Decompilation of Castlevania: Symphony of the Night (PSX+Saturn)
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Castlevania: Symphony of the Night Decompilation

A work-in-progress decompilation of Castlevania Symphony of the Night for PlayStation 1. It aims to recreate the source code from the existing binaries using static and/or dynamic analysis. The code compiles byte-for-byte to the same binaries of the game, effectively being a matching decompilation. Currently it only supports the US version of the game SLUS-00067.

This repo does not include any assets or assembly code necessary for compiling the binaries. A prior copy of the game is required to extract the required assets.

Bins decomp progress

File name Progress Description
SLUS_000.67 N/A Shared libraries
DRA.BIN progress DRA.BIN Game engine
BIN/RIC.BIN progress RIC.BIN Playable Richter
ST/CEN/CEN.BIN progress CEN.BIN Center
ST/DRE/DRE.BIN progress DRE.BIN Nightmare
ST/MAD/MAD.BIN progress MAD.BIN Debug Room
ST/NO3/NO3.BIN progress NO3.BIN Entrance (first visit)
ST/NP3/NP3.BIN progress NP3.BIN Entrance
ST/NZ0/NZ0.BIN progress NZ0.BIN Alchemy Laboratory
ST/SEL.SEL.BIN progress SEL.BIN Title screen
ST/ST0/ST0.BIN progress ST0.BIN Final Stage: Bloodlines
ST/WRP/WRP.BIN progress WRP.BIN Warp Room
ST/RWRP/RWRP.BIN progress RWRP.BIN Warp Room (reverse)
SERVANT/TT_000.BIN progress TT_000.BIN Bat Familiar

Game versions

ID Console Build date Notes
jp10 PS1 1997-02-20
jp11 PS1 1997-03-06 same psx.exe as jp10
usproto PS1 1997-06-17 same psx.exe as jp10
us PS1 1997-09-01
eu PS1 1997-09-30
hk PS1 1997-11-30 same psx.exe as jp10
jp12 PS1 1998-01-23 same psx.exe as jp10
saturn Saturn 1998-04-27
psphd PSP 2006-10-22 unknown PSP version
pspko PSP 2007-09-07
pspus PSP 2007-09-10
pspjp PSP 2007-09-14
pspeu PSP 2007-11-21

Game internals

The game is divided into three modules:

  • SLUS_000.67 the main executable. It contains all the hardware API (eg. gamepad, CD, memory card, GPU renderer) of the PlayStation 1 console. It does not contain any game logic.
  • DRA the game engine. It contains the business logic (eg. gameloop, API to draw maps, entities, load levels, handle entities, animations and collisions) and some data such as Alucard's sprites or the loading/save rooms.
  • ST/ the overlays for each area. An area (eg. Castle's entrance, Alchemy Laboratory, etc.) contains all the unique logic to handle map specific events, cutscenes, enemy AI, collisions and more. It also contains the rooms and entities layout. Each overlay can be considered as its own mini-game. The title screen SEL.BIN is an example of how a stage overlay can act very differently.

Even if different overlays are loaded at the same time in memory, like DRA and stages, they never communicate each other directly. Instead they share the same memory area where SLUS_000.67 is located. Each overlay exposes their API as function pointers in the shared memory area, effectively allowing overlays to communicate without directly coupling them. One prime example is struct GameApi, which exposes DRA APIs to the stages and stage APIs to DRA. All the shared area is defined in game.h.

Setup the project

This assumes you have Ubuntu, Debian or WSL in Windows:

git clone https://github.com/Xeeynamo/sotn-decomp.git
cd sotn-decomp
sudo apt-get update
sudo apt-get install -y $(cat tools/requirements-debian.txt)
make update-dependencies
  1. Create a new iso/ folder and put the game disc image in, both BIN and CUE files
  2. Run mv iso/*.cue iso/sotn.cue
  3. Run make extract_sotn

Build

  1. Run make extract to generate the assembly files for the functions not yet decompiled.
  2. Run make all to compile the binaries in the build/ directory.
  3. Run make disk to create a new CUE/BIN pair based on the new compiled binaries.

In case there are any changes in the config/ folder, you might need to run make clean to reset the extraction.

Some non-matching functions are present in the source preprocessed by the macro NON_MATCHING. You can still compile the game binaries by running CPP_FLAGS=-DNON_MATCHING make. In theory they might be logically equivalent in-game, but I cannot promise that. Few of them could match by tuning or changing the compiler.

Start decompilation

  1. Run make clean extract all expected at least once
  2. After setup and build, choose an overlay (eg. ST/WRP)
  3. Look for one of those functions which hasn't successfully decompiled yet (eg. INCLUDE_ASM("asm/us/st/wrp/nonmatchings/6FD0", func_801873A0);)
  4. Run ./tools/decompile.py func_801873A0 to decompile the function in the C source code where the function is supposed to be located
  5. If the function does not compile, try addressing the compilation errors until make compiles
  6. If the function does not match, invoke python3 ./tools/asm-differ/diff.py -mwo --overlay st/wrp func_801873A0 and refactor the code until it matches
  7. If the function matches, try refactoring to keep the code clean while checking if the function still matches once in a while

There are a few tricks to make the process more streamlined:

  1. Use decomp.me with PSY-Q 4.0. Be aware that the repo is using GCC 2.6.x, so decomp.me will sometimes give a slightly different output.
  2. The “context” section of decomp.me, is provided by the cmd SOURCE=src/dra/42398.c make context.
  3. Use decomp-permuter to solve some mismatches.
  4. Use this and this guide to understand how some compiler patterns work.
  5. Use the #ifndef NON_MATCHING if your code is logically equivalent but you cannot yet fully match it.

Duplicate functions

Due to how the game is structured, a lot of duplicate code can be found across the different overlays. We track a live list of possible duplicate functions that is useful to avoid trying to decompile functions that have been already decompiled elsewhere.

Resources

To do

The project is very barebone at the moment and there is a massive room of improvement, mostly in the infrastructure:

  • Not all the zone overlays (ST/{ZONE}/{ZONE}.BIN) are disassembled
  • Integrate ASPSX instead of GNU AS
  • Split binary data (eg. map layout, graphics, other assets) into individual files

Notes

  • The debug room overlay ST/MAD.BIN was compiled earlier than the first retail release of the game. All the offsets that refers to DRA.BIN points to invalid portions of data or to the wrong API calls, effectively breaking the majority of its original functionalities. That is why the debug room does not contain any object. By compiling the debug room with make mad_fix you can restore it by redirecting the old pointers to the retail version of the game. Be aware that not all the offsets have been yet redirected, so it will still be not entirely functional until further update.
  • I suspect that GCC 2.6.x / PSY-Q 3.4 have been used to originally compile DRA.BIN
  • main.exe uses PS-X libraries that might have been created with a different compiler and with -O1 rather than -O2