Fully Disassembling Silent Hill for the PSX

Discussion in 'Modding and Hacking - Consoles and Electronics' started by veganx, Feb 7, 2012.

  1. sam hex

    sam hex Spirited Member

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    Could you post the offsets (codes) you have for the other stuff?
     
  2. Bad_Ad84

    Bad_Ad84 The Tick

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    You dont need to explain to me what strings does, I am well aware.

    Its quite clear, you said:
    This is completely and utterly wrong. Go look in the file again - my post has maybe 6 crap strings between sections, the file has HUGE amounts. Its clearly much easier to remove the 6 lines from what I pasted, than it is to ignore all the sections in the original file.

    facts are, you are wrong - stop trying to make it sound like I do not know what I am talking about when you started with nonsense. I dont see why you are trying to make this into a big deal.
     
    Last edited: Feb 10, 2012
  3. veganx

    veganx Dauntless Member

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    *Veggav grabs the popcorn sits and watch :lol:

    The code I found was:

    Walk Thru Walls
    8006A5B8 A997
    8006A5BA 0801
    8006A694 A9AE
    8006A696 0801

    But the guys said he used this software:
    http://pec.duttke.de/
    I think this only enables gameshark codes and have tons of it in it's database.

    This will not help in Silent Hill 1, but for Silent Hill 2, 3 and 4, PC version it's a lot of fun! :)
    It rebuilds the 3d moldes. Just point the .cfg file to your Silent Hill install dir and be happy.
    I lost almost an hour looking all the buildings, streets etc.

    Here's the link for it: http://alchemillahospital.net/sh-234-level-viewer/

    I've searched for something similar for Resident Evil 1 pc and it seems it doesn't exist.
     
    Last edited: Feb 10, 2012
  4. sam hex

    sam hex Spirited Member

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    Thanks veggav, these offset are memory offsets. The binary on the disc is pretty small as I said earlier. It seems to build a ref table and loads the stuff needed there in a function at 80011240, than jumps there after the init is done. Most of the other main() init looks really sonyish, it looks even similar to todays sony code lol.

    Inside the SILENT file, there are various sections, a lot of structs which look like bitmap files (I belive these might be the mentioned TIM, it's pretty similar to the nowadays used GIM here so...). Some "sounds", than translations and after that scene sets.

    The translations just have reference/indexes/pointer table. I guess they are loaded in place of the original texts by the console upon memory loading/lang selection.

    The scene sets (complete with english text) are looking like that:

    Pointer Table
    Text
    Player/Camera Setup (?)*
    Image Refrences
    Scene/Room data (?)

    Also most of the game code must be hidden in the SILENT container, I believe it's to the very beginning of the file and that it is compressed.

    * I wanted to note, that the techniques used here to simulate a feeling of 3D via TIM won't allow a real free camera.
     
    Last edited: Feb 10, 2012
  5. APE

    APE Site Supporter 2015

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    There is no "name". Its floating around as a beta. I've personally played around with it never finding anything that interesting but then again my knowledge of poking around the Playstation's memory is limited.

    Probably still sitting on this laptop here somewhere.
     
    Last edited: Feb 11, 2012
  6. sam hex

    sam hex Spirited Member

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    Would be interesting to take a look at. I found various files on the net, there was a Trial Beta (?), some pre release which was said to have some other textures and one which had a special name I forgot. If you find it or at least the original filename, that would be helpful :)
     
  7. veganx

    veganx Dauntless Member

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    I have a very small knowledge on what you're talking about Sam and I think you already noticed that ahahahahah.

    Playing the Resident Evil GB Cart beta that got released here if you change a memory offset you change rooms. 01 - dinning room, 02 - laboratory and so on.

    Is there something like that for Silent Hill?
     
  8. JamesR

    JamesR Active Member

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    Maybe, if the game loads the rooms in a similar form, i think one would need only find the memory address responsible for the room loading stuff, and modify it, just like those "start in room X" gameshark codes for Resident Evil.
     
    Last edited: Feb 11, 2012
  9. sam hex

    sam hex Spirited Member

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    That is fairly possible, you need to find the memory offset where the var resists which holds the number/pointer to the scene you are in, or where it gets initialized if its dynamicly allocated.

    That will most likely reuqire a debugger to pinpoint down, but sorry I have no idea how psx games can be debugged. I know how to do it on ps2/ps3 but for psx, no idea :S I can just serve with a static analysis here.
     
  10. JamesR

    JamesR Active Member

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    I know the psX emulator has a built-in debugger. And also, one time i saw one version of SH dubbed in portuguese, so it shouldn't be hard to unpack the game files.
     
  11. veganx

    veganx Dauntless Member

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    It was not dubbed but translated.

    And the game had several glitches because of some graphics being changed like "midwhich school" that's on a paper they changed for "escola midwhich"
     
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