Hybrid Heaven (PC, danielgomesvieira2000)
Hybrid Heaven
OrigenNintendo 64
TecnologíaPort Nativo C/C++ (Reimplementación de Motor)
Disponible paraWindows
Ver proyecto oficialSobre el proyecto
Hybrid Heaven es un videojuego desarrollado por Konami Computer Entertainment Osaka y lanzado para la Nintendo 64 en 1999. El juego es una notable mezcla de diferentes géneros siendo sus principales dos géneros como el rol y los juegos de aventura de acción. Los diseñadores tenían la esperanza de crear una nueva mecánica de un sistema de batallas RPG. Es también uno de los pocos títulos de Nintendo 64 que tiene soporte en formato widescreen.
4 versiones de Hybrid Heaven
Estás viendo: Hybrid Heaven (PC, danielgomesvieira2000)
Hybrid Heaven (PC, danielgomesvieira2000)github.com/danielgomesvieira2000/hybrid-heaven-recomp
Hybrid Heavengithub.com/southcitycapture/hybridheaven-decomp
Hybrid Heaven (PC)github.com/hunkstalker/hybrid-heaven-recomp
Hybrid Heaven Recompiledgithub.com/ogdanimal/HybridHeaven-RecompInformación oficial del proyecto
Hybrid Heaven: Recompiled
Status: 0.2.0, early and still untested. Only the start of the game has been played so far, up to the first battles. Please report what breaks.
A native PC port of Hybrid Heaven for Windows and Linux, made by statically recompiling the game with N64Recomp. Unofficial, and not affiliated with Konami.
No game data is included. You need your own dump of Hybrid Heaven (USA)
(SHA-1 16dbc21620b52deab5c5abf8a309ac60adfbee85), as .z64, .n64, .v64 or a ZIP. No other version works.
Features
- Widescreen at your window's aspect ratio, with the game's overscan border removed
- HUD elements anchored to the screen edges (the radar so far)
- Launcher with graphics, sound and controls settings, remapping and mod support
- Keyboard and controller support for 1–2 players; controllers are assigned as they are plugged in
- Controller Pak saves, and the Rumble Pak on the same controller without swapping
- F1 debug menu with a live HUD editor
Planned: high frame rate (smooth motion up to your display's refresh rate, with the game's own timing).
Getting started
- Download the build for your system from Releases.
- Extract it and run
hybrid-heaven-recomp.exe(Windows) or./hybrid-heaven-recomp.sh(Linux). - Pick your dump in the launcher.
Building from source
Linux (Debian/Ubuntu, or WSL):
bash tools/setup_linux.sh --install
bash tools/build_linux.sh "/path/to/Hybrid Heaven (USA).z64"
./build-linux/hybrid-heaven-recomp
Windows needs Visual Studio Build Tools with clang-cl, CMake, Ninja, Python and WSL (the ELF step); the steps are in docs/BUILDING.md, which also lists the default controls.
Documentation
Credits
- N64Recomp and N64ModernRuntime by Mr-Wiseguy and contributors
- RT64 by Dario and contributors
- RecompFrontend by the N64Recomp contributors
- PromptFont by Yukari "Shinmera" Hafner, for the controller glyphs
- The LZKN64 format and the Nisitenma-Ichigo file table were read from the game's own code; Goemon64Recomp by klorfmorf showed that this Konami engine family recompiles
- The launcher, harness and tooling come from Wave Race 64: Recompiled
Every third-party component and its license is listed in THIRD_PARTY_NOTICES.md.
AI use
This project was built with Claude Code. Its code, patches, tools, documentation and artwork were written by Claude (Anthropic), directed and tested by Daniel Gomes Vieira. The libraries and research it builds on are the work of the people credited above.
License
The project's own code is MIT. A built executable links N64ModernRuntime (GPL-3.0), so a distributed binary is a GPL-3.0 combined work whose source is this repository at the release's tag. The executable contains the game's code, recompiled from a dump; Hybrid Heaven is the property of Konami.