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Silent Hill AI-Assisted PC Port

This is an experimental PC port built on top of the PSX decompilation using PsyCross (PsyQ SDK Compatibility Layer originally for REDRIVER2), made with heavy AI-Assistance from Claude Opus 4.6 and 4.7.

PsyCross: https://github.com/OpenDriver2/PsyCross

Project Website: https://sh1pc.com/

Status

The port is 100% playable start-to-finish — the full game can be completed. Expect visual/audio glitches that are actively being fixed; none are progression-blocking.

  • Main menu: fully working — logos, FMV intro, options, save/load screens all display correctly.
  • In-game 3D world: rendering working — textured environments, fog, snow/particle effects, trees, buildings, lamp posts, ground geometry.
  • Player movement: working — collision-based walk/run, wall collision mostly solid, floor height and stairs working.
  • Combat: working — handgun, hunting rifle, and shotgun fire reliably; melee weapons hit; break-free, death, and grab animations work. Chainsaw and Rock Drill have issues, others not mentioned untested.
  • Bosses: functional — Twinfeeler (worm), Split Head, Floatstinger, and the Cybil fight all run; some boss visual effects still being polished.
  • Cutscenes: mostly working — DMS-driven scenes, animations, and letterboxing play; isolated scenes still have effect/timing glitches.
  • Camera: PSX fixed-camera system 1:1 with the original game for the most part.
  • Audio: SFX, BGM, and voices all working; XA streaming plays cutscene voices directly from the disc image.
  • Map overlays: all 42 maps compile as DLLs and load; room/door transitions working.
  • NPC AI: full AI enabled — Grey Children, Air Screamers, Groaners, and others confirmed working.
  • Memory card: save/load fully working; Quick save and quick load menus enabled with default keys F6 and F8.
  • Graphics: high resolutions, 16**:9 (Hor+), high refresh rates, and uncapped FPS; optional runtime PGXP (buggy); settings adjustable in the launcher.
  • PAL/EUR support: boots into English gameplay from a PAL disc and loads the censored "Mumbler" Grey Children; localized menus are still garbled (font-layout work pending) and an in-game language selector is planned.
  • Data accuracy: the port replaces hundreds of missing PSX ROM data tables ("zero-stubs") that cause invisible/black/silent/mis-positioned effects; automated audits (audit_zero_stubs.py, audit_stub_layout.py) now surface remaining ones proactively, with the endings (map7_s03) as the next target.
  • Updates: the latest launcher can check for and install updates. Nightly builds posted here**: https**://github.com/SlickAmogus/silent-hill-pc-nightly

Known Issues / Bugs

Major items currently being worked on (priority but in no particular order):

  • Crash entering the clock tower in Midwich
  • PGXP: seams at character joints and distant faces dropping out; warped geometry at screen edges
  • Harry stops abruptly on invisible walls while sprinting
  • Placeholder aiming shim — real aiming/camera-follow not yet wired in
  • Combat runs too fast at high FPS
  • Enemy AI needs a rework (some jerk through the floor during combat)
  • Cutscene corruption, texture issues, and stray stretched vertices
  • Missing/corrupted graphics in the options menu
  • Linux / Steam Deck visuals broken (red tint)
  • PAL text and languages not working

There's also a long tail of ending/Nowhere, per-cutscene, and miscellaneous issues.

Full tracked bug list: SlickAmogus#13


image Build Screenshot 2026 06 15 - 21 52 22 18 Build Screenshot 2026 06 15 - 21 52 59 83 Build Screenshot 2026 06 15 - 22 25 08 86 Build Screenshot 2026 06 15 - 19 08 25 80

Short Instructions

-Extract somewhere on your PC
-Put your game data inside the gamedata folder and name it Silent Hill (USA).bin (or any name, it will find it automatically as of recent updates)
-Run SilentHillPC_Launcher to configure the game, or just run SIlentHillPC. You may need to run the game once before the launcher will work because of smartscreen.

Controls (PsyCross defaults)

PSX Button Keyboard
Cross C
Circle V
Triangle Z
Square X
Start Enter
Select Space
D-Pad Arrow keys
L1 A
R1 D
L2 RSHIFT
R2 LSHIFT

PC-only keys (not on the PSX pad):

Action Key
Reload weapon R
Quick Save F6
Quick Load F8

All bindings are editable in the launcher or config.cfg.

Building Prerequisites

  • MSYS2/MinGW64 (Windows). Install MSYS2 from https://www.msys2.org/, then from an MSYS2 MinGW x64 shell install the toolchain:
    pacman -S --needed mingw-w64-x86_64-gcc mingw-w64-x86_64-cmake mingw-w64-x86_64-ninja mingw-w64-x86_64-SDL2 mingw-w64-x86_64-openal
    
  • PsyCross — pulled in as a git submodule (the SH-specific fork). From the repo root:
    git submodule update --init --recursive
    
    This populates pc_port/PsyCross. Do not clone PsyCross separately — the build uses the submodule.
  • Game disc image — A BIN dump of Silent Hill (USA) (SLUS-00707). Place it at:
    pc_port/build/gamedata/Silent Hill (USA).bin
    

Building

Easiest (Windows): one command.

pc_port\build.bat

Double-click build.bat for a menu (incremental / clean rebuild / build+run / nuke), or pass a mode: build.bat (incremental), build.bat rebuild, build.bat configure, build.bat run, build.bat nuke. It auto-configures (Ninja + map DLLs) on the first run and rebuilds incrementally afterward. If MSYS2 isn't at C:\msys64, set MSYS2_ROOT first (e.g. set MSYS2_ROOT=D:\msys64 && pc_port\build.bat).

Manual — from an MSYS2 MinGW64 shell (first time):

cd silent-hill-decomp/pc_port
cmake -S . -B build -G Ninja -DSH_BUILD_MAP_DLLS=ON
cmake --build build

Subsequent incremental builds: cmake --build build.

From PowerShell (adjust the path):

& "C:\msys64\usr\bin\bash.exe" -lc "export PATH=/c/msys64/mingw64/bin:/c/msys64/usr/bin:$PATH && cmake --build /c/path/to/silent-hill-decomp/pc_port/build"

-DSH_BUILD_MAP_DLLS=ON builds the maps as DLLs loaded at runtime. Without it only the starting area is available.

Note: close the game before rebuilding — the linker cannot overwrite a running SilentHillPC.exe (the error is cannot open output file SilentHillPC.exe: Permission denied). build.bat detects this and tells you.

Setting Up Game Data

Place the disc BIN file at:

silent-hill-decomp/pc_port/build/gamedata/Silent Hill (USA).bin

Game File Table

The game's assets are packed into two data archives (SILENT. and HILL.) on the disc. The file table contains 2074 entries. File names are encoded as 6-bit characters. The full file enum with paths is in include/main/fileenum.h.USA.inc.

Key file types:

Extension Type ID Description
.TIM 0 PSX texture image
.VAB 1 Sound bank
.BIN 2 Binary overlay / generic data
.DMS 3 Cutscene animation data
.ANM 4 Character animation
.PLM 5 Player model data
.IPD 6 Map/world geometry chunks
.ILM 7 Illumination/lighting model
.TMD 8 3D model
.DAT 9 Generic data
.KDT 10 Collision data
.CMP 11 Compressed data

Running

cd silent-hill-decomp/pc_port/build
./SilentHillPC.exe

The game expects the disc image at ./gamedata/Silent Hill (USA).bin relative to the working directory.

Console Commands

An in-game command console for cheats, warps, and live tuning. Enable it in config.cfg:

  • allow_debug_controls = 1
  • show_console = 2 (in-game overlay) or 3 (overlay + external window) - Note that even if console is set to off, holding ~ ingame will still toggle it. Really this setting is useless and will be updated to just external on or off.

In-game, hold ` (the backtick / tilde key) to open the console, then ** tap** to bring up a > input prompt. Type a command and press Enter — commands are case-insensitive, Backspace edits. Type HELP, or DEBUG / DEBUG 2, to list everything live.

Command What it does
give <item> Give a weapon / ammo / health — e.g. give all, give health, give ammo. help give lists items.
kill / killall Kill nearby / all enemies
map <name> Warp to a map (e.g. map map0_s00)
noclip Toggle wall collision (walk through walls)
obst Toggle round-obstacle collision (sprint-through)
pgxp [0|1] Toggle PGXP perspective-correct rendering
fl / wl [color] Toggle flashlight / world light (optional color: red, green, blue, yellow, cyan, purple, orange, pink, white, default)
fmv [name] Play an intro / ending FMV (bare fmv lists them)
setending bad|bad+|good|good+ Force the ending path (set before the ending)
setflag <n> 0|1 · getflags · clearflags Inspect / set story event flags
quit Exit the game

Live tuning knobs (run with no argument to read the current value): vfov, vshift (vertical FOV / framing), pgxpedge, weld, weldw (PGXP), alpha (slope invisible-wall fix), adsr (looping-SFX envelope), and invaspect / invscale / invcary / inveqy / invdim (inventory item display). DEBUG 2 documents them.

Debug Controls

Also requires allow_debug_controls = 1. Debug events echo to the per-run SilentHill_<timestamp>.log; set show_console (above) to watch them live in-game.

Cheats & tools (top-row keys):

Key Action
Esc Warm reset to the title screen
0 Noclip toggle (walk through walls)
4 / 5 Map config prev / next (loads on New Game)
6 Kill nearby enemies
7 Invincibility toggle
8 +15 handgun bullets
9 No-target toggle (enemies ignore Harry)
- Give Hunting Rifle + 30 shells
= Give Shotgun + 30 shells
' Collision visualizer panel
[ / ] Drop A / B position markers into the log
` Open the console (see above)

Camera (numpad):

Key Action
Num * Free debug camera on/off
Num 2 Third-person chase cam (mouse look)
Num 8 / 5 / 4 / 6 Fly forward / back / strafe left / right
Num 7 / 9 Turn left / right
Num + / - Tilt up / down
PgUp / PgDn Move up / down
Num / Print camera coordinates to the log
Num 3 Reset cam nudge / in-game rescue teleport
Num 0 Raw cam mode (zero all nudges)
Num . Log Harry's position (+ fog toggle in debug cam)

With the debug camera off, the same numpad keys nudge the normal game camera — a live camera-tuning aid.

Support

I am on Discord @KushAstronaut, and this project has a Discord server at https://sh1pc.com/discord


Silent Hill is © Konami and this does not contain any game assets. You must provide a legally obtained dump of Silent Hill for PSX to use.

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PC Port WIP based on existing decompilation of Silent Hill 1 made with Claude and Psycross

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