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Hybrid's one & only unused level.

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LEV99 is Hybrid's only unused level in the entire game & very interestingly, besides the level itself, it also contains a bunch of assets from the Prototype version of the game, including stuff like textures that aren't seen on the levels geometry, so it could be said that the assets contained are intermediates to the final release's assets.

There even appears to be assets that go unused in the final release, but are not found in the Prototype version.

The HUD graphic usually shown in-game is a different one. In fact, it's the same one used in the Prototype version, though HUD elements are obviously misaligned since they still use the offsets for the final release's HUD.

As far as the level itself goes, it's a very simplistic, huge rectangular open space with a small room at the very bottom connecting to it. There's also a small area in the map with different texturing on the walls, floors, & ceilings.

There's no level exit as far as I know, but there is a sector (room) in the level with a flickering light flag set to it. It's purpose is unknown.

Not much else is seen after that.

It's probably the most expansive level in the game, rivaling that of the really long corridor in LEV04: Secret Labs in terms of length, & LEV01: Snow Gardens in terms of expansiveness.

While it's possible to load this level up by replacing any level's .LEV & .MUF file with LEV99's, the .EVT file for LEV99 seems to be non-functional and will cause a disc read error from the games' PS-EXE.

This is perhaps due to LEV99's .EVT file using a different algorithm to the final release version's .EVT's when you replace LEV09's .EVT file with it.

Because of this, it's still using the .EVT data for LEV09 rather than LEV99's, which, while it does allow the level to be loaded normally, stuff like enemies & props are using position placement data for LEV09 & not LEV99's, thus, many things are located outside of the map.

Thankfully this doesn't include the player spawn spot (if you use LEV09's .EVT that is, like here) & is located inside the map, in an arbitrary spot inside the huge rectangular open space. This is obviously not the correct starting point for the map, but you'll still be inside the map boundaries, & still able to move around.

The aforementioned small room at the bottom of the map could very likely be where the player spawn spot is supposed to be.

LEV99's .EVT file is very small compared to every other level at a measly 432 bytes (average size of .EVT is usually around 10kB - 45 kB), so it's likely possible to get the original thing placements used in LEV99's .EVT working since the file is so small and viewing it in a HEX editor shows a tiny amount of data and not much else.

But perhaps most interestingly of all, this level comes with it's own music track. It's basically the one used in the Prototype for it's LEV00. I have this track uploaded to YouTube, which you can listen to here.

Oh, & yes, I sure did recreate this map for the TC as well as dump any assets from it that I could get because I am a super obsessive nerd bent on documentation & preservation.

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Amafy
Amafy - - 4 comments

Backrooms

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Amafy
Amafy - - 4 comments

How is it goes, bro?

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Josh_7774 Author
Josh_7774 - - 3 comments

Current progress is getting all of the 3D models dumped with Avocado.

Another thing that I need for some of the models are the vertex colors.

Models like the Female Warrior models & others use grayscale textures that get their colors after the game applies vertex coloring onto the model itself, to colorize the texture basically. And unfortunately, it's usually not a solid color that is used, but moreso a gradient-to-black kind of coloring.

I have been able to get these colors to varying degrees at the moment by using MeshLab and importing any dumped models from Avocado, which actually dumps the vertex colors as well.

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