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An in-progress decompilation of the 1.1 US release of Silent Hill on the PlayStation 1.
Progress
Due to the limited memory on the PlayStation 1, games often distribute their logic and functionality across different binary overlays. Silent Hill follows this approach by separating core engine code, some screen-related code, and map stage logic code into many distinct binaries. The main executable (SLUS_007.07 on the 1.1 NTSC release) serves primarily as a memory handler.
What does the decompilation percentage mean? (click to expand)
The percentage tracks how much of the game's compiled code has been matched, meaning we've written C code that compiles to an output identical to the original assembly code.
Reaching 100% means every function in the game is accounted for, but that's only the end of the first phase, not the project as a whole.
There's still a lot of work ahead:
Deobfuscation & naming: many functions and variables still have generated names like func_80241A30. We'll need to figure out the actual purposes of these and name them meaningfully.
Data migration: raw binary data needs to be parsed into proper C structs so the data can be made understandable.
Shiftability: making the build not rely on hardcoded memory addresses so that code and data can be modified without breaking everything.
Documentation: understanding and documenting how the game's systems work together to aid in mods and future projects.
100% will be a milestone worth celebrating, but there's still plenty left to do!
Contributions are welcome! Feel free to open a pull request. To help familiarize yourself with the setup and decompilation workflow for Silent Hill, refer to our Wiki Page.
You can also reach out to us by opening an issue or joining the #silent-hill channel on the PS1/PS2 Decompilation Discord server.
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An in-progress decompilation of the 1.1 US release of Silent Hill on the Playstation 1.