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| Killzone 2 (2008 Multiplayer Prototype)
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| Build date |
Unknown (built on or after June 30, 2008)
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| Build name |
EP9000-BCET70001_00-GKILLZONE2000001
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| Dump status |
Released
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| Dumped by |
the cnh
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| Released by |
Jessica Brynley
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| File dump date |
March 19, 2024
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| File release date |
October 11, 2026
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| Origin
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PS3 development kit hard drive (DECR-1000A)
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| Dev kit |
DECR-1000A (Reference Tool)
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| Dump method |
PS3 Devkit HDD
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| Ownership |
Guerrilla Games (2008); 2008 - 2014
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| Game
|
Killzone 2
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| System |
PlayStation 3
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| Genre |
First-person shooter
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| Final build |
JP Mar 11, 2009 EU Jan 9, 2009 US Jan 9, 2009
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| Release date |
US Feb 27, 2009 EU Feb 27, 2009
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A prototype of Killzone 2 for the PlayStation 3.
Notes
- The serial is BCET70001 (EU Region).
- An early closed beta build of the Killzone 2 (Nov 5, 2008 EU Multiplayer prototype).
- PARAM.SFO version is 01.00 (while the PSN build is 01.20). Build date is based on the newest timestamp in the executable.
- The game had been deleted from the hdd, but was reassembled from 15 file-system fragments. 64 KB of the executable was overwritten on the disk and is lost.
- The download contains two folders:
- "original": the files as recovered, with no gameplay changes. EBOOT_recovered.self is the debug-signed executable with the 96 KB of foreign data (from another file on the disk) removed. It still has the 64 KB hole. EBOOT_recovered.elf is the same executable unwrapped.
- "playable": a ready-to-run game folder (BCET70001) for RPCS3, with these changes:
- EBOOT.BIN (unwrapped ELF): the lost Havok code was replaced with the same Havok 5.0.0 code from the Preview build.
- Visible differences from the Nov 5, 2008 build: three controller schemes ("Type A/B/C" instead of "Standard 1-4" and "Alternate 1-2"), "CREATE NEW CLAN" instead of "CREATE CLAN", and leftover placeholder text ("Buddy!!!!", "col2 432") on the Join Friends screen.
- Only three maps have art: MP_level_02, MP_level_05 and MP_level_07. There are no bots; the engine of this build does not support Botzone yet.
- Classes are locked behind badges. The grenade model is the one from the pre-alpha, infinite ammo is shown as a dash as in the pre-alpha, the class icons are different, and the maps differ from both the Preview build and the final game.
How to run the playable version in RPCS3
- Copy the BCET70001 folder into dev_hdd0/game/.
- In the game's custom configuration, set I/O > Mouse handler to Null; otherwise the emulator itself crashes. Setting the SPU decoder to Recompiler (LLVM) is strongly recommended for speed.
- The network can stay disconnected. Use WARZONE > LOCAL WARZONE (then PLAY > CREATE GAME), or WARZONE > QUICK MATCH. CONNECT tries the long-dead beta servers; COMMUNICATION, CLAN and STATISTICS probably need them too.
Screenshots
Acknowledgments
- the cnh for dumping the Guerilla Games Devkit HDD.
Killzone 2 prototypes
Killzone 2 demos
Killzone 2 assets