Silent HillPC Port
Play the original PlayStation Silent Hill natively on PC. An experimental port built on top of the decompilation using PsyCross — running in widescreen, high resolution and uncapped FPS, and playable start to finish.
Summary
What this is & where it stands
This is an experimental PC port of the original PlayStation Silent Hill (Silent Hill 1), built on top of the PSX decompilation, using PsyCross (a PsyQ SDK compatibility layer originally written for REDRIVER2) as its PSX hardware abstraction layer. It was created with heavy AI assistance from Claude Opus.
The port is 100% playable start to finish — the full game can be completed. Expect visual and audio glitches that are actively being fixed; none are progression-blocking.
World & Rendering
Textured environments, fog, snow and particle effects, full map geometry. 16:9 Hor+, high resolutions, high refresh rates, uncapped FPS.
Player & Combat
Collision-based movement, walls, floors and stairs. Handgun, rifle and shotgun fire reliably; melee, break-free, death and grab anims work.
Bosses & Enemies
Full NPC AI — Grey Children, Air Screamers, Groaners and more. Twinfeeler, Split Head, Floatstinger and Cybil fights all run.
Cutscenes & Camera
DMS-driven scenes, animations and letterboxing play. PSX fixed-camera system reproduced close to 1:1 with the original.
Audio
SFX, BGM and voices all working; XA voice streaming plays directly from the disc image.
Maps & Saves
All 42 maps compile as DLLs and load; room/door transitions work. Memory-card save/load fully working, plus quick save/load (F6/F8).
Note: This project does not contain any game assets. You must provide a legally obtained dump of Silent Hill (PSX) to play.
Screenshots
From the current build
Upcoming Features
On the roadmap
More aspect-ratio corrections (Harry / inventory proportions)IMPLEMENTED!
#2
- Monster reworks to fix animations
- Real PSX-style targeting system to replace the current shim
- Sound fixes (looping / positional edge cases)
- Corruption & crash fixes, with the endings (map7_s03) as the next target
- PGXP clean-up and calibration
- Updated launcher with custom-build support
- In-game language selector and localized menu font layout (PAL/EUR)
- Inventory backface fix
Update Notes
Changelog — newest first
Loading update notes…
Known Issues
Tracked & being worked on
Priority
- Crash entering the clocktower in Midwich
- PGXP seams and distant faces turning invisible
- Warped geometry at screen edges with PGXP on
- Invisible walls halt Harry while sprinting
- Aiming uses a shim; real aiming needed so the camera tracks enemies
- Combat runs too fast at high FPS
- Enemies need a rework — AI issues and jerking through the floor in combat
- Corruption and texture issues in certain cutscenes
- Random stretched vertices in cutscenes
- Missing and corrupted graphics in the options menu
- Visuals broken on Linux / Steam Deck
- PAL text and languages not working
Ending & Nowhere
- Clock sound loops and crescendos forever after the time stone in Nowhere
- Force-field effect missing in the park and when Cybil is thrown back
- Final section is unbeatable — the final boss gets you regardless of strategy
- Bottle spins too long in the good ending (frozen anim state + 10s failsafe)
- No lightning seen or heard when Dahlia is burned by the boss
- All flame textures cycle the wrong UVs (puzzle art instead of fire)
- Multiple sound loops during the Good+ ending cutscene
- Misplaced textures as Harry and Cybil run in the ending cinematic
- Missing floors in the final cutscene
- Credits music ends before the credits do
- Results screen shows broken meshes
- Controller stops responding at points (Nowhere 2F elevator; saving after credits)
- Visual effect missing when entering Nowhere
- Alessa's bed polygons flipped after the ghost-doctor scene
General
- Main menu sometimes glitches after returning from in-game
- Radio sometimes stays silent with monsters nearby
- Subtitles lag slightly behind the voice acting
- Sounds loop or appear during loading screens (e.g. a wheelchair at the start)
- Music fragment loops in the hospital director's office (first daytime visit)
- No music during the Lisa-meeting FMV and the in-engine scene after it
- Harry burns himself during the hospital sub-basement hatch scene
- No music on the way to the Green Lion shop
- Larval boss imitates diving instead of plunging into the sand
- Wrong edge textures in widescreen in some spots
- Crash entering the boat interior door
- Inverted faces on inventory and pickup models (see-through effect)
Random Cutscenes
- Cybil doesn't look at Harry while talking on the boat
- No light shafts from Flauros piercing Alessa in the park
- Missing voice acting and rain sound after exiting the clock tower (only footsteps)
- Odd camera angles crop the characters in the antique-shop conversation
- VRAM issues during Alessa entering the Green Lion / the Lisa conversation
Individual reports on GitHub
- #9Incorrect model display
- #8Incorrect rendering of Russian/Cyrillic characters
- #7Is the fogging implemented, or a graphics-card problem?
- #6Missing health drink
- #4Game reads a controller as if Up is held down
- #3Broken graphics
- #2Suggestion: Linux build
The grouped list above mirrors the comprehensive bug tracker (issue #13). Browse every open report on the GitHub issue tracker.
FAQ
Frequently asked questions
The game itself is not AI-generated. This port is built on the Silent Hill decompilation — the original game's actual code, recovered function by function from the PlayStation release — and that code runs essentially untouched.
The PC-specific work lives in a separate layer, fenced off behind #ifdef SH_PC_PORT blocks and a small pc_port module, on top of PsyCross: an open-source compatibility layer that emulates the PlayStation's hardware (GPU, SPU audio, controllers and so on) so PSX code can run on a modern PC. PsyCross has been modified and extended to fit this game's needs.
AI assistance was used to write and debug that porting layer — the 64-bit fixes, the hardware shims, the bug hunts — not to rewrite or invent the game. The core Silent Hill you're playing is the same game: same logic, same data. Mostly. There are certain parts of the code where the port bypasses the game code and uses its own. These are simply placeholders until the real thing is working, and many are already fixed.
Hand-porting a decompiled PlayStation game to PC is an enormous amount of work — thousands of low-level fixes spanning rendering, audio, memory layout, 64-bit pointer math and hardware emulation. Done solo and by hand, that's the kind of effort that takes years of spare time and a deep, specialized skill set.
AI lets one person move at that pace. It doesn't replace the human, though: I (KushAstronaut) drive every decision, test the game constantly, recognize when something is wrong against the real PSX behavior, and steer the AI toward fixes that stay faithful to the original. Years of hands-on modding, programming, and debugging experience are what make that guidance possible.
AI is part of modern programming almost everywhere now, at least in some capacity — autocomplete, refactoring, bug triage. But yes: there's also a port being worked on by hand — Silent Engine, by a contributor who works directly on the decompilation (github.com/Sezzary/SilentEngine).
Beyond porting, they're deobfuscating the code — turning the raw, machine-recovered functions into clean, properly named, human-readable source. That matters a lot: readable code is far easier to maintain, fix correctly and build on, and it benefits the entire decompilation effort, not just one port.
Cleaner, more readable code. That's a big deal for preservation — human-readable source is something the community can understand, maintain and keep alive long-term — and for modding, since clear code makes it far easier to find, change and extend the parts you want without breaking everything else.
The main one is readability. Because this port leans on the raw decompiled code plus an AI-assisted porting layer, the source is harder for a human to read and reason about than a fully hand-cleaned port would be.
Some game data is also still "unmatched" — not yet recovered byte-for-byte — which can complicate things. AI is good at working around those gaps, reconstructing or substituting the missing pieces so the game still behaves correctly.
That last fraction of a percent is mostly code that hasn't been matched byte-for-byte to the original compiler's output — it isn't strictly necessary for the game to run correctly. The port already builds and plays the full game start to finish.
And because it's built on top of the decompilation, whenever the upstream project closes that gap or improves something, those changes can be merged into this port.
Yes — this port is intended to be moddable. Some things may take longer to crack open than others, depending on how the engine is structured and how much we can change without destabilizing the code.
I plan to use AI to help build modding tools and expand functionality over time. How far that goes depends on how cooperative the engine is and how much compatibility we want to keep while we do it.
Post them on GitHub: github.com/SlickAmogus/silent-hill-decomp/issues. You're also welcome to contact me on Discord or anywhere else you can reach me.
Yes! Just message me, or post it on GitHub via the issue tracker above. I'm most likely to see it fastest in the PSX Decompilation Discord, in the Silent Hill channel — this port has a dedicated thread there.
Join here: discord.gg/eQr7RbRbsk
No game assets are included with or distributed by this port — no code, textures, audio or models from the game. To play, you must provide your own data, ripped from a legally owned copy of the original Silent Hill. The port only runs your data; it doesn't give you the game.
You are not obligated to support me in any capacity, and I do not provide any benefits for doing so. However, if you truly insist, I have a Ko-fi link in the sidebar. I do not expect to make any money from this project, but Claude does cost money to use, so any amount is appreciated. You could also just subscribe to my YouTube channel — that alone helps me out a lot.
About
Credits
This PC port was created by Chris Hardin (also known as KushAstronaut / SlickAmogus).
Silent Hill is copyright © Konami. This project contains no game assets; a legally obtained copy of the original game is required to play.
More about the project, its history, and how it was built coming soon.