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Thread: Full list of clone tracks...

  1. #11
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    May 2007
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    i know what you mean, it's like a flattened altima vii, kinda.

    really great track though...i see why people like it on the higher speeds so much, flows nicely.

  2. #12
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    Darkdrium777
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    It's really easy but it allows you to go at maximum speed

  3. #13
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    May 2007
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    nice video, in fact that's the very video i watched on youtube a few months ago which made me decide to re-buy 64!!! the world is a small place.

  4. #14
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    Aug 2009
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    I find it quite amusing how people have said the one that resembles altima vii wasnt very recognisable because thats the only one I clocked for myself!


    It was that big drop that made me suspect it, I guess I just wasnt being very observant when I was playing this lol.

  5. #15
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    May 2012
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    I hope it does't count as necroing if I post in this 3 year-old thread

    Does anyone have floorplans for the WipE'out" 64 tracks as well as floorplans that they are copies of? I wish to be able compare them myself, but I have neither 2097 nor '64
    Last edited by Amaroq Dricaldari; 29th October 2012 at 08:05 PM.

  6. #16
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    Feb 2012
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    keg11
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    F.E.I.S.A.R edited the Talon's Junction map to for it to resemble Klies Bridge (link here); and I recall a Qoron IV map somewhere on the forums.

    That's all that I know.

    (I would assume it wouldn't be too hard, just editing the tracks W64 derived from. Velocitar would be the only exception as it is it's own track)

  7. #17
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    Jun 2008
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    Singapore
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    Try Googling 'Wipeout 64 manual'. It's available online(not sure of the site,but I remember that I looked for it before and downloaded it before)

  8. #18
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    May 2012
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    I actually have the manual now, if anyone wants to see it.

    I kind of wish I had a way to properly extract the game's contents and port it all over to 2097. My N64 emulator just doesn't want to work! (No, I am not giving out the ROM.)

    EDIT: We have a pulse!
    Attached Files Attached Files
    Last edited by Amaroq Dricaldari; 7th November 2016 at 01:09 AM.

  9. #19
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    Apr 2015
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    Theoretically this could work, since they mostly have the same formats.

    There will be missing effects since vertex colors are gone in N64 files and they have been implemented differently.

    However I'm pretty certain it would crash because of how they wrote the game : manual management of levels, i.e. animate this and this etc ... Even though it'd be well behaving code, you'd certainly end with a black screen and plugging a debugger would show the error messages they've emitted (because they do in PSX versions).

    (see the leaked MK3 code for an example https://github.com/Ell/umk3 it's pure C so no OOP and that means lots of quick'n dirty code unless you have an army of coders)

    Now on N64 you could simply end up with a black screen: there is so little space in the ROM that they certainly stripped many things not necessary such as text.

    Just a guess, one should test for a definitive opinion.

    One thing though, you will have to repack game content to an ISO because AFAIK none of the emus I've tried ran extracted games from a folder (e.g. EPSXE), homebrew EXEs do run because they do not use file system.

  10. #20
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    Feb 2018
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    I got into Wipeout world through this version. I am still completely amazed by the fact this cool game was packed in 6 MB zip file (compressed car rom image) !?? With cool music, voices & sounds. Awesome! It's absolutely unapproachable for any other Wipeout out there for any platform, I guess. It's that particular old-school coding doing this magic! Occupies space of one simple and plain MP3 file!

    Few years ago I stumbled onto some N64's F-Zero fan mod ("Climax"), and wished something like that for Wipeout 64. But perhaps scenery was coded in more complex way?

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