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.
I say 'fully'ish' because Hybrid appears to also colorize the walls, floors, and ceilings seperately, like how Doom 64 does, and I haven't got to those yet, so those still need to be implemented, but I'm happy enough to at least have the general colors and lighting, and will probably add the rest later on after beta/alpha release.
LEV01: Snow Gardens sees significant progress. Gameplay video provided.
There's a second prototype build of Hybrid dated 5/14/1996, approximately 5-6 months ahead of the first prototype build (12/19/1995).
Are you still working on this? Because a DuckStation fork has just released a feature allowing users to take 3D screenshots of map geometry or 3d models. This would allow you to rip the game's enemies if you weren't able to do so before.
Yes. This project is still being worked on.
And I've heard about the 3D screenshot feature now being a feature in Duckstation. I'll definitely be checking it out. Hopefully I can dump the 3D scenes with much better precision now thanks to DuckStation also having PXGP support, along with a myriad of different settings that I can play around with.
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.