A downloadable game

# ReWipeout 32X - Anti-Gravity Racing for Sega 32X + Sega Genesis


 ReWipeout 32X is ported by D-Mar The Daytripper ([https://dmar3000.itch.io/](https://dmar3000.itch.io/)) with use of Haroldo-Ok's Sega 32X Skill for Claude and Chilly Willy's 32XDK tools. 

 A high-performance Sega 32X port inspired by Dominic Szablewski's (*phoboslab*) WipEout rewrite, meticulously engineered to run on bare-metal Sega 32X hardware attached to a Sega Genesis / Mega Drive console. ROM file: 

`ReWipeout32X.32x` (4 MB, ready for flash carts such as the Mega EverDrive Pro). --- 

 ## Technical Specifications & Architecture ### 

Hardware Targets & Constraints - 

**Console Target**: Sega 32X attached to Sega Genesis / Mega Drive. - 

**Cartridge ROM**: Exactly 4.00 MB (4,194,304 bytes), mapped from `0x02000000` to `0x023FFFFF`. - 

**System SDRAM**: 256 KB SDRAM, mapped from `0x06000000` to `0x0603FFFF`. - 

**Display Resolution**: 320 × 224 pixels (NTSC H40 mode), 256 colors (8bpp packed pixel mode) at 30 FPS (VBlank double-buffered). - 

**Racer Field**: 4 active competitors (1 player + 3 AI rivals) optimized for maximum frame stability, tight pack racing, and headroom for future 2-player split screen. - 

**Audio Output**: 22,050 Hz 16-bit stereo PCM via 32X hardware PWM sound generator. Features an automatic 30-second electronic music rotation with smooth 3-second cross-fading across 4 techno compositions. - 

**Dynamic Camera System**: Elevated birds-eye chase camera with track curve lookahead anticipation (blending upcoming track heading into camera yaw) and dynamic decline elevation (elevating up to 100 units on downhill sections to provide commanding sightlines over craft and barrier walls, eliminating blind corner impacts).  

**CPUs**: 1. **Motorola 68000 (7.67 MHz)

**: Mega Drive host processor. Boots console, unlocks 32X bus, initializes Genesis VDP in H40 mode, polls Genesis 3-button / 6-button gamepads, writes input to `MARS_SYS_COMM8`, maintains system heartbeat in `MARS_SYS_COMM10`. 2. 

**Master SH-2 (23.01 MHz RISC)**: Game logic, 16.16 fixed-point anti-gravity physics, track collisions, 4-ship rival AI grid, 3D camera spring dynamics, 3D software scanline rasterizer, and 2D cockpit HUD. 3. 

**Slave SH-2 (23.01 MHz RISC)**: Concurrent audio coprocessor. Synthesizes 4-channel real-time audio (pitch-bent engine thrusters, countdown beeps, GO chime, collision booms, boost whoosh) and feeds the 32X PWM FIFO.

## Controls Standard Sega Genesis 3-button and 6-button controller layout: - 

**D-Pad Left / Right**: Steer craft (fluid integrated lean banking) / Navigate track and team select menus. - 

**Button A (Genesis)**: Airbrakes / Dynamic Braking. - 

**Button B (Genesis)**: Main Engine Thrust / Acceleration. - 

**Button C (Genesis)**: Fire Weapon (Missile, Rocket, Turbo, Shield) / Cycle Difficulty (Easy, Medium, Hard) on Title Menu. - 

**D-Pad Up**: Toggle Camera View (Elevated Birds-Eye Chase ↔ Cockpit POV). - 

**Button Start**: Start Race / Pause Game (opens Pause Menu with volume, tune, restart, and quit options).

## Disclaimer 

 This game was ported to the Sega 32X for educational purposes and Free to the public. If you paid for this you were ripped off.

Updated 4 days ago
Published 7 days ago
StatusReleased
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorDmar3000
GenreRacing
TagsFuturistic, Homebrew, sega-32x, vibe-coded
AI DisclosureAI Assisted, Code, Graphics, Sounds, Text

Download

Download
ReWipeout32X.32x 4 MB
Download
README.md 13 kB
Download
BUGFIX_NOTES_2026-09-27.md 37 kB

Install instructions

Works on Original Sega 32X Hardware with use of most flash carts or on any 32X compatible emulators.

Development log

Comments

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(-1)

This game looks ugly as all hell, even for 32X standards.

(-1)

Thanks for your opinion that went over my head.

(-1)

Also why it's all AI?

Couldn't you at least commission a 3D polygon modeler for this?

(1 edit)

it’s AI because I’m a hobbyist and having fun cramming PC & PS1 decomps and source codes into a Sega 32X 4MB ROM. Trust me, I have no problem with devs who code by hand making a better wipeout 32X game than me. I enjoy my slops 🤷🏿‍♂️

So you admit that you're stupid?

(+1)

Nice! 

this is awesome! Thanks again for testing!

(1 edit)

gameplay feedback: up should tilt forward but it changed view on me, so i figured out its missing forward & back tilt mechanics, along with separate left/right breaks for drifting technique. its quite annoying because i accidentally pressed up while steering a few times so it messes with the gameplay. the ship is way to close to the bottom of the screen too. it seems the ships are about the right size relative to the track size which should varie throughout the course in wipeout but they are a little too big or the camera angle is zoomed in too close using the outer ship view or probably both zoomed in too close and ships being a just little bit too large.

way kool to see a wipeout 32x game in development or at least a concept made. i love wipeout 

the tilt mechanics are more automated in the game due to the 4MB limitations. Same goes for separate air brakes. I had to combine the brake button with the steering controls to accommodate to making sharp turns. Otherwise, manual tilting would’ve been in the game. Maybe with more optimization down the road I can figure it out but I had to work with a 4MB ROM to slap a PSX duplication to a less powerful system that has no real CPU/GPU for hardware acceleration. Hence why I added the “Re” to the Wipeout; expect limitations. I could probably make the ships smaller but I need to also make sure that making them smaller doesn’t mess up the hit detections in the game.