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Development material research #21

@IWILLCRAFT-M0d

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@IWILLCRAFT-M0d

In this issue, games that are or might be related to Silent Hill 1 and counts with development material that could help the decompilation or debug material are investigated.
The original investigation started by @emoose on his old repository and later he gave us an updated version of it

Contemporary Games

Konami games from the same timeframe may share code or symbols with SH, could be worth digging through prototypes/alternate releases:

  • International Track & Field / Hyper Olympic in Atlanta / ITF2000: SH1 contains unused graphics from it & seems to share very similar overlay/data handling code, very likely that SH was built off of this - the undumped 40% prototype could be interesting if it ever shows up.
  • Nagano Winter Olympics '98 / Hyper Olympic in Nagano: likely built on the International Track & Field engine as it seem to share a similar CD filesystem queue code. One prototype is available, however it doesn't contain anything useful. The dummy file only contains what a commonly shared dummy file among some PSX Konami games which seems to be some sort of video or audio.
  • Tokimeki Memorial ~forever with you~: has partial debug symbols which unfortunately don't match its executable, making any comparisons a bit harder.
  • beatmania APPEND 5thMIX: partial source available, uses similar movie player code but doesn't appear to share much else, contains a Konami SD sound library that's completely different to the one used in SH.
  • Pachinko Dream: source code available, can be found inside a dummy file which is actually a TAR archive. Contains another SD sound library, which could be a very early version of one used in SH, but nothing else seems shared, however it may give hints toward Konami's code style.
  • Kinniku Banzuke Vol. 1 / Vol. 2: contains fragments of uncompiled code & SYM files (which can be parsed by hacking Psy-Q dumpsym src), might be developed by same team as Pachinko Dream - unlike that game this does use real 3D models, but it's unclear if any 3D code might be shared, the math defines & partial movie player code may be of interest at least.
  • Konami International Rally Racing: unreleased game with one prototype available which contains MAP/SYM symbols, includes code/symbols for SD sound library which is a very close match to code inside SH, besides some small changes, also contains MemCard* functions which are similar to card funcs in SH1, possibly an earlier version of them.
  • ESPN International Track & Field (PS2): sequel of ITF2000 with debug symbols available, seems to mostly be a C++ codebase, maybe a rewrite, or more likely a completely different engine.
  • Silent Hill 2 (PS2): the sequel, three prototypes are available with debug symbols, doesn't appear to share that much in common with SH1, especially the two latest builds, other than some camera-related code (but hasn't been extensively checked), though shared dev team members would likely mean similar code conventions.
    • Raw dump of SH2 shows that it includes a XYZediter.exe file not listed in the filesystem, appears to be for editing VC camera data, it's built for working with SH2 .cam/.dmm files but has some code for editing PS1 data, so may have been used for SH1 originally - might give some ideas how a VC data editor would work.
  • SOUNDCD.IRX / SOUNDHD.IRX / AUDIO.IRX / AUDIO_F.IRX / AUDIO_W.IRX / LIBSMF2.IRX: Konami audio driver used in many PS2 releases, supporting the custom KDT1 midi format, based on the same libsd driver used in SH - closest versions to SH have a kcet sd drv string, later versions have konamityo sd drv, and libsmf2 has By KONAMI TYO R&D K.Yamane - Winning Eleven series includes IRX files with .mdebug & DWARF symbols inside, which helps name a lot of libsd struct fields.

This list isn't exhaustive, and new prototypes could appear at any time - there's likely many other Konami games that could share code with SH too, they released a lot during PSX/PS2 era.

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