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Silent Hill 3 (PlayStation 2)

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Title Screen

Silent Hill 3

Developer: Konami Computer Entertainment Tokyo
Publisher: Konami
Platform: PlayStation 2
Released in JP: July 3, 2003, July 1, 2004 (Konami the Best), June 9, 2005 (Konami Dendou Collection)
Released in US: August 5, 2003
Released in EU: May 23, 2003
Released in KR: July 3, 2003


DebugIcon.png This game has debugging material.


NotesIcon.png This game has a notes page

Sub-Page

Miscellaneous tidbits that are interesting enough to point out here.
Notes


Debug Modes

Debug Information (printf)

Within the game is a stubbed printf function which would have logged various background information to a debug unit. This logs information such as files and maps loaded. It would also report errors if any occurred. To re-enable this mode, apply the below code for the USA version of the game.

Re-enable printf Messages
20100590 08040AC0

If you are playing the game on a regular PlayStation 2, you will need to use a TOOL, RDB, or a debug version of OPL to view the logs. If you are playing on an emulator, you can see this information by enabling the option "Show Console". Below is an example of what type of information gets logged.

----------------------------------------
Effect System Work Allocate Size = 62 kB
----------------------------------------
Load   : cdrom0:/xbg0.mfa%data/eff_tex/flamethrower00.tbn2
Load   : cdrom0:/xbg0.mfa%data/eff_tex/playable01.tbn2
Load   : cdrom0:/xbg0.mfa%data/eff_tex/htr.tbn2
Load   : cdrom0:/xbg0.mfa%data/eff_tex/fognight.tbn2
Load   : cdrom0:/b0.mfa%overlay/amusement_01.bin
Stat   : cdrom0:/x3/tpGB.mfa%tpGB.tex
Stat   : DVCI: sceCdSearchFile failed. "¥BG¥TP¥TPE2TR.TEX;1"
DVCI: File cache was not hit. "¥BG¥TP¥TPE2TR.TEX;1"
Stat   : cdrom0:/x3/tpEA.mfa%tpe2.ded
Stat   : DVCI: sceCdSearchFile failed. "¥BG¥TP¥TPE2.UNI;1"
DVCI: File cache was not hit. "¥BG¥TP¥TPE2.UNI;1"
Stat   : cdrom0:/x3/tpEA.mfa%tpe2.cld
Stat   : cdrom0:/x3/tpEA.mfa%tpe2.map
Stat   : cdrom0:/x3/tpEA.mfa%tpe2.kg2
Stat   : DVCI: sceCdSearchFile failed. "¥BG¥TP¥TPE2.LGT;1"
DVCI: File cache was not hit. "¥BG¥TP¥TPE2.LGT;1"
Stat   : DVCI: sceCdSearchFile failed. "¥BG¥TP¥TPE2.LV;1"
DVCI: File cache was not hit. "¥BG¥TP¥TPE2.LV;1"
Stat   : cdrom0:/x3/tpEA.mfa%tpe2.cam
>>>>>>>>tex(G) init:
>>>>>>>>ded(I) init:
warning  DedInvalid?
>>>> init global...
>>>> init map...
SD:SeStop(START*2)
SD:sdSetReverb() TYPE=1 DEPTH=12
SD:REVERB SET(STAGE=34)
ADX:UP ReloadSector->(136)sector
ADX:Down ReloadSector->(25)sector
Load   : cdrom0:/xbg0.mfa%data/chr/pl/chhaa.mdl
Load   : cdrom0:/xbg0.mfa%data/chr/pl/chhaa_basic1_none.anm
Load   : cdrom0:/xbg0.mfa%data/chr/pl/pl_htr_alh.kg1
Load   : cdrom0:/xbg0.mfa%data/chr/it/it_jerky.mdl
Load   : cdrom0:/xbg0.mfa%data/chr/en/en_mry.mdl
Load   : cdrom0:/xbg0.mfa%data/chr/en/en_mry.anm
Load   : cdrom0:/xbg0.mfa%data/chr/en/en_mry.kg1
new 256!
new 2304!
new 521!
skeltons get 73 rest 327
ASCRest 179
Load   : cdrom0:/xbg0.mfa%data/msg/amusement_east_eng_msg.mes
SD:SE DATA [tp/amuse_e.*] LOAD START!
Stat   : cdrom0:/x3/tpEA.mfa%amuse_e.hd
Stat   : cdrom0:/x3/tpEA.mfa%amuse_e.hd
SD/EE : IOP Buffer [ size (1264) / addr (0x125d00) ]
Load   : cdrom0:/x3/tpEA.mfa%amuse_e.hd
SD:SE DATA [cdrom0:/x3/tpEA.mfa%amuse_e.hd] LOAD START!
SD/EE : SD_LOAD_AFS_END [vid (2) / type (1)]
Stat   : cdrom0:/x3/tpEA.mfa%amuse_e.td
Stat   : cdrom0:/x3/tpEA.mfa%amuse_e.td
SD/EE : IOP Buffer [ size (336) / addr (0x125b00) ]
Load   : cdrom0:/x3/tpEA.mfa%amuse_e.td
SD:SE DATA [cdrom0:/x3/tpEA.mfa%amuse_e.td] LOAD START!
SD/EE : SD_LOAD_AFS_END [vid (2) / type (0)]
Stat   : cdrom0:/x3/tpEA.mfa%amuse_e.bd
Stat   : cdrom0:/x3/tpEA.mfa%amuse_e.bd
SD/EE : IOP Buffer [ size (152320) / addr (0x148300) ]
Load   : cdrom0:/x3/tpEA.mfa%amuse_e.bd
SD:SE DATA [cdrom0:/x3/tpEA.mfa%amuse_e.bd] LOAD START!
SD/EE : SD_LOAD_AFS_END [vid (2) / type (2)]
SD:SE DATA [tp/amuse_e.*] LOAD END!
warning  DedInvalid?
ADX:UP ReloadSector->(136)sector
>>>>>>>>map(I) init:
Bg_Id=0
GEOMKIND=3    GEOMID=1
GEOMKIND=3    GEOMID=2
GEOMKIND=3    GEOMID=3
GEOMKIND=3    GEOMID=4
>>>>>>>>kg2(I) init:
>>>>>>>>cld(I) init:
>>>>>>>>cam(I) init:
Model3:MPG1: 55c
SD:Start Stage Change Process!
Set Partition : [tpea.afs]
Load   : cdrom0:/x3/tpEA.mfa%amusement_east.sdb
SD:StreamQueueingReady()
Stat   : cdrom0:/xbg0.mfa%data/sound/sh3_bgm_102.hd
Stat   : cdrom0:/xbg0.mfa%data/sound/sh3_bgm_102.hd
SD/EE : IOP Buffer [ size (1168) / addr (0x125600) ]
Load   : cdrom0:/xbg0.mfa%data/sound/sh3_bgm_102.hd
SD:SE DATA [cdrom0:/xbg0.mfa%data/sound/sh3_bgm_102.hd] LOAD START!
adxFileOpen() : OK(id=21)
SD/EE : SD_LOAD_AFS_END [vid (1) / type (1)]
Stat   : cdrom0:/xbg0.mfa%data/sound/sh3_bgm_102.td
Stat   : cdrom0:/xbg0.mfa%data/sound/sh3_bgm_102.td
SD/EE : IOP Buffer [ size (6608) / addr (0x122900) ]
Load   : cdrom0:/xbg0.mfa%data/sound/sh3_bgm_102.td
SD:SE DATA [cdrom0:/xbg0.mfa%data/sound/sh3_bgm_102.td] LOAD START!
SD/EE : SD_LOAD_AFS_END [vid (1) / type (0)]
Stat   : cdrom0:/xbg0.mfa%data/sound/sh3_bgm_102.bd
Stat   : cdrom0:/xbg0.mfa%data/sound/sh3_bgm_102.bd
SD/EE : IOP Buffer [ size (252720) / addr (0x148300) ]
Load   : cdrom0:/xbg0.mfa%data/sound/sh3_bgm_102.bd
SD:SE DATA [cdrom0:/xbg0.mfa%data/sound/sh3_bgm_102.bd] LOAD START!
stream buf size 2154496
cmaera idx 4
skeltons get 3 rest 324
ASCRest 179
SD/EE : SD_LOAD_AFS_END [vid (1) / type (2)]
SD:PLAY SEQ(50102)
(Source: Original TCRF research)

Controller 2 Debug Modes

Present on controller 2 are a couple of normally inaccessible debug options. The game normally disables controller 2 inputs. To re-enable controller 2 and the debug mode, apply the below code for the USA version of the game.

Re-enable Controller 2 Inputs
203555C0 00000001

With the code on, pressing X button on controller 2 will freeze all models in the map, including Heather. Press X again to un-freeze, or Circle to advance a frame. Pressing Select prints the following information to a debug unit, however this doesn't work properly anymore.

Current VSlot ID = %2d %s\n
(Source: Original TCRF research)