Exactly, my problem is that I cannot find the actual first files it's loading, I looked at 2-3 ISO versions, but these files are not present
static char* lpszTexFilename[3]={
"wipeout\\newgraph\\menu\\page12.3df",
"wipeout\\newgraph\\menu\\page15.3df",
"wipeout\\newgraph\\menu\\page17.3df"
};
In the ATI-Rage version these files are present but with a different extension, SJR
I figured out from a reply-tweet that if you replace the extensions
.3df with
.sjr in those strings and comment out the first fread that reads 55 bytes, it will load those files properly. But then, the game crashes at the function
DrawLandscape due to trying to read the next element of a C array of vertices.
I'm using the game data files found in the
WIPEOUT/-folder of the ATI 3D Rage release. Place the folder in the same directory as the .sln-file, and in the WinMain-function where it tries to do
chdir(...) to the data files, comment out the
chdir(..) so the game will read the
WIPEOUT/-directory from the current working directory that should be set as the same directory of the .sln-file in Dark315055Vash's WIPESRC.7z.
That is how far I got running this source code. It seems the code in the folder
WIN95/ and
Wipeout PSX/ is the ATI 3D Rage version ported from the DOS version, because it contains Windows-code and the functions
AdjustCrowdSounds and
AdjustEngineSounds that generates crowd and engine sounds are commented out, which are sounds that are missing from the DOS and the ATI 3D Rage version, but exists in the Playstation version. The folder
Wipeout98/ seems to be an unreleased port of the ATI 3D Rage version to use the Direct3D API on Windows 98.
Basically, I guess the evolution of this game's source code is Playstation version -> DOS version -> ATI 3D Rage version -> Direct3D version. That is how it looks from my point of view, since a lot of the code that computes 3D stuff in this game seems to use Sony's libgte-library, which is then afterwards wrapped to run on DOS, then later ported to ATI 3D Rage, then Direct3D.