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.