Total Conversion that aims to recreate an obscure PlayStation 1 first-person shooter called Hybrid inside the Doom engine (id Tech 1) with the help of modern source ports. Non-Commercial.
Hybrid actually has two prototype builds out in the wild. One from 1995 on December 19th, which is the earliest build, and a second in 1996 on May 14th.
This 1996 build is interesting as it is much closer to the final release. While it retains the early HUD, all of the weapon graphics are basically identical to the final.
Seven of the ten maps from the final release are present here, though only Level 2: Accommodation Level, Level 3: Labs, & Level 6: Halls of Decay are mostly complete.
Level 4: Secret Labs & Level 5: Maintenance Level are very, very incomplete, lacking functionality for things like doors, exit triggers, and whatnot. The texturing hasn't been done yet in a lot of areas, so you'll be seeing the same default textures for the walls and flats, much like in BUILD maps when you start making a new level and the infamous brown brick texture is set as the default texture.
There is another audio track in this build that is used for the main menu, and it is not present in the early builds or final releases.
It's actually a short loop of a small portion of The Prodigy's Firestarter (the Empirion Mix version) and is most certainly intended to be a placeholder track.
Post will be edited and updated as needed.
You can find the prototypes here:
Psalm 69 (Dec 19, 1995 prototype)
Psalm 69 (May 14, 1996 prototype)
Level 8: Stinkpool Gauntlet level layout complete. All of the original levels have now been recreated by hand with the help of Duckstation (PS1 emulator...
Level layouts for Level 5: Maintenance Level & Level 7: Chambers of Fury complete.
DAMN that looks awesome
I can't wait for this . Looks absolutely amazing
Holy ****!
I have Hybrid, I got it in a carboot sale 5 or 6 years ago. I didn't realize anyone would attempt to make a project like this, I sure as well will be playing
That looks AMAZING !
It looks beautiful, well done
Very nice! How did you manage to extract the assets? Are you also going to use the 3D model enemies?
The 3D assets are a definite yes since they're part of the original game. I just don't know how to rip them yet.
The game uses rather typical PSX file formats like .TIM for graphics, .VH .VB & .SEQ for the MIDI music, .XA for some audio, and a few others, so I'd imagine it wouldn't be too difficult for someone to reverse engineer the .POD & .POB files that house the 3D models themselves, maybe even complete with animations.
There's the P69.EXE sitting right in plain view inside the STARTUP directory, so reverse engineering the PS-X EXE is also an option.
I did manage to get one model, but it's not 1:1. It's the stone column model. It can be seen in one of the screenshots.
I dumped it with a PSX emulator called Avocado. There's a special version of it that allows 3D dumping. And many different settings for how the dumping will function.
Avocado is also very rich in debugging tools.
I got the textures with RetroArch with the Beetle PSX Hardware core, which supports texture dumping.
Pretty much all of the level textures are extracted along with the 2D sprite textures. Might be missing some things here & there, but for the most part, I can say 90% of the 2D assets are dumped.
I absolutely positively WANT this . It looks absolutely amazing ! I love these amazing pseudoremakes .if I can call it that .
Chasm , Osiris , Wolfenstein .. there are a lot . And every one of them is amazing .
If you want . I can playtest it for android . ( Delta touch ) tell you maybe if there is something not working ?
Maybe once the TC is out in alpha/beta form, you could help out with testing the online multiplayer functionality with the TC to make sure performance is smooth and that there are no anomalies lying around besides the anomalies that feature in the original game (ex. Level 0: Temple of Madness has an outdoor area with water around it, one sector floor in the water has a faster animation than the other water sectors).
As of right now, I still need the models from the game, and a couple have yet to be decompiled from the games' .POB/.POD files, complete with textures & animations.
I use Avocado to pseudo-dump the models in the meantime, but ideally, it's better to have the uncompressed files themselves.
If you are somebody with good knowledge in reverse engineering proprietary game formats used on the PlayStation 1, you could help out with decompiling the models. The game uses very standard, typical PS1 file formats like .TIM for some graphics so I'd imagine it not being too difficult to do.