Homebrew Silent Hill Decompilation NX - Switch port

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Silent Hill Decompilation NX - Switch port, made by ChaykaDed, based on decompiled code from Vatuu's Silent Hill Decompilation Project and a PC port from SlickAmogus KushAstronaut using LLM Anthropic Claude on the Psycross Psy-Q SDK, with OpenGL ES3.0.

Info by its author:
First public release of the Nintendo Switch port.
Working:
  • Gameplay
  • Controls
  • In-game rendering
  • FMV cutscenes with audio
  • Original PS1 boot intro before game startup
Built with devkitPro, libnx and native OpenGL ES 3.0.

Github link's here: https://github.com/ChaykaDed/silent-hill-decomp-nx/releases

One need an US v1.1 ROM named Silent Hill (USA).bin with MD5:
Code:
B52500EEA7D7D04A6A81B0EFE88955E1
Put it into /switch/gamedata/ folder, and SilentHillPC.nro into /switch/ folder. Saves will be stored as /switch/gamedata/save/*.MCD files.

And voila!.. Some screenshots from Nintendo Switch:
scr1 (1).jpgscr1 (2).jpgscr1 (4).jpgscr1 (5).jpgscr1 (6).jpgscr1 (8).jpgscr1 (9).jpgscr1 (10).jpgscr1 (11).jpgscr1 (12).jpgscr1 (13).jpgscr1 (15).jpgscr1 (16).jpgscr1 (20).jpgscr1 (21).jpgscr1 (22).jpgscr1 (23).jpgscr1 (24).jpgscr1 (25).jpgscr1 (26).jpgscr1 (27).jpgscr1 (28).jpgscr1 (29).jpgscr1 (18).jpgscr1 (19).jpg
 
Last edited by mathew77,
^_^ All the kudos to ChaykaDed: https://github.com/ChaykaDed
Known bugs / issues:
  • Crash entering the clock tower in Midwich
  • PGXP: seams at character joints and distant faces dropping out; warped geometry at screen edges
  • Harry stops abruptly on invisible walls while sprinting
  • Placeholder aiming shim — real aiming/camera-follow not yet wired in
  • Combat runs too fast at high FPS
  • Enemy AI needs a rework (some jerk through the floor during combat)
  • Cutscene corruption, texture issues, and stray stretched vertices
  • Missing/corrupted graphics in the options menu
  • Linux / Steam Deck visuals broken (red tint)
  • PAL text and languages not working
  • There's also a long tail of ending/Nowhere, per-cutscene, and miscellaneous issues.
Other tracked bugs list: SlickAmogus#13
 
Last edited by mathew77,
Awesome! Does the rumble work (I have currently only a Switch Lite to test)?

Now we just need one of those VHS / scanline filters that Silent Hill-inspired horror indie games use... 😂
 
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^_^ All the kudos to ChaykaDed: https://github.com/ChaykaDed
Known bugs / issues:
  • Crash entering the clock tower in Midwich
  • PGXP: seams at character joints and distant faces dropping out; warped geometry at screen edges
  • Harry stops abruptly on invisible walls while sprinting
  • Placeholder aiming shim — real aiming/camera-follow not yet wired in
  • Combat runs too fast at high FPS
  • Enemy AI needs a rework (some jerk through the floor during combat)
  • Cutscene corruption, texture issues, and stray stretched vertices
  • Missing/corrupted graphics in the options menu
  • Linux / Steam Deck visuals broken (red tint)
  • PAL text and languages not working
  • There's also a long tail of ending/Nowhere, per-cutscene, and miscellaneous issues.
Other tracked bugs list: SlickAmogus#13
Thanks for noticing. I’m planning to release a new version sometime soon.
Post automatically merged:

Just released v1.1.0 of the Silent Hill Decompilation NX - Switch port.

What's new:
- Full support for the Russian fan translation (Team Raccoon), menus and text render from the disc itself, no extra font files needed
- Widescreen 16:9 Hor+ with configurable zoom (widescreen_zoom, default 1.2) that crops the empty space beyond room walls
- PS1 boot intro remastered to 720p from a 4K capture, plays fullscreen with no black bars
- Port updated to latest upstream (beta-2026.08.14.1)

Release contains the NRO, config, and intro files. Installation instructions included.
 
Last edited by DerilDX,

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