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Silent Hill 3 (PlayStation 2)
| Silent Hill 3 |
|---|
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Developer:
Konami Computer Entertainment Tokyo
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Sub-Page
| 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)
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
| The Silent Hill series | |
|---|---|
| PlayStation | Silent Hill (Prototype) |
| PlayStation 2 | Silent Hill 2 (Prototypes) • Silent Hill 3 • Silent Hill 4: The Room • Silent Hill: Shattered Memories |
| Windows | Silent Hill 2 • Silent Hill: Homecoming |
| Game Boy Advance | Play Novel: Silent Hill |
| Arcade | Silent Hill: The Arcade |
| PlayStation 4 | P.T. |
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