PaulSilentin

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Post by PaulSilentin on Wed Nov 12, 2014 2:20 am

PaulSilentin wrote:Interesting thing is - we can make mods for the SH Beta (which is almost full game) and share this modded iso file.

That was a bad idea. Because according to the assemblergames project "protopia" there was two "betas" floating around, that named as:
  • [22.01.99] Silent Hill [Prototype][SLUS-00707]
  • [22.01.99] Silent Hill [USA][v1.0][BETA][SLUS-00707]
They have the same exe date and the same size: 616 518 000 bytes. But they have unknown different bytes inside of the "HILL" file. Here is the list of the differences between both "HILL" files, made with HexCmp (files extracted with CDmage tool): http://pastebin.com/AjEUh94u

It's maybe some difference in the video and audio, but the only thing i'm sure - they are not the same, as i thought. However the files listed down here are 100% identical to each other:
Code: Select all
SILENT
SLUS_007.07
SYSTEM.CNF
PaulSilentin wrote:Also i will post more info about SH Beta VS SH USA retail differences later.

Firstly visual difference:
Image
  • [22.01.99] Silent Hill Beta [SLUS-00707]
  • [10.02.99] Silent Hill [SLUS-00707] - Retail
Image
left - beta, right - retail USA
exe date: [22.01.99] / [10.02.99]
Beta has 19 days up to USA exe date / 4 days up to JAP exe date (remember, exe date does not mean retail date!)
Image
Now the difference of the size inside the "SILENT" archive. Here is the list of missing/different files between beta and retail versions:

REVEAL SPOILER
Code: Select all
1ST\------------   -------               1ST\B_KONAMI.BIN   4 096
1ST\BODYPROG.BIN   673 536               1ST\BODYPROG.BIN   674 560

MISC\PLAY0006.DAT   32 768               MISC\PLAY0006.DAT   22 528
MISC\PLAY0007.DAT   32 768               MISC\PLAY0007.DAT   22 528
MISC\PLAY0008.DAT   32 768               MISC\PLAY0008.DAT   22 528

VIN\KONAMI.BIN      5 632               VIN\------------   -------
VIN\MAP2_S00.BIN   180 992               VIN\MAP2_S00.BIN   181 248   
VIN\MAP2_S02.BIN   161 280               VIN\MAP2_S02.BIN   161 536   
VIN\MAP4_S02.BIN   163 328               VIN\MAP4_S02.BIN   163 584   
VIN\MAP4_S03.BIN   95 232               VIN\MAP4_S03.BIN   95 488   
VIN\MAP6_S00.BIN   174 848               VIN\MAP6_S00.BIN   175 104   

BG\-----------  ------                  BG\HP_SAFE1.BIN   2 816
BG\-----------  ------                  BG\S__SAFE2.BIN   2 816
BG\SPUFD00.IPD   29 184                  BG\SPUFD00.IPD   29 440
BG\THRFFFF.IPD   34 816                  BG\THRFFFF.IPD   35 328


The folders named as:
Code: Select all
ANIM
CHARA
ITEM
SND
TEST
TIM
XA
have the same size in bytes, but HAS A DIFFERENT BYTES! damn it! :x That ruined all my plans about using a beta iso as the modding platform. Beta version has a lot of difference when compared with a retail version - all i can say right now. There is no difference in the visuals like: textures/video/audio, but there is difference inside of the internal game code and in-game text + more like that.

Also it's have a difference in the encryption of some files like BODYPROG.BIN file. Here is some header bytes from the Beta version of the BODYPROG.BIN file:
REVEAL SPOILER
Code: Select all
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

000000B0  53 4C 55 53 2D 30 30 37 30 37 00 00 53 49 4C 45  SLUS-00707..SILE
000000C0  4E 54 00 00 82 4F 82 4F 00 00 00 00 82 72 82 68  NT..‚O‚O....‚r‚h


And this bytes from the Retail USA version:

Code: Select all
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

000000B0  90 0E 0E 51 F5 F4 59 99 2B 36 88 EA 93 D2 A1 BB  ђ..QхфY™+6€к“ТЎ»
000000C0  BD FE 32 39 AA E4 DC A9 4B D8 D7 D4 92 E9 21 67  Ѕю29ЄдЬ©KШЧФ’й!g


Retail USA version after decryption with SHDcdr.exe from: http://forum.xentax.com/blog/?p=905

Code: Select all
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

000000B0  53 4C 55 53 2D 30 30 37 30 37 00 00 53 49 4C 45  SLUS-00707..SILE
000000C0  4E 54 00 00 82 4F 82 4F 00 00 00 00 82 72 82 68  NT..‚O‚O....‚r‚h
Image

So - some files in the Beta version ALREADY DECRYPTED out of the box! It's wonderful to explore unencrypted content without any tools needed, since the files already ready for that. This is the only good thing about beta version, i think. This may also help with finding the debug menu and similar things.
Last edited by PaulSilentin on Fri Feb 13, 2015 8:51 am.
 
 
 
 
 

Roden

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Post by Roden on Wed Nov 12, 2014 2:42 pm

Interesting change. Obviously a bug that was fixed I guess? Jewelry also had "Shop" missing from its save name.
 
 
 
 
 
 

PaulSilentin

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Post by PaulSilentin on Thu Nov 20, 2014 3:10 pm

All the ILM models from the game (retail SLPM-86192 version) replaced on HERO.ILM:

Image
Last edited by PaulSilentin on Fri Feb 27, 2015 4:15 am.
 
 
 
 
 

Giromancy

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Post by Giromancy on Sun Nov 23, 2014 8:34 pm

PaulSilentin wrote:So - some files in the Beta version ALREADY DECRYPTED out of the box! It's wonderful to explore unencrypted content without any tools needed, since the files already ready for that. This is the only good thing about beta version, i think. This may also help with finding the debug menu and similar things.


Sorry for my absence here, i was too busy these days.

This is really interesting, hope we can find any source of the debug menu :)

Btw, i noticed that if we explore the BODYPROG.BIN in OPM Demo we can find all the Game Levels names (OLD SH, SCHOOL & HOSPITAL), i guess you already knew that, but there are something curious in those level names.

Apparently the Boiler Room in the Alchemilla Hospital existed already and was accessible, so the developers had in mind to make this room playable during the development,but for some reason this room was discarded in the Retail game.

::MIDWICH ELEMENTARY SCHOOL::
Rooftop
3F_Exit
2F_Music_room
2F_Locker_room
2F_Libraly
2F_Reading_room
2F_Tool_room
2F_Laboratory
2F_West_corridor
2F_East_corridor
2F_North_corridor
2F_South_corridor
2F_Classroom_(NW)
2F_Classroom_(NE)
2F_Classroom_(SW)
2F_Classroom_(SE)
2F_Water_closet_(M)
2F_Water_closet_(W)
Quadrangle
Clock_tower
1F_Classroom_(W)
1F_Classroom_(E)
1F_Hall
1F_West_corridor
1F_Back_door
1F_Lobby
1F_East_corridor
1F_North_corridor
1F_South_corridor
1F_Store_room
1F_Infirmary
1F_Guest_room
1F_The_principal's_office
1F_Teacher's_room
1F_Water_closet_(M)
1F_Water_closet_(W)
BF_Corridor
BF_Boiler_room
BF_Storeroom _ma

::OLD SILENT HILL::
Control_hut_of_movabale_bridge
Garden_of_Gordon's_house
Gordon's_house
Garden_of_the_house
The_house_with_a_kennel
Basketball_court
Cafe
Innermost_of_alleyway
The_depths_of_alleyway
Resident_of_Silent_Hill

::ALCHEMILLA HOSPITAL::
B2F_?Room_(NE)
B2F_?Room_(NW)
B2F_?Room_(SW)
B2F_Coriddor
B2F_Corridor
BF_Storeroom
4F_West_corridor
4F_East_corridor
4F_Elevator_Hall
3F_Laundory
3F_Storeroom
3F_305
3F_302
3F_301
3F_304
3F_Water_closet_(F)
3F_Water_closet_(M)
3F_Step
3F_West_corridor
3F_East_corridor
2F_Nurse station
2F_ICU_(Intensive_care_unit)
2F_Operation_room
2F_Preparation_room
2F_206
2F_201
2F_204
2F_Water_closet_(F)
2F_Water_closet_(M)
2F_Step
2F_West_corridor
2F_East_corridor
1F_West_corridor
1F_Water_closet_(F)
1F_Water_closet_(M)
BF_Generator_room
BF_Boiler_room
BF_Mortuary
BF_Corridor
BF_Step_to_1F
3F_Elevator_Hall
2F_Elevator_Hall
Elevator
1F_Step_to_BF
1F_Director's_room
1F_Kitchen
1F_Doctor's_room_(S)
1F_Doctor's_room_(N)
1F_X-ray_room
1F_Inspection_room
1F_East_corridor
1F_Drug_storeroom
1F_Consultation_room
1F_Office
1F_Lobby


Also, i found in the OPM demo that there are two types of textures of the School Map, one with Japanese Text and another one without any text. The texture with Japanese text were not used in the OPM demo, looks like it is one of the first designs of School Map, but also has some differences:

Image

The map with Japanese Text marked with the circle has two rooms, compared with the following map (the one without any text) the two rooms was transformed into one room, the same one in the retail map (Storage).
So, my guess is that one of those two rooms in the map with Japanese text could be the Unfinished Storage Room that we can find using the Walk Through Walls:

This one to be exact:
Image

Image

But it could be the Storage Room in the Basement in Normal School also, remember that we can not enter to the Basement Storage room in normal school, but we have acces in Alternate School.


By last, i found this in the Brady Games Strategy Guide, apparently, the Chainsaw and the Rockdrill had a Fuel meter in early stages of the game, i wonder why they decided to take it off.

Image
==================================
Image Image Image
==================================
 
 
 
 
 

Roden

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Post by Roden on Mon Nov 24, 2014 7:13 pm

Nice finds! If the boiler room exists, it must of been at a really stage. Even in the OPM demo some of the school areas are completely unfinished with no floor collision detection etc. Maybe just four walls and no texture :P
 
 
 
 
 
 

Giromancy

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Post by Giromancy on Wed Nov 26, 2014 6:19 pm

Roden wrote:Nice finds! If the boiler room exists, it must of been at a really stage. Even in the OPM demo some of the school areas are completely unfinished with no floor collision detection etc. Maybe just four walls and no texture :P


Well, the Boiler Room existed in an early development that´s for sure, we can confirm that viewing the list i posted above, but for some reason i guess that the unfinished model still in the game, hidden off course, one of the few rooms that i found using the walk through walls seems to be the ¨Boiler Room¨. If we go to the basement and we enter in the Generator Room, and then we make a 180 turn and go straight we can find this room, this can be found only in the basement using the walk through walls, the other room is the unifinished morgue (mortuary) interesting right?

This room have almost the same size to the boiler room in the map, the generator room is even more narrow:
Image

The same room without the ¨Boiler¨ (?)
Image

These are just theories, but who knows, maybe this is the hospital Boiler Room after all.
==================================
Image Image Image
==================================
 
 
 
 
 

pionner

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Post by pionner on Wed Dec 03, 2014 7:05 pm

@Giromancy I see something ladder-like on the ceiling of this unfinished room. Don't remember anything like that in final room though.
 
 
 
 
 
 

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Post by PaulSilentin on Tue Dec 16, 2014 10:35 pm

New SH 1 beta/alpha videos from E3 1998!
http://youtu.be/377fEyJ8lvU?t=1h7m7s

Snapshots from the video:
Image

changes from retail version:
- map
- camera angle on clock tower
- door texture
- Harry's model animation in attack position

There is also the stand itself and the video dated as "28.05.1998" and OPM16 demo is dated as "[19.10.98]" so this is maybe even alpha version of the game!

Image

Image
 
 
 
 
 

pionner

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Post by pionner on Wed Dec 17, 2014 10:53 am

I'm wondering if anybody tried to write email to Konami to ask if they still have any Alpha/Beta builds somewhere in basement...

Maybe they would share (if they have) it to fanbase community? :)
 
 
 
 
 
 

Roden

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Post by Roden on Wed Dec 17, 2014 12:21 pm

Excellent find PaulSilentin! That's much earlier than the OPM version. How I would love to play that :lol:
 
 
 
 
 
 

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Post by PaulSilentin on Wed Dec 17, 2014 8:21 pm

pionner wrote:Maybe they would share (if they have) it to fanbase community? :)

You see, SH is not a PC game like FlatOut prototype, that publicly available, as bonus for supporting kickstarter project, present from the original developers. So, there is no official playstation emulators for win/linux/mac PC from Sony. Konami can't release non-retail game on the official playstation store, they can't upload the .iso file too. So even if they have SH beta build, they won't share it until the company will be closed. (after this files may appear on assemblergames forums, if they are exist).
---

A little more info about Konami-Playstation 1998 section with SH and MGS and more:

http://youtu.be/ugYtWnwtkiI?t=2h57m17s

Image

I can't find more photo from Konami section of E3 1998, can anyone try to search too? (maybe good idea is try to search it into the Japanese internet segment?)

---
also, interesting:
http://www.youtube.com/watch?v=GP-Hv1TFZfE
 
 
 
 
 

Johnny_Doe

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Post by Johnny_Doe on Wed Jan 28, 2015 1:09 am

Damn, I thought there would be some solution for that new demo stuff (doors, maps, angles, etc.) Hope somebody will figure it out.
 
 
 
 
 
 

Nisto

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Post by Nisto on Wed Jan 28, 2015 3:24 am

Does anyone know how to properly open BODYPROG.BIN together with the main executable in IDA Pro? It doesn't seem to be possible to do any proper disassembly without both parts loaded. Simply appending the main executable to BODYPROG.BIN or vice versa doesn't do it - cross references don't match up and a lot of values become erroneous (red text). I also need them to be merged if I'm going to try to strip it down to the bare music driver and create a PSF set. The thing is, SpuInit and related functions are in the main executable, while functions for reverb, pitch etc. appears to be in BODYPROG.BIN.

Also, if anyone else was curious about the algorithm used to encrypt/encode the BODYPROG/KONAMI files; since it was a surprisingly short routine to disassemble, I've decided to write my own version, with source included (since HorrorX's didn't include any). Here: https://dl.dropboxusercontent.com/u/484 ... /shdec.zip

Cheers.
Last edited by Nisto on Mon Apr 27, 2015 7:43 pm.
 
 
 
 
 
 

PaulSilentin

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Post by PaulSilentin on Fri Jan 30, 2015 1:29 am

I'm still working on ultimate "SH chara list", trying to link all the source resources to their traditional names, pictures and descriptions.

This guides are very popular:
http://www.silenthillmemories.net/sh1/characters_en.htm
http://www.silenthillmemories.net/sh1/creatures_en.htm

But since now we have full access to the resources, things became complicated. For example in my theory - this rare dynamic geometry samples can be regarded as "movable characters" in the game resources under the "CHARA" folder:

Image

They might be something from this list:

\CHARA\BIG.ILM
Image
\CHARA\BTFY.ILM
Image
\CHARA\EI.ILM
Image
\CHARA\MAN.ILM
Image
\CHARA\MKY.ILM
Image
\CHARA\OST.ILM
Image
\CHARA\SNK.ILM
Image

Known list is here: https://github.com/SILENTpavel/SHresear ... 014%5D.txt

Why? Because they are dynamic. SH1 geometry is usually static, well sometimes it's might have special two dimensional effects (2d fog, fire, light, shadows, etc), but the most of time it's solid. Things, that you can move (or if they can move by themself), change and modify somehow in real time - it's obviously not a static geometry. So, what is this "things" exactly and where they are stored in the resources? Hell if I know.

---
Giromancy wrote:Here you have another thing to add:
This is the Beta logo of SH, used in the E3 Tech Demo, is the same logo that appears in the
E3 Trailer 1998 too.
https://dl.dropboxusercontent.com/u/30497817/SH_BETA_LOGO.png
You can see the Main Menu and logo in this video, forward to 0:34
https://www.youtube.com/watch?v=_R8cl498snc#t=36

Image
Last edited by PaulSilentin on Fri Feb 27, 2015 4:05 am.
 
 
 
 
 

Nisto

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Post by Nisto on Fri Jan 30, 2015 3:56 pm

I think I finally figured out how to load the BODYPROG executable in IDA. Open the main executable normally, then use "load additional binary file" and specify 0x80024b60 as the loading offset (in the case of JP 1.0 (SLPM-86192) and US 1.1 (SLUS-00707) at least), then reanalyze the program via options -> general -> analysis.
 
 
 
 
 
 

PaulSilentin

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Post by PaulSilentin on Fri Feb 27, 2015 4:03 am

SH chara list by CharlesM with his model viewer!
viewtopic.php?f=3335&t=436504&start=10

https://imgur.com/a/Bm1Fd
 
 
 
 
 

Giromancy

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Post by Giromancy on Tue Mar 03, 2015 10:52 am

PaulSilentin wrote:SH chara list by CharlesM with his model viewer!
viewtopic.php?f=3335&t=436504&start=10

https://imgur.com/a/Bm1Fd


So the texture of this model is from: CHARA\BIG.ILM
Image

Image
==================================
Image Image Image
==================================
 
 
 
 
 

PaulSilentin

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Post by PaulSilentin on Thu Mar 12, 2015 3:40 pm

MartinBiohazard wrote:the files are extracted along with DUMMY data in the end of each one of them.
HoRRoR wrote:The real size of any file based on 256 bytes per block system.

(translated)
So, here is visualization with DUMMY.ILM
REVEAL SPOILER: the REAL size
Code: Select all
30 06 00 00 14 00 00 00 01 00 00 00 14 00 00 00  0...............
28 00 00 00 30 31 47 52 49 44 00 00 01 00 00 01  (...01GRID......
2C 00 00 00 00 00 00 00 00 00 00 00 01 03 01 00  ,...............
44 00 00 00 58 00 00 00 64 00 00 00 6C 00 00 00  D...X...d...l...
70 00 00 00 00 00 00 00 00 00 00 7F 00 00 00 00  p...............
02 00 01 FF 00 00 00 00 00 00 00 00 00 00 E4 FF  ...я..........дя
00 00 00 00 E4 FF 00 00 1C 00 00 00 81 00 00 03  ....дя......Ѓ...
REVEAL SPOILER: end of the first 256 bytes block
Code: Select all
30 06 00 00 14 00 00 00 01 00 00 00 14 00 00 00  0...............
28 00 00 00 30 31 47 52 49 44 00 00 01 00 00 01  (...01GRID......
2C 00 00 00 00 00 00 00 00 00 00 00 01 03 01 00  ,...............
44 00 00 00 58 00 00 00 64 00 00 00 6C 00 00 00  D...X...d...l...
70 00 00 00 00 00 00 00 00 00 00 7F 00 00 00 00  p...............
02 00 01 FF 00 00 00 00 00 00 00 00 00 00 E4 FF  ...я..........дя
00 00 00 00 E4 FF 00 00 1C 00 00 00 81 00 00 03  ....дя......Ѓ...
CB 1C AA 1C 6F 29 0D 21 EC 1C EB 18 CB 18 CA 18  Л.Є.o).!м.л.Л.К.
AA 14 89 10 88 10 88 0C 68 0C 67 0C 46 0C 46 08  Є.‰.€.€.h.g.F.F.
REVEAL SPOILER: more trash, old horror_x & CharlesM versions
Code: Select all
45 08 25 08 2D 21 0C 1D EC 1C EB 18 CB 14 CA 14  E.%.-!..м.л.Л.К.
AA 14 89 14 89 10 88 10 67 0C 66 0C 46 0C 45 0C  Є.‰.‰.€.g.f.F.E.
46 0C 25 0C 0C 20 00 00 00 00 00 00 20 00 80 00  F.%.. ...... .Ђ.
FE FF EE BE 8A 66 97 B9 DB DD CD CD CC CC AB 89  юяоѕЉf—№ЫЭННММ«‰
78 77 B9 DD CC CC AB EC BB BB BB BB 78 36 32 77  xw№ЭММ«м»»»»x62w
7D 97 DB BD DB BD 79 D7 EE EE DE DD DD DD DD DD  }—ЫЅЫЅyЧооЮЭЭЭЭЭ
DD ED EE EE FF EE DE DD DD DD DD DD DC ED EE FF  ЭноояоЮЭЭЭЭЭЬноя
FE FF EE BD 78 76 88 BA ED BD BB BB BB BB 8B 88  юяоЅxv€єнЅ»»»»‹€
78 87 DB EE DD BC 79 DA BB BB BB BB 78 26 21 67  x‡ЫоЭјyЪ»»»»x&!g
8D 53 DC AC CA CD 35 D8 FF EE DE DD DD DD DD DD  ЌSЬ¬КН5ШяоЮЭЭЭЭЭ
DD ED EE FF FF EE DD CC CC CC CC CC CC DD EE FF  ЭнояяоЭММММММЭоя
EE EE EE AC 67 87 AA CB CD BB BB CC BB AB 67 A8  ооо¬g‡ЄЛН»»М»«gЁ
99 C9 ED EE EE CD 78 D8 BB BB BB 8B 77 24 41 67  ™ЙнооНxШ»»»‹w$Ag
AD 34 DC AA AA CD 43 DA FF EE DD CC CC CC CC CC  .4ЬЄЄНCЪяоЭМММММ
CC DD EE FF EF DE CD CC CB BB BB BB CB DC ED FE  МЭояпЮНМЛ»»»ЛЬню
EE DE EE 8B 77 88 78 A8 AA AA BB CC DD 7B 87 AA  оЮо‹w€xЁЄЄ»МЭ{‡Є
REVEAL SPOILER: even more trash
Code: Select all
BA EC EE EE EE EE 8B D9 BB BB BB 7B 66 23 31 66  ємоооо‹Щ»»»{f#1f
AE 15 AC AA AA CA 51 EA EF DE CD CC BB BB BB BC  ®.¬ЄЄКQкпЮНМ»»»ј
CC DC ED FE EE CE BC BB BB 89 77 A7 BB CC EC EE  МЬнюоОј»»‰w§»Ммо
DE DD CD 78 77 77 77 87 88 BA CC DD CD 8A BA BB  ЮЭНxwww‡€єМЭНЉє»
DC EE BE C9 EE DE CC DC BB BB BB 8B 67 12 21 64  ЬоѕЙоЮМЬ»»»‹g.!d
AE 97 AA 9A A9 AA 79 EA EE CE BC BB 7A 77 98 BB  ®—Єљ©ЄyкоОј»zw.»
BB CB EC EE EE BD AA 99 9A 67 16 83 99 CA EC EE  »ЛмооЅЄ™љg.ѓ™Кмо
DE CD 8C 66 77 77 77 87 AA CB DD DD BD BB CC ED  ЮНЊfwww‡ЄЛЭЭЅ»Мн
FE EE 9C 88 EC DE DD ED BB BB BB 68 35 11 11 61  юоњ€мЮЭн»»»h5..a
AE 34 99 99 99 99 43 EA EE BD AA 99 38 61 76 A9  ®4™™™™CкоЅЄ™8av©
99 AA DB EE EE BD 99 98 78 36 01 60 87 A9 CB EE  ™ЄЫооЅ™.x6.`‡©Ло
DD BC 78 76 77 88 A8 AA BA DC DD CD CC CC ED FE  Эјxvw€ЁЄєЬЭНММню
FF EF AC 89 DA DD DD ED BB BB BB 78 36 11 00 41  я﬉ЪЭЭн»»»x6..A
AE 15 A7 99 99 7A 51 EA EE BD 99 78 06 10 63 87  ®.§™™zQкоЅ™x..c‡
89 99 DB EE EE AC 89 87 37 13 00 00 66 97 CA EE  ‰™Ыо‡7...f—Ко
DD AB 77 77 77 87 AA AB BA DD DD DD DD DD EE FF  Э«www‡Є«єЭЭЭЭЭоя
FF DE BC AB DA CD BC DA 8A BB BB 8B 26 11 00 31  яЮј«ЪНјЪЉ»»‹&..1
DF 66 A6 99 99 6A 66 FD EE AC 79 66 00 00 31 73  Яf¦™™jfэо¬yf..1s
78 98 CA EE EE BC 89 77 06 00 00 00 61 97 CA EE  x.Коој‰w....a—Ко
CD 7A 77 77 77 77 88 A8 BA DC DD CD DD EE FE EF  Нzwwww€ЁєЬЭНЭоюп
EE EE CD CC CB DD 9B B6 88 BA BB 8B 36 11 11 21  ооНМЛЭ›¶€є»‹6..!
EF 08 95 99 99 59 80 FE EE BC 79 16 00 00 00 60  п.•™™YЂюојy....`
77 98 CB EE EE BC 89 77 03 00 00 00 60 98 CB EE  w.Лоој‰w....`.Ло
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http://pastebin.com/gfPvxKaj

112 bytes - real size of DUMMY.ILM
256 bytes - with trash, end of first 256 bytes block
512 bytes - with trash, old extractor versions
2048 bytes - full trash with everything inside
 
 
 
 
 

Johnny_Doe

Member

Posts: 72

Joined: Oct 17, 2012

Beta Monsters Textures

Post by Johnny_Doe on Sat Mar 21, 2015 3:19 pm

Hello guys. I was wondering if any updates were to be posted here. There were a few things to include, like Cybil and Cheril different textures, buildings and architecture differences and so on, will that be transferred to the final version of the game?
 
 
 
 
 
 

PaulSilentin

Member

User avatar

Posts: 154

Joined: May 01, 2014

Beta Monsters Textures

Post by PaulSilentin on Fri Mar 27, 2015 3:14 am

Johnny_Doe wrote:I was wondering if any updates were to be posted here.

We need someone, who can disassemble Silent Hill like this guy did with FF7:


part 2: https://youtu.be/MPXpH2hxuNc

From the video:
Image

PC (DOS/Win/Unix) -> Playstation 1 - filename extension
 
 
 
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