Quote Originally Posted by tigrou View Post
@aybe : about previous post : not sure to understand what you mean

Also : WipeoutXL/2097 contains WAD files which in their turn seems to contain TRS/TRF/TRV files.

Are they exactly the same as the files contained in the folder themselves ?
Remember, I said I was after doing a remake of the first 2 games : https://github.com/aybe/WXX-Rebirth So the rendering is okay though there are a few things I've encountered such as the need of writing my own renderer, just by the fact that transparent objects are not rendered correctly ... hopefully this is not too hard as I did peek into THREE.js and all that (seems to be) needed is the sorting of opaque/transparent entities.
This also raised two concerns, the ability to individually pick items to render which will be useful in RE-ing and the integration of a physics engine as the examples I've seen in BEPU do make use of their scene model but what if I stop using it mid-way ? Those should be separate.

WADs

I have implemented the following logic to blindly load a track either from WO1 or WOXL:

1. If there is TRACK.WAD in folder, load all the following files from it :

Code:
library.cmp
library.ttf
scene.cmp
scene.prm
sky.cmp
sky.prm
track.trf
track.trs
track.trv
track.vew
Else load them individually.

2. If TRACK.TEX is here, load it and patch TRACK.TRF with it.

That logic loads any track from any game ... So that's all that seems to be needed in WOXL : TRACK.WAD/TRACK.TEX.

BTW, the differences between WOXL PSX/PC is that for PC, textures are in TRACKTEX.CMP (library.cmp for PSX) and they are the 128*128 version so no need to make a collage. I've been trying to compare WADs using FC, there seems to be identical except that there's a few bytes offset ... TBC though. (Haven't tried to parse PC files in my classes, only PSX)

.CHK (checkpoint)

Confident enough I decided to give a try to the only remaining files on track folder in WOXLPC : CHKs

snap0876.png

I failed somehow, thought I would find a position in the track and tada but it wasn't that

Then I thought about your last performance could these be PSX offsets ? Been trying to look for such code but I failed again, so when you have a minute or two