14 * 4 + 84) = ga25644->f24 + v18 * 2;
                v12 = v18 + *(int16_t*)((int32_t)v11 + v14 * 2 + 0x78);
                v14 = (int16_t)(v14 + 1);
            }
            v11 = (void*)((int32_t)v11 + 0x9c);
            v13 = (int16_t)(v13 + 1);
        }
        eax19 = v12;
        if (eax19 + eax19 != *(int32_t*)&v2) {
            zFATAL_ERROR("track.c::InitViewList():problem with view list", "track.c::InitViewList():problem with view list");
        }
        return;
    }
    It does really strange things, reads an offset then somewhere else in the file and so on, doesn't make much sense to me. Also the code does check for invalid data and will fail it finds some. Seems to emit a 16 bytes structs (s1) by reading 5 items ... Note that there also VEWs not only for tracks but also for objects. Could this be the path points of the camera when it is rendered ???

    I've been able to run WOXL with the latest dgVoodoo2 in Win8.1 However it will crash as soon as Alt-Tab is invoked so debugging is impossible... the other good news is that it runs fine in the latest VirtualBox though it is way too fast. One should try remote debugging that VM with IDA.

    The content of a VEW seems to be unsigned integers (indices ?), but for what ?

    I've also tried to figure out the texturing issue in Gare d'Europa but all my tests failed ... there is clearly something that is being done we're not aware of, maybe the TTF is misleading after all. There also the TRACK.TEX file which I've tried to grab things from, but there are outstanding values beyond texture count. Basically on the track there are 0xD textures, most of the bytes are in this range but rendering doesn't get any better. Also tried to use the unknown bytes from each face...

    EDIT: also, it seems that files inside TRACK.WAD are being used for WOXL, so maybe other files are misleading

    EDIT: I've debugged WOXL through VirtualBox, and it works quite well though an exception happens and you must pass it to the game and it will continue.

    And that's what I said, this thing reads somewhere with an offset, and write somewhere else with an offset, I couldn't understand any of what it was doing/writing
    Last edited by aybe; 15th May 2015 at 02:08 AM.

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