Releases: SlickAmogus/silent-hill-pc-nightly
Release list
Nightly 2026.06.24.1
- Update to make launcher support automatic migration to beta branch
Built from source commit 11c4bed1f
Source: SlickAmogus/silent-hill-decomp@11c4bed
Nightly 2026.06.23.1
- BIG UPDATE! Sorry for the delay on this one, but wanted to get this new launcher out so that I wouldn't be so hesitant to push updates in the future. I will make a video going over this update as well, but I will list the big change below, and all the Claude commit summaries are below that.
- PGXP: Seams/Missing faces FIXED, warping almost fixed and is barely noticeable now. PGXP is near perfect!
- Collision into Invisible Walls: FIXED!! None so far after extensive testing!
- Launcher: Added build settings to choose a custom build from any point (will not overwrite the launcher). After choosing a custom build, click apply and then download build! This will be useful if I ever break things in an update and you need to revert to an old Version
- Launcher: Also added ability to use a custom repo. Meaning if anyone forks and mods my port, you can load their version directly through the launcher! They just have to post releases in their fork in a way the launcher will recognize (more on that soon)
- Launcher: Controls section, added mouse bindings and EXPERIMENTAL Thirdperson\Over the shoulder camera options! Be sure to bind the keys appropriately for these modes, and with it enabled you can press F9 or the right stick to cycle camera modes.
- Thirdperson/Over the Shoulder: Use right stick or mouse to look, left stick\WASD (optional) to move. Strafing is enabled in this mode as well.
- OTS Camera: By default press middle mouse to swap shoulders!
- TPS/OTS: You can turn on a crosshair, or invert the mouse/right stick
- Steam Deck: Merged fix from PR from sergiomanzur that may fix Steam Deck graphics. If not there is also more logging available to help. Please post in the github issue if you're still seeing issues!
- Crashing\Visual glitches: Lots should be fixed, let me know what remains! Please comment on the comprehensive issue list in GitHub
- Console: Now has history via up/down and will not glitch while the game is paused. Should be doc available for setflags console command usage for triggering cutscenes manually, if not will make it soon.
Coming soon: Inventory item backface visibility issue fix. Other visual bug and crash fixes.
Claude commits:
- PsyCross: Mesa VRAM color fix (Steam Deck / Proton) — cherry-pick of #14
- fix: ending/Nowhere crashes — map7_s03 endings + map6_s04 Cybil boss
- data: extract ending/park zero-stub tables (force-field, Dahlia lightning, sand, disc, sprites)
- fix: invisible-wall random sprint-smack — preserve forward-input debounce
- feat: switch PC aiming from the combat_target.c shim to the real decompiled targeting
- tools: extract_map_data.py requires an explicit map name (or 'all')
- fix: boss camera framing — read the live swing angle, not the dead D_800EBB5A alias
- targeting: remove the PC Air Screamer melee carve-out — func_8005CD38 is now the unmodified original
- Restore Cybil-approach ambient enemies (larval stalkers / grey children)
- Fix map4_s04 (Lisa/Dahlia) cutscene rainbow corruption -- extract 3 draw-rect stubs
- Collision: re-enable round-obstacle collision + scope preload collision to local cells
- Launcher + nightly: zip releases on a beta branch, configurable repo/branch/build, safe launcher self-update
- Launcher: harden custom-repo updates + link nightly releases to source
- Launcher: a pinned build now downloads/plays that build ("Download Build")
- Pause: stop console/game double-pause fight + pause world while examining
- Revert the examine/message world-pause — PSX doesn't pause plain examines
- Launcher: paginate all releases, alpha/beta wording, one-time old-build warning
- Launcher: soften old-build warning wording (break vs corrupt)
- Launcher: separate Download Build from Check for Updates; track highest-ever build per branch
- Launcher: "Redownload Build" when the selected build is installed + button tooltips
- Launcher: nudge update status label + progress bar position
- Launcher: preview changelog before installing + always re-promptable updates
- Control styles: promote TPS camera out of debug into a real camera-mode system
- Control styles Stage 2: de-isolate TPS input + secondary/mouse binds + sticks
- Launcher Stage 3: Experimental controls — Control Style, Change Camera, mouse/secondary
- TPS refinements: aim zoom, diagonal strafe, always-on alternate binds
- Launcher: simplify controls — always-on alternate binds, Inventory, aim zoom, overwrite prompt
- Launcher: auto-migrate alpha -> beta when the beta stream goes live
- Add Over-the-Shoulder camera mode + aim crosshair
- Launcher: Over-the-Shoulder + crosshair + Swap Shoulder bind
- Launcher: rename "TPS/OTS Aim Zoom" + add Experimental tooltips
- Blood white-edge fix + PGXP pgxpdepth console + crosshair tweak
- Launcher: OTS always in Control Style dropdown + Allow-debug moved off Reset button
- Blood: lower additive-color cap 0xA0 -> 0x80 to further reduce white edges
- Characters: precise backface cull so faces stop dropping at distance (PGXP)
- Melee: stop phantom swings after release (flush tap-queue on button release)
- Inventory: precise float backface cull so rotating items stop being see-through
- Launcher: single-instance — warn and exit if already running
- Inventory: sort item faces by centroid depth (fix rotation see-through)
- TPS/OTS: fix shooting dying after mode-cycling + config-bound controller run
- TPS/OTS: reset orbit camera on entry + control-default cleanup + F4/Backspace
- TPS/OTS: drain mouse delta on capture transition (no camera jerk on entry)
- Inventory: resolve see-through via per-prim depth + forced depth test (item pass)
- Inventory depth fix: scope force-depth to the world-frozen item screen only
- Inventory depth fix: gate force-depth on the PAUSE flag, not sysState
- Inventory depth fix: force-depth when sysState == Gameplay (status-menu view)
- Revert inventory see-through work (backface cull / centroid otz / per-prim depth)
Built from source commit 5e79b5400
Source: SlickAmogus/silent-hill-decomp@5e79b54
Nightly 2026.06.21.2
- Fixed text going off screen and cutscene letterbox issues that started after the last patch, let me know if you see any issues anywhere.
- PGXP: Improved warping on edges of screen, gone at 4:3 and barely noticeable at 16:9. Working on more tweaks and fixing the seams/invisible spots at a distance.
- Timestamped per-run logs
- Changed map console command to edit map in config and not instantly to go the map (wasn't working)
Please check the github to see all the known issues that are being worked on. Also if you experience a random crash, posting your log file somewhere like github is really helpful.
Claude list:
- docs: add Controls (R/F6/F8) + Console Commands section; fix Debug keys
- console: Up/Down arrows recall recent commands (8-entry history)
- fixes: cutscene vfov-crop skip, subtitle msgshift, map=config, console history
- fix: cutscene letterbox bars — border-state gate + no fixed-cam vshift
Nightly 2026.06.21.1
- ASPECT RATIO FIX!! Game now has proper aspect ratio and FOV in 4:3 and 16:9. Fixed camera framing should be corrected as well. Please inform me of anything that is still wrong with FOV or camera framing.
- Running into walls: Hopefully fixed now even at high FPS, let me know if not.
- Invisible health drinks fixed courtesy of sergiomanzur on GitHub!
Claude noise:
- Player: make run-into-wall smack gate self-consistent + [WALLANIM] probe (#42)
- Player: throttle forward-input history to 30 Hz ΓÇö fixes random run-into-wall smack (#42)
- Aspect: fix Harry-too-wide in Hor+ ΓÇö 320x224 framebuffer needs 15/14 PAR, not square
- config: correct pixel_aspect comment (default is now 15/14 PSX-faithful, not square)
- Fix invisible cafe health drink placement
- Aspect/vertical: render the 224-line field, not the full 448 buffer (squish + over-tall FOV)
- Aspect/vertical: gate the interlace-field fix to the 3D world only (un-break title)
- Aspect/vertical: console
vfovto tune the 3D-world vertical FOV crop (PsyCross) - PsyCross: bump to 212093d (vertical-FOV fix + strip aspect debug logging)
- config: drop the pixel_aspect knob ΓÇö bake the correct 15/14 (PSX 320x224 -> 4:3)
- console: fix VFOV command (was lowercase; console uppercases all input)
- camera: shift fixed-angle-camera shots' vertical framing up to match PSX
- Merge pull request #12 from sergiomanzur/pc-port
Nightly 2026.06.20.1
- Fixed walking while aiming, can now walk and aim always.
- Invisible wall collisions while running should be greatly reduced, let me know if they still happen frequently.
Next: Still working on aspect ratio fixes and fine tuning PGXP. Everything else mentioned coming after those.
There are a lot of bugs that I am aware of and still working on, will post a github issue for consolidation.
Claude noise:
- collision: [WALLSTOP] probe ΓÇö capture the ACTUAL invisible-wall block
- collision: [WALLSTOP] v2 ΓÇö same-frame wrap/chunk/world capture
- collision: [WALLSTOP] kind=4 ΓÇö capture chara-vs-chara (NPC) blocks
- collision: [WALLSTOP] kind=5 ΓÇö static obstacle block; complete path coverage
- collvis: draw the actual blocking obstacle as a RED box (any chunk)
- collision: disable ptr_18 round-obstacle solid collision (invisible-wall fix)
- collvis: draw near ptr_18 obstacles red even when collision is OFF
- collvis panel: show Harry's animation-driven collision cylinder offset
- collision: [WALLEDGE] latched diagnostic for the wall-edge bump reaction
- collvis panel: move WALLEDGE readout to the top (was cut off bottom)
- collision: ROOT FIX invisible walls at full speed ΓÇö cap spurious slope factor (#42)
- Player: fix can't-start-walking-while-aiming (aim-state sites the prior fix missed)
- collision: raise slope-alpha cutoff 0.5->0.8 (walk-speed floor-as-wall spots)
- collision: reject phantom floor above Harry's head (indoor invisible-wall)
- Bump PsyCross: re-apply 4:3 display-aspect fix (Harry-too-wide)
- Player: stop spurious "run into wall" hands-up on open ground (root cause)
- Revert aspect 4:3 re-apply ΓÇö was applied without approval
Nightly 2026.06.19.2
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PGXP: FIXED!! From testing, PGXP has been greatly improved. There are still ocassional seams or missing faces, but much better than before.
Coming soon: Aspect ratio fixes (no more wide harry) + things already mentioned -
docs: PGXP complete shadow-memory rewrite plan (DuckStation-faithful)
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Bump PsyCross: PGXP shadow-memory rewrite Steps 0-2 (safe floor)
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PGXP rewrite Steps 3-4: shadow copy propagation in the world+char drawers
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PGXP rewrite Step 6: remove dead bridge call sites + weld console cmds
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PGXP: shadow-store lit-character verts (Harry was affine)
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PGXP: WELD/WELDW console tunables + bump PsyCross (seam weld)
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Bump PsyCross: default PGXP seam weld OFF
Nightly 2026.06.19.1
- PGXP: I was a little hasty, seams were only gone because it's mostly affine. Actively working on a fix but left it as is for this release to get crash fixes out.
- Crash Fixes: The Church cutscene crash and similar crash points should be fixed. Late game boat door crash might be fixed but needs testing. If not it will be tonight.
- Console: You can now type ., -/_, and =/+ (Shift-aware) — so commands like weld 2.5 and inveqy -50 work.
- Console: tays open after a command now (run several in a row); press Enter on an empty line, or ~, to close it.
- Controls: Esc now always works (no debug mode needed): warm-resets to the title in-game, and quits the game at the title screen.
- Controls: F1 (PGXP toggle) now always works without debug controls.
- Debug: Crashes now write a full call-stack backtrure crash reports are self-diagnosing.
Nightly 2026.06.18.6
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PGXP Improved! No more seams or messed up tree billboards. Still working on making characters look better.
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Bump PsyCross: PGXP slot-index vertex matching (tree-warp fix)
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PGXP: park verts in the second mesh-render path (fix tree-foliage smear)
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PGXP: park verts in the model GT3/GT4 drawer (func_8005AC50) ΓÇö tree foliage
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PGXP: force billboards affine (Gfx_BillboardDraw) ΓÇö fix tree-foliage spikes
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PGXP: snap-XY around the character bone-draw loop (fix joint seams)
Nightly 2026.06.18.5
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This update reduces the issues with the inventory screen to match the original PSX by fixing vertical scaling, positioning, and dimming. Backface issue still present, will be fixed soon.
Coming soon: More aspect fixes, monster reworks to fix animations, real PSX style targeting, sound fixes, and corruption/crash fixes. -
walls/worm: [WORM] vulnerability-window probe in the LIVE twinfeeler code
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worm: port stranded sz==0 div-by-zero guard into the LIVE twinfeeler copy
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inventory: [INV-ASPECT] one-shot probe for the squished-item report
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inventory: add
invaspecttoggle for squished item-preview models -
inventory: default square aspect, scale size-only (fix equipped pos), tunable
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inventory: default scale 125, Y nudges, off-center dimming
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inventory: per-slot dimming + defaults invcary 50 / inveqy -50
Nightly 2026.06.18.4
- Debug: replace key 6 non-working grey-child spawn with kill-nearby-enemies + killall cmd