Killzone 2 (2008 Multiplayer Prototype)

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Title Screen
Killzone 2 (2008 Multiplayer Prototype)
Build date Unknown (built on or after June 30, 2008)
Build name EP9000-BCET70001_00-GKILLZONE2000001
Dump status Released
Dumped by the cnh
Released by Jessica Brynley
File dump date March 19, 2024
File release date October 11, 2026
Origin PS3 development kit hard drive (DECR-1000A)
Dev kit DECR-1000A (Reference Tool)
Files EBOOT.BIN, data_ps3.psarc, PARAM.SFO, ICON0.PNG, PIC1.PNG (file names reconstructed; the file system entries had been deleted)
Dump method Raw image of the dev kit hard drive (HDD Raw Copy Tool, .imgc), decrypted; deleted game files recovered from unallocated space (file carving and UFS2 extent reassembly, verified by zlib/Adler-32 block checksums)
Ownership Guerrilla Games (2008); 2008 - 2014
Game Killzone 2
System PlayStation 3
Genre First-person shooter
Final build JP Mar 11, 2009
EU Jan 9, 2009
US Jan 9, 2009
Release date US Feb 27, 2009
EU Feb 27, 2009
Download Killzone 2 (2008 Multiplayer Prototype) (info)
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A prototype of Killzone 2 for the PlayStation 3. An early build of the closed multiplayer beta, recovered from the hard drive of a DECR-1000A development kit. Unlike the Nov 5, 2008 PSN release of the beta, its executable is debug-signed instead of NPDRM-encrypted, so it does not need the lost license file and is playable.

Notes

  • The serial is BCET70001. PARAM.SFO version is 01.00 (the Nov 5, 2008 build is 01.20).
  • Closed Beta Build.
  • The build date is based on the newest timestamp in the executable: the bundled SVO client library ID "svoclient-nightly-3.03.01.200806301701" (June 30, 2008). The "Time of build Jun 29 2008" string in the executable belongs to Sony's SCE-RT network library, not to the game.
  • The game had been deleted from the hard drive. The data archive was reassembled from 15 file-system fragments; all 762 files were verified (every compressed block by its zlib checksum, PNGs by CRC, movies by their frame index).
  • 64 KB of the executable was overwritten on the disk and is lost. It contained Havok 5.0.0 physics code (hkpContinuousSimulation, MOPP ray and sphere queries, capsule vs. triangle collision). Without it, maps crash on load. No second copy of this executable exists on the disk.
  • 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, placed in a new executable segment at 0x1380000. All its calls, TOC references and thread-local accesses were relocated to this build. The 46 entry points into the lost area jump to the new code, and the rest of the hole is filled with trap instructions. Everything else in the executable is original.
      • data_ps3.psarc: only two menu pages were changed; the other 761 files are byte-identical to the original. In the main menu, WARZONE gets "LOCAL WARZONE" (the developers' hidden "optionTest" mode) and "QUICK MATCH" (starts a Body Count match on one of the three maps). The multiplayer pause menu gets "DEBUG OPTIONS", the same way the campaign pause menu of this build already has it.
  • 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 (the game calls cellMouseInit with max_connect=127). 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.
  • Differs from the Nov 5, 2008 build: a different compile of the executable (.text is 25,720 bytes larger, 6 fewer imported system functions, different entry point), and 467 of 762 data files differ (maps rebuilt, MP_level_05 props and MP_level_07 assets changed, weapons and characters changed).
  • 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.

Screenshots

Acknowledgments

the cnh for dumping the Guerilla Games Devkit HDD.

Funtimeandrefoxy for sharing the dump with JessicaBrynley.

Jessica Brynley for discovering and Recovering the Build.