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Case study

Silent Engine: porting the original Silent Hill from decompiled code

Silent Engine ports the original Silent Hill to a cross-platform C++ engine using logic migrated from a decompilation of the PlayStation game. It includes format loaders, asset streaming and a launcher that extracts original assets from the user's compatible ROM. Boot, video playback and some menus are partially functional.

Targets
Game
Category
Independent reconstruction cases
Relationship
Independent reconstruction project
Sources reviewed
Evidence class
C2 code & docs, no demo or download
Stars
223
Last commit
2026-11-04
Language
C++
License (GitHub)
GPL-3.0

GitHub data as of 2026-11-10

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Evidence

Observed
Code and documentation observed; no download method or demo found.
Checked
2026-11-09

How evidence classes are assigned

Requirements & limits

  • Prerequisites: A user-provided 1.1 US release ROM is required to extract the original assets.
  • Prerequisites: The build uses CMake, Ninja, Python, Git LFS and submodules; platform dependencies are listed for Windows, macOS and Linux.
  • Limits: Gameplay and graphics integration is unfinished; the game itself does not yet run.
  • License: GPL-3.0.

Cite

BibTeX

@misc{silent-engine-case,
  title = {{Silent Engine: porting the original Silent Hill from decompiled code}},
  howpublished = {\url{https://github.com/Sezzary/SilentEngine}},
  url = {https://github.com/Sezzary/SilentEngine},
  urldate = {2026-11-06},
  note = {Awesome REA entry: \url{https://awesomerea.org/resources/silent-engine-case/}}
}

Plain text

Silent Engine: porting the original Silent Hill from decompiled code. https://github.com/Sezzary/SilentEngine (accessed 2026-11-06). Awesome REA entry: https://awesomerea.org/resources/silent-engine-case/

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About this entry

The description was reviewed against primary sources.

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Primary sources

  1. README.md GitHub · Sezzary/SilentEngine · Revision 9d68200

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