Silent-Hill-2-Enhancements: Infinite rumble loop if pause is timed at beginning of rumble start

@elishacloud Thanks for all the work you are doing here. While doing play testing I stumbled upon a bug/“quirk” with the game and rumble. If you time it right and open the PC pause menu (Esc key, P key, or gamepad button equivalent) at the very start of something that initiates a rumble, the rumble will continue indefinitely while the PC pause menu stays up.

Video example: https://www.youtube.com/watch?v=pQQx7VVxv4I

(The console versions never had a pause menu like this so I think when the PC devs added this menu in they probably didn’t think to test how rumble would affect their new menu.)

Can an adjustment for rumble be made to do the following. The address and notes below were found by Bigmanjapan:

sh2pc.exe+542670 (00942670) byte

This address changes it’s value from 0 to 2 (there is a value of 1 for a splitsecond inbetween) upon invoking Pause menu. Nothing else seems to be tied to the address.

So when sh2pc.exe+542670 (00942670) byte has a value of 2 can a stop signal be sent to the current rumble output? Possibly added to this portion of code?

About this issue

  • Original URL
  • State: closed
  • Created 5 years ago
  • Comments: 41 (15 by maintainers)

Most upvoted comments

Ok, try this update. This one is using the address from @AeroWidescreen. d3d8.zip

Wait, why don’t you guys use this address instead: 00932004

It indicates when the game is paused, which includes the options menu, inventory menu, etc. But not the main menu, obviously.

I tried manually running the Stop() effect function when focus is lost. Glad to see that fixed the issue! The issue with the main menu was that I forgot to remove the hard coded v1.0 address. This update should completely fix this issue. d3d8.zip