Configuration Details

Learn more about the customizable settings Silent Hill 2: Enhanced Edition has to offer from the list below. Typically, settings can be found by opening an enhancement package's .ini file with a text editor. It is recommended to use an editor such as Notepad++ to preserve the file's formatting. The file locations for all of the customizable settings mentioned on this page are located under their titles.

The majority of content on this page is not required reading. Chances are, you will only ever need to adjust the screen mode and window border for the game (see the "Settings You'll Likely Adjust" section directly below).

Spoilers for Silent Hill 2 are present in the content below.

Settings You'll Likely Adjust

1
2
3

ScreenMode1|2|3

Found in d3d8.ini

Sets the screen mode for the game.

  • 1 Runs the game in windowed mode.
  • 2 Runs the game in windowed fullscreen mode.
  • 3 Runs the game in fullscreen mode.

It is recommended to play Silent Hill 2: Enhanced Edition in a 16:9 aspect ratio for the best experience. Set resolution/aspect ratio in the game's Options > Advanced Options menu.

OFF
ON

WndModeBorder0|1

Found in d3d8.ini

Creates a window border for the game. Requires ScreenMode = 1.

The game's windowed resolution must not be close to or exactly the same as your display's width and/or height, otherwise the border will not appear. This is a safety measure to ensure the border doesn't get lost outside of your display area.

OFF
ON

AdjustColorTemp0|1

Found in d3d8.ini

Adjusts the color temperature of the overall game image to give it a slight cool tint, to better match the PlayStation 2 version. Requires d3d8to9 = 1.

AudioClipDetection0|1

Found in d3d8.ini

Detects when any audio event is stopped prematurely and fades out the sound to avoid "popping/clicking" that would otherwise be heard.

AutoUpdateModule0|1

Found in d3d8.ini

Upon game launch, the SH2 Enhancements module will check for updates and, if available, will ask the user if they would like to update their files to receive new improvements and features for this module.

The SH2 Enhancements module can only update itself. This updater does not update any other enhancement package. You must manually download/update any other enhancement package when updates for them are available. Refer to the project changelog table to know when the latest version of any given package has been updated.

OFF
ON

  • PCSX2

Camera Clipping Fixes

Found in .\sh2e\bg\ and .\sh2e\bg2\ - Cannot be modified

Adjusts the game's camera in certain areas to prevent the camera from clipping into the walls when using a 16:9 aspect ratio.

OFF
ON
OFF
ON

  • Xbox

CatacombsMeatRoomFix0|1

Found in d3d8.ini

Corrects color and level values for the Catacomb's meat cold rooms to resemble the PlayStation 2 version.

Adjusted ps189.map and ps193.map files from the Enhanced Edition Essential Files package must used in tandem with this feature for these rooms to look fully corrected.

CheckCompatibilityMode0|1

Found in d3d8.ini

Checks if unsupported Windows compatibility options are enabled for sh2pc.exe and disables them.

CheckForAdminAccess0|1

Found in d3d8.ini

Removes unneeded Windows Virtual Store files for the game and checks if administrator access is required (and prompts for UAC, if needed) upon launch, in order to save game progress. (Silent Hill 2 PC will not save game progress if you installed the game to an admin-protected directory, unless you run the game as administrator.)

OFF
OFF
ON
ON

  • Xbox

ClosetCutsceneFix0|1

Found in d3d8.ini

Darkens the closet bars and moves the noise grain layer to be on top of the closet bar blur layer during the first-person segment of the apartment closet cutscene to match the PlayStation 2 version. Also adjusts the visuals during another camera cut to better light the scene.

CreateLocalFix0|1

Found in d3d8.ini

Creates a local.fix file in the game's directory (if it does not already exist) to allow GPU-based anti-aliasing support for the game.

  • Initial R&D, proposed solution, and testing: emoose
  • Solution written in x86 ASM and C++: emoose
  • Mod implemented: ThirteenAG

d3d8to90|1

Found in d3d8.ini

Converts the game from DirectX 8 to DirectX 9, allowing for additional features and fixes to be used.

OFF
ON

DisableCutsceneBorders0|1

Found in d3d8.ini

Removes cutscene letterboxing.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG

DisableGameUX0|1

Found in d3d8.ini

Disables Microsoft Game Explorer (GameUX) to prevent the game hanging on launch and rundll32.exe high CPU usage.

DisableHighDPIScaling0|1

Found in d3d8.ini

Disables Windows' high DPI scaling for the game to prevent certain display issues, such as a "burnt-in" image from appearing during fade transitions.

OFF
ON

DisableRedCross0|1

Found in d3d8.ini

Disables the low health indicator completely.

Enabling this option is only recommended if you are using a controller with vibration enabled. Otherwise, you have no way of knowing when you're low on health unless you check the inventory screen.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: Elisha Riedlinger
OFF
ON

DisableRedCrossInCutscenes0|1

Found in d3d8.ini

Hides the low health indicator during in-game cutscenes. Use with FastTransitions = 1 for best results.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: Elisha Riedlinger
OFF
ON

DisableSafeMode0|1

Found in d3d8.ini

Prevents the game from using the lowest visual settings upon relaunch, if the game crashed previously.

  • Initial R&D, proposed solution, and testing: emoose
  • Solution written in x86 ASM and C++: emoose
  • Mod implemented: ThirteenAG

DisableScreenSaver0|1

Found in d3d8.ini

Disables the screensaver in Windows while the game is running.

DPadMovementFix0|1

Found in d3d8.ini

Allows the D-pad on DirecInput gamepads to act as an additional movement pad to control James and to be used to navigate menu selections.

  • Initial R&D, proposed solution, and testing: Silent
  • Solution written in C++ and mod implemented: Silent
OFF
ON

DynamicResolution0|1

Found in d3d8.ini

Detects every resolution your display offers and makes them selectable choices in the game's options menu, along with displaying their respective aspect ratios. (The original game only allowed you to select between six pre-defined resolutions.)

d3d8.res must be present in <path-to-game> for this feature to work. Also requires UseCustomExeStr = 1 and WidescreenFix = 1.

EnableSFXAddrHack0|1

Found in d3d8.ini

Allows higher quality sound files to be used. Must be enabled if using the Audio Enhancement Pack.

OFF
ON

EnableSMAA0|1

Found in d3d8.ini

Enables subpixel morphological anti-aliasing (SMAA). Requires d3d8to9 = 1.

It is recommended to disable this if using GPU-based anti-aliasing. Learn more about anti-aliasing options for Silent Hill 2: Enhanced Edition.

  • ReShade code: crosire
  • "SMAA.fx" shader code: Jorge Jimenez, Jose I. Echevarria, Belen Masia, Fernando Navarro, Diego Gutierrez, crosire
  • Code revamped and mod implemented: Elisha Riedlinger
OFF
ON
OFF
ON
OFF
ON

EnableSoftShadows0|1

Found in d3d8.ini

Restores soft shadows, shadow level intensities, shadow fading on flashlight toggles, and self shadows.

EnableTexAddrHack0|1

Found in d3d8.ini

Allows higher quality, upscaled images to be used.

ON

  • PlayStation 2
  • PCSX2

FastTransitions0|1

Found in d3d8.ini

Increases the speed of all fade out/fade in transitions. Examples include going between rooms, opening/closing the inventory screen, examining memo/riddle images, and saving.

OFF
ON
OFF
ON

  • PCSX2

Fix2D0|1

Found in d3d8.ini

Enabling this feature sets the 2D, full screen images to their original aspect ratios. This will remove stretching on the images, when played in widescreen.

Disabling this feature stretches the images to fit the screen. This affects all full screen images, such as the main menu, save screens, memo/riddle images, and inventory screen, along with other textures such as subtitles and the flashlight lens glow.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG
OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

FixAptClockFlashlight0|1

Found in d3d8.ini

Fixes the flashlight rendering on the apartment grandfather clock at the end of the failed attempt to push it.

FixChainsawSpawn0|1

Found in d3d8.ini

Prevents the chainsaw from spawning on a first playthrough, which is a developer-intended design choice.

OFF
ON

  • Xbox

FixCreatureVehicleSpawn0|1

Found in d3d8.ini

Fixes an issue where Lying Figures would exit from underneath vehicles incorrectly.

FixHangOnEsc0|1

Found in d3d8.ini

Prevents the player from bringing up the PC pause menu during a fade-in, which would otherwise use the wrong screen grab of the game for the pause menu background image. Use with FastTransitions = 1 for best results.

OFF
ON

FixDrawingTextLine0|1

Found in d3d8.ini

Thickens the horizontal line in the hospital diary text to make it easier to see at higher rendering resolutions.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ and mod implemented: Belek666
OFF
ON

FixGPUAntiAliasing0|1

Found in d3d8.ini

Fixes issues for Nvidia graphics cards, such as missing/incorrect shadows, when force-enabling anti-aliasing through of your GPU's control panel.

OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

FixMemoFading0|1

Found in d3d8.ini

Fixes an issue where the top-most layer of memo images would not correctly fade/darken with the rest of the image when viewed through your memos list.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: Elisha Riedlinger
OFF
ON
OFF
ON

  • PCSX2

FixMissingWallChunks0|1

Found in d3d8.ini

Fixes an issue on Nvidia graphics cards where chunks of the wall would disappear if the camera got to close to the geometry when using a 16:9 aspect ratio.

FixSaveBGImage0|1

Found in d3d8.ini

Ensures the correct background image for the save/load screen is always shown for each campaign.

OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

FixTownWestGateEvent0|1

Found in d3d8.ini

Changes James' commentary about the back alley Heaven's Night gate at night to properly reflect the gate's status.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ and mod implemented: Belek666

FlashlightFlickerFix0|1

Found in d3d8.ini

Fixes a bug that would make James' body flash with light if exiting the pause menu while the flashlight is off.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: Elisha Riedlinger
OFF
ON

FMVWidescreenMode0|1

Found in d3d8.ini

Removes "squishing" on the FMVs to have them properly display at their correct aspect ratio. This "squishing" can affect any version of the FMVs, if not addressed.

  • Initial R&D, proposed solution, and testing: ThirteenAG, Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG
OFF
ON

  • Xbox

FogFix0|1

Found in d3d8.ini

Increases the thickness, size, and amount of fog to resemble the PlayStation 2 version.

OFF
ON
OFF
ON

FogLayerFix0|1

Found in d3d8.ini

Fixes an issue on Nvidia graphics cards where the 2D fog layer and the glow around James' flashlight is missing.

OFF
ON
OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

FogParameterFix0|1

Found in d3d8.ini

Adjusts the fog-of-war boundaries for specific areas to fix visual errors.

  • Initial R&D, proposed solution, and testing: Ratiocinator
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: Elisha Riedlinger
ON

  • Xbox

FogSpeedFix0|1

Found in d3d8.ini

Adjusts the speed of the fog for slower, more natural movement to better match the PlayStation 2 version.

GameLoadFix0|1

Found in d3d8.ini

Disables free-saving in select rooms that would cause game issues upon file loading back into the rooms. Addresses quick save bugs that could otherwise soft lock the game.

GamepadControlsFix0|1

Found in d3d8.ini

Allows the same controller input to be assigned to multiple game functions.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG
OFF
ON
OFF
ON
OFF
ON
OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

General Room Fixes

Found in .\sh2e\bg\ and .\sh2e\bg2\ - Cannot be modified

Numerous fixes applied to specific .map (room) files that include adjusting UV/texture positioning, correcting 3D vertex normal data, touching up 2D imagery, improving the levels/color balance of a room, and more.

OFF
ON
OFF
ON

  • Xbox

HalogenLightFix0|1

Found in d3d8.ini

Restores illuminance for certain environment assets.

ON

  • PlayStation 2
  • Xbox
  • PCSX2

HospitalChaseFix0|1

Found in d3d8.ini

Correctly syncs Red Pyramid Thing's attack animation to the rest of the cutscene that plays out during the hospital elevator chase sequence.

OFF
ON

  • Xbox

HotelWaterFix0|1

Found in d3d8.ini

Restores lighting values for the water throughout the game.

OFF
ON
OFF
ON
OFF
ON
OFF
ON
OFF
ON
OFF
ON

Image Enhancements

Found in .\sh2e\etc\effect\, .\sh2e\menu\mc\, and .\sh2e\pic\ - Cannot be modified

Provides upscaled, remastered, and remade full screen images for the game. Examples of full screen images include the main menu, save screen, inventory screen, maps, and memo/riddle images.

OFF
ON

ImproveStorageSupport0|1

Found in d3d8.ini

Allows the game to correctly check free disk space in hard drives larger than 2TB in order to save game files.

OFF
ON

  • Xbox

IncreaseBlood0|1

Found in d3d8.ini

Increases the blood pool size of dead enemies to better match the PlayStation 2 version.

OFF
ON
OFF
ON
OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

IncreaseDrawDistance0|1

Found in d3d8.ini

Increases the front draw distance in certain areas to hide the environment loading in.

OFF
512
1024
2048
4096

IncreaseNoiseEffectRes0|128-4096

Found in d3d8.ini

Adjusts the noise filter's resolution. Set to any value between 128 - 4096 to adjust the resolution. The larger the value, the smaller the noise grain will be. Set to any value within this range to remove the widescreen stretching on the filter. Set to 512 to use the game's default noise filter size.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG
OFF
ON
OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

LightingFix0|1

Found in d3d8.ini

Restores proper environmental settings for the "Maria" ending, and restores lighting conditions for the 3D trees in the "Leave" and "Maria" ending.

  • Initial R&D, proposed solution, and testing: Aero_, Ratiocinator
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG
ON

LightingTransitionFix0|1

Found in d3d8.ini

Fixes an issue where some light sources would not properly brighten and darken James.

  • Initial R&D, proposed solution, and testing: Belek666, Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented:: Elisha Riedlinger

LockScreenPosition0|1

Found in d3d8.ini

Disables the screen position feature in the game's options menu, which is no longer needed for modern displays.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ in mod implemented: Belek666

LockSpeakerConfig0|1

Found in d3d8.ini

Disables changing the speaker configuration feature in the game's options menu, as after Windows XP this change must be done through Windows' sound control panel and can no longer be changed within the game.

d3d8.res must be present in <path-to-game> for this feature to work.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ in mod implemented: Belek666

NoCDPatch0|1

Found in d3d8.ini

Removes the CD check on some versions of the game. Not guaranteed to work on all executables.

OFF
ON

PauseScreenFix0|1

Found in d3d8.ini

Removes flicker when accessing the pause menu and restores the noise filter and bloom effects in the pause menu for Room 312 of the Hotel.

OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

PistonRoomFix0|1

Found in d3d8.ini

Hides a piston behind the wall that would otherwise be seen when Angela opens the door in the Labyrinth during a cutscene.

ON

PS2CameraSpeed0|1

Found in d3d8.ini

Increases the camera speed movement to match the PlayStation 2 version, and removes "floaty/bouncy" camera behavior that was present in the PC version.

OFF
ON
OFF
ON
OFF
ON
OFF
ON

PS2FlashlightBrightness0|1

Found in d3d8.ini

Adjusts the flashlight's brightness to resemble the PlayStation 2 version by reducing its intensity for environments, but keeping enemies and NPCs bright. Also corrects flashlight levels for Woodside Apartment Room 205 (the flashlight and mannequin room), along with a handful of other specialized rooms.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: Elisha Riedlinger
OFF
ON
OFF
ON

PS2StyleNoiseFilter0|1

Found in d3d8.ini

Adjusts the noise filter's opacity and grain spacing to resemble the PlayStation 2 version.

OFF
ON

  • PCSX2

ReduceCutsceneFOV0|1

Found in d3d8.ini

Cutscenes will be zoomed in to match their original 4:3 horizontal compositions when playing in widescreen. This will hide "frozen" character models that have been loaded in, right outside the 4:3 boundaries, ready and waiting to enter the scene.

This feature will zoom up to a 16:9 aspect ratio. It will not zoom past this aspect ratio as too much of the composition would be cropped otherwise.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG

RemoveEffectsFlicker0|1

Found in d3d8.ini

Removes flicker that appears at the beginning of any motion blur event.

RemoveEnvironmentFlicker0|1

Found in d3d8.ini

Removes flicker from environment settings resetting to default values at the end of certain cutscenes.

ON
ON
ON

RestoreBrightnessSelector0|1

Found in d3d8.ini

Restores the ability to adjust the brightness level in the game's options menu, regardless if playing in windowed or fullscreen mode. Requires d3d8to9 = 1.

ON

RestoreSearchCamMovement0|1|2|3

Found in d3d8.ini

Restores right joystick functionality for controllers to move the search camera around. Change the value, depending on what type of controller you are using, to allow search camera movement on the right joystick.

  • 1 For XInput gamepads (most commonly used).
  • 2 For DirectInput gamepads.
  • 3 For DirectInput gamepads (alternate mode).
  • Initial R&D, proposed solution, and testing: Silent
  • Solution written in C++ and mod implemented: Silent
OFF
ON
OFF
ON
OFF
ON

RestoreSpecialFX0|1

Found in d3d8.ini

Restores post-processing effects to their original intensities. Effects include depth-of-field blur, motion blur, static blur, and pseudo blooms.

RestoreVibration0|1

Found in d3d8.ini

Restores vibration/rumble for DirectInput- and XInput-based controllers.

  • Initial R&D, proposed solution, and testing: Silent
  • Solution written in C++ and mod implemented: Silent
OFF
ON

Room312ShadowFix0|1

Found in d3d8.ini

Prevents distracting shadow flickering along the patio glass doors while in Room 312 of the Hotel, and restores the chair's shadow during the cutscene that takes place in this room.

OFF
ON
OFF
ON

RoomLightingFix0|1

Found in d3d8.ini

Prevents the game from using wrong environmental and fog lighting values in the cemetery, if you load back into this area from a save point. Also corrects lighting levels in various other rooms/areas.

OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

RowboatAnimationFix0|1

Found in d3d8.ini

Fixes an issue with James' character model being placed erratically into the rowboat if you previously entered the rowboat then load an earlier save point to enter the rowboat again.

OFF
ON
OFF
ON
OFF
ON

SetBlackPillarBoxes0|1

Found in d3d8.ini

Forces all dynamically made pillarboxing to be black in color, restores pillarboxing to events which did not have them, and hides map markings behind the pillarboxing.

SingleCoreAffinity0|*

Found in d3d8.ini

Limits the game to one CPU core to prevent sound looping and performance issues. Set SingleCoreAffinity to a value of 1 or higher to change the core used. (Example: 1 = CPU 0, 2 = CPU 1, etc.)

If the value is set to a number that is greater than the available cores on your computer, it will default to using the first core (CPU 0).

SouthPaw0|1

Found in d3d8.ini

Swaps left joystick/D-pad and right joystick functions. Useful for left-handed players.

  • Initial R&D, proposed solution, and testing: Silent
  • Solution written in C++ and mod implemented: Silent
OFF
ON
OFF
ON

SpecularFix0|1

Found in d3d8.ini

Restores specularity and specular behavior throughout the game. This gives "shininess" to things such as character eyeballs, Pyramid Head's helmet, Maria's skirt, etc. And shiny things will shine brighter whenever they're under a light source or when James' flashlight is on.

SteamCrashFix0|1

Found in d3d8.ini

Prevents a crash when Steam controller configuration is used or when going to the game's options menu while using certain types of gamepads.

  • Initial R&D, proposed solution, and testing: Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: ThirteenAG
OFF
ON

  • PlayStation 2
  • Xbox
  • PCSX2

Text Adjustments

Found in .\sh2e\etc\message\ - Cannot be modified

Improves the grammar, punctuation, and sentence structures for the game's text and subtitles, in various languages.

UnlockJapLang0|1

Found in d3d8.ini

Unlocks the ability to select Japanese for the game's text/subtitles.

It is recommended to keep this disabled for now, as not all Japanese characters are currently supported.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ and mod implemented: Belek666
OFF
ON
OFF
ON

UseBestGraphics0|1

Found in d3d8.ini

Enables all advanced graphics settings from the option's menu (complex fog, shadows, lens flare, etc) by default upon each game launch.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ and mod implemented: Belek666
OFF
ON

UseCustomExeStr0|1

Found in d3d8.ini

Restores all language options (English, French, German, Italian, and Spanish) as selectable choices and creates language-specific pause menu text for the North American executables of the game.

d3d8.res must be present in <path-to-game> for this feature to work.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ and mod implemented: Belek666
OFF
ON
OFF
ON

UseCustomFonts0|1

Found in d3d8.ini

Uses custom font files to produce high-resolution text in-game. Compatible with all preset language files (English, French, German, Italian, and Spanish) in the game.

fontwdata.bin and font000.tga files must be present in <path-to-game>\sh2e\font\ for this feature to work.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ and mod implemented: Belek666

UseCustomModFolder0|1

Found in d3d8.ini

Silent Hill 2: Enhanced Edition will read and use files in the <path-to-game>\sh2e\ folder, rather than the <path-to-game>\data\ folder, whenever possible. This allows us to store custom, modified game files in the sh2e folder so as not to replace/overwrite original game files, which are found in the data folder. Any game files which we have not modified will still be read from the data folder like normal, so you must keep the data folder and leave it untouched.

The file paths and filenames within the sh2e folder must be identical to the data folder.

UsePS2LowResTextures0|1

Found in d3d8.ini

Disables the <path-to-game>\sh2e\pic\ path and redirects to <path-to-game>\sh2e\ps2\ to use the original, low resolution full screen images. This is an easy to way enable/disable the use of the Image Enhancement Pack images.

OFF
ON

WhiteShaderFix0|1

Found in d3d8.ini

Fixes an issue on Nvidia graphics cards where certain areas would appear white when they should be black.

WoodsideRoom205Fix0|1

Found in d3d8.ini

Fixes a rare bug where the Mannequin creature in Woodside Apartments Room 205 may not spawn/behave correctly upon entering the room.

Hidden Settings

The settings below are not shown in the d3d8.ini file but can be added to the file for adjustment. These settings are hidden by default to help avoid confusion, as they typically will not be adjusted by the user and may require other settings to be enabled/disabled to work.

If you'd like to adjust any of the settings below, add the setting's name to its own line in the d3d8.ini file along with a corresponding value. (Example: LockResolution = 1).

1 (16:9)
2 (16:9)
1 (4:3)
2 (4:3)

FullscreenImages0|1|2

Found in d3d8.ini

Adds compatibility for the Image Enhancement Pack to have its visuals display correctly. Must be enabled if using the Image Enhancement Pack. Requires Fix2D = 1.

Change the value to affect how the memo/riddle images will be displayed.

  • 1 Displays images without any cropping.
    • 16:9 resolution will have pillarboxes.
    • 4:3 resolution will have letterboxes.
  • 2 Scales images to have them fill the display area, removing any letterboxes or pillarboxes, up to a 16:9 aspect ratio.
    • 16:9 resolution will crop the images slightly vertically.
    • 4:3 resolution will noticeably crop the images horizontally.

If DynamicResolution = 1 the values above are ignored and this feature will automatically scale the images depending on the current aspect ratio being used.

The scaling/cropping feature of FullscreenImages only affects the memo/riddle images, as these are the only images that require the use of this feature.

1
2
3

FMVWidescreenEnhancementPackCompatibility0|1|2|3

Found in d3d8.ini

Adds compatibility for the FMV Enhancement Pack to have its videos display correctly in various modes.

  • 1 Displays FMVs in full for 16:9, but will have pillarboxes.
  • 2 Scales FMVs to remove pillarboxes for 16:9, which will crop the videos some vertically.
  • 3 Shrinks FMVs to display them in full for 4:3, but will have letterboxes.

If DynamicResolution = 1 the values above are ignored and this feature will automatically scale the FMVs depending on the current aspect ratio being used.

  • Initial R&D, proposed solution, and testing: ThirteenAG, Aero_
  • Solution developed and written in x86 ASM: Aero_
  • Solution converted to C++ and mod implemented: Aero_
OFF
ON

LockResolution0|1

Found in d3d8.ini

Shows the actual resolution being used in the game's options menu, along with displaying its aspect ratio, and disables changing the resolution through the game. Requires DynamicResolution = 0.

d3d8.res must be present in <path-to-game> for this feature to work.

  • Initial R&D, proposed solution, and testing: Belek666
  • Solution written in C++ in mod implemented: Belek666

ResX / ResY0|*

Found in d3d8.ini

Allows you to adjust the size of the game to a specific resolution, but cannot be changed after the game launches. (Example: ResX = 1920, ResY = 1080.) Requires DynamicResolution = 0.

If playing in fullscreen mode (ScreenMode = 3), the values you set for ResX and ResY must be a resolution that's inherently supported by your display, otherwise the game will freeze on launch.

  • Initial R&D, proposed solution, and testing: emoose
  • Solution written in x86 ASM and C++: emoose
  • Mod implemented: ThirteenAG