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.

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Status Update #25

News

While the previous two levels didn't take too long to recreate and reimplement, Level 2: Accommodation Level took quite a bit longer, but this is sort of a given since it's the first large level of Hybrid.

Nevertheless, a huge chunk of progress has been made and the level is basically just about done. (The enemies are implemented, just had to remove them in-game to take screenshots)

Screenshot Doom 20240712 213456Screenshot Doom 20240712 213514Screenshot Doom 20240712 213535Screenshot Doom 20240712 213544Screenshot Doom 20240712 213600Screenshot Doom 20240712 213615Screenshot Doom 20240712 213640Screenshot Doom 20240712 213730Screenshot Doom 20240712 213743Screenshot Doom 20240712 213753Screenshot Doom 20240712 213805Screenshot Doom 20240712 213913Screenshot Doom 20240712 213846Screenshot Doom 20240712 213930Screenshot Doom 20240712 214005Screenshot Doom 20240712 214032Screenshot Doom 20240712 214041Screenshot Doom 20240712 214104Screenshot Doom 20240712 214049


By the way, I showed Jason McFee (who did a lot of the 2D/3D art for the game along with some other contributions) the TC on Twitter (I refuse to call it "X") and he mentioned this gem:

Screenshot Doom 20240712 215035Screenshot Doom 20240712 215024


He told me he had placed this graffiti tag inside one of the backrooms somewhere in the brown corridors area very late in the level as an Easter Egg.

If you're wondering what the System is, it's Jason's nickname. And funnily enough, it's not the only time this nickname pops up.

It pops up in LEV05: Maintenance Level placed cleverly enough inside a system core area in a different styling:

Screenshot from 2024 07 12 22 33 1Screenshot from 2024 07 12 22 33

I'll provide a link to his Twitter profile.

X.com

Status Update #24

Status Update #24

News

Colored lighting fully(ish) implemented into levels for things (for coloring the player and 1st person weapons, & enemies, etc.).

Status Update #23

Status Update #23

News 1 comment

LEV01: Snow Gardens sees significant progress. Gameplay video provided.

More Hybrid Prototypes

More Hybrid Prototypes

News

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).

LEV99 Showcase

LEV99 Showcase

News 3 comments

Hybrid's one & only unused level.

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Dynamo128
Dynamo128 - - 982 comments

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.

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Josh_7774 Creator
Josh_7774 - - 4 comments

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.

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ANDROIDFERRET
ANDROIDFERRET - - 1,205 comments

DAMN that looks awesome

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ANDROIDFERRET
ANDROIDFERRET - - 1,205 comments

I can't wait for this . Looks absolutely amazing

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Syph0
Syph0 - - 528 comments

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

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ANDROIDFERRET
ANDROIDFERRET - - 1,205 comments

That looks AMAZING !

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Neon4eva
Neon4eva - - 52 comments

It looks beautiful, well done

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Dynamo128
Dynamo128 - - 982 comments

Very nice! How did you manage to extract the assets? Are you also going to use the 3D model enemies?

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Josh_7774 Creator
Josh_7774 - - 4 comments

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.

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ANDROIDFERRET
ANDROIDFERRET - - 1,205 comments

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 ?

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Josh_7774 Creator
Josh_7774 - - 4 comments

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.

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