Decompilation of Castlevania: Symphony of the Night (PSX+Saturn)
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bismurphy 0917d1ee3b
Update func_8011A4D0 to match on PSP (#1155)
Based on Sozud's scratch (https://decomp.me/scratch/zVBXP), I got the
function to match, and then confirmed that it also matches on PSX.

I also discovered a few improvements, especially in changing
`D_8016FCC0[entityId];` to instead be
`((PfnEntityUpdate*)FAMILIAR_PTR)[entity->entityId - 0xD0];`

While I was at it, I also updated the D_80170000 variable from a void*
to be g_ServantDesc, just like we have in the servant overlay. The
ServantDesc struct only exists in servant.h, so we update that as well.

Finally, we move g_Weapon to not be at 80170000, since it doesn't belong
there.
2024-05-21 17:34:07 -07:00
.github/workflows Fix CI progress report for pspeu 2024-04-21 02:29:16 +01:00
.vscode Custom debugging module (#108) 2023-08-10 18:55:24 +01:00
bin TT_000 PSP func_801713C8 (#1143) 2024-05-18 13:09:03 -07:00
cmake Texture render support (#934) 2024-01-01 23:31:56 +00:00
config Update func_8011A4D0 to match on PSP (#1155) 2024-05-21 17:34:07 -07:00
disks Change how game assets are managed 2023-02-21 23:25:31 +00:00
docs Use built-in abs function (#1151) 2024-05-19 19:16:56 +01:00
include TT_000 PSP match more functions (#1150) 2024-05-19 19:23:30 +01:00
src Update func_8011A4D0 to match on PSP (#1155) 2024-05-21 17:34:07 -07:00
tools Update m2c 2024-05-19 12:55:28 +01:00
.clang-format Disallow formatter to make some undesiderable changes 2023-07-05 22:50:18 +01:00
.gitignore Add TT_000 overlay from PSP (#1113) 2024-04-21 02:18:10 +01:00
.gitmodules Add mwccgap (#1131) 2024-05-18 11:41:00 +01:00
CMakeLists.txt Migrate rodata to functions for dra (#1084) 2024-02-25 17:44:11 +00:00
CNAME Create CNAME 2022-10-18 23:52:54 +01:00
CONTRIBUTING.md Update CONTRIBUTING.md (#721) 2023-10-31 20:34:50 +00:00
diff_settings.py Add mwccgap (#1131) 2024-05-18 11:41:00 +01:00
Dockerfile Update maspsx (#1100) 2024-03-15 14:04:57 -07:00
go.work Purge ASPATCH 2023-06-17 12:30:42 +01:00
Makefile Add mwccgap (#1131) 2024-05-18 11:41:00 +01:00
Makefile.psp.mk TT_000 PSP match more functions (#1150) 2024-05-19 19:23:30 +01:00
Makefile.psx.mk Add TT_000 from the HD version (#1111) 2024-04-04 22:28:57 +01:00
Makefile.saturn.mk Rewrite Saturn make rules (#660) 2023-10-03 21:42:08 +01:00
README.md Add TT_000 overlay from PSP (#1113) 2024-04-21 02:18:10 +01:00
weapon0.ld Enhance Makefile for WEAPON0.BIN (#466) 2023-08-14 02:03:54 +01:00
weapon1.ld Enhance Makefile for WEAPON0.BIN (#466) 2023-08-14 02:03:54 +01:00

Castlevania: Symphony of the Night Decompilation

A work-in-progress decompilation of Castlevania Symphony of the Night for Sony PlayStation 1, Sony PlayStation Portable and Sega Saturn. 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.

It currently supports the following versions of the game:

  • us the reference build with the serial number SLUS-00067
  • hd an unreleased PS1 Japanese build found in Castlevania: Dracula X Chronicles game data
  • pspeu European build from Castlevania: Dracula X Chronicles
  • saturn the port created by an external development team

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 Code coverage Decomp functions Description
SLUS_000.67 code coverage SLUS_000.67 decompiled functions Shared libraries
DRA.BIN code coverage DRA.BIN decompiled functions Game engine
BIN/RIC.BIN code coverage RIC.BIN decompiled functions Playable Richter
BIN/WEAPON0.BIN code coverage WEAPON0.BIN decompiled functions Equippables
ST/CEN/CEN.BIN code coverage CEN.BIN decompiled functions Center
ST/DRE/DRE.BIN code coverage DRE.BIN decompiled functions Nightmare
ST/MAD/MAD.BIN code coverage MAD.BIN decompiled functions Debug Room
ST/NO3/NO3.BIN code coverage NO3.BIN decompiled functions Entrance (first visit)
ST/NP3/NP3.BIN code coverage NP3.BIN decompiled functions Entrance
ST/NZ0/NZ0.BIN code coverage NZ0.BIN decompiled functions Alchemy Laboratory
ST/SEL/SEL.BIN code coverage SEL.BIN decompiled functions Title screen
ST/ST0/ST0.BIN code coverage ST0.BIN decompiled functions Final Stage: Bloodlines
ST/WRP/WRP.BIN code coverage WRP.BIN decompiled functions Warp Room
ST/RWRP/RWRP.BIN code coverage RWRP.BIN decompiled functions Warp Room (reverse)
SERVANT/TT_000.BIN code coverage TT_000.BIN decompiled functions Bat Familiar

Code coverage means how many bytes of code have been successfully converted from assembly into C code, while decomp function is how many functions have been successfully decompiled.

Decompiling a game is a mastodontic task. If you have some basic programming skills, please join us in this journey. Any contribution will be very appreciated!

Join to our Discord server

Special thanks

This project is possible thanks to the hard work of tools provided by the Decompilation community:

  • mips2c from @matt-kempster to decompile MIPS assembly into C. This has proven to be more accurate than Hexrays IDA and Ghidra.
  • splat from @ethteck to disassemble code and extract data with a symbol map. This tool provides the fundamentals of the SOTN decomp.
  • asm-differ from @simonlindholm to know how the decompiled code compares to the original binary.
  • decomp-permuter from @simonlindholm to pick different versions of the same code that better matches the original binary.
  • maspsx by @mkst to replicate the customized assembler used in the official PSX SDK.
  • decomp.me by @ethteck, @nanaian and @mkst to provide a collaborative decompilation site to share and contribute to work-in-progress decompiled functions.
  • frogress by @ethteck to store and retrieve progression data.
  • esa-new by @mkst as an inspiration on how to set-up a PS1 decompilation project.
  • oot as an inspiration of what it is possible to achieve with a complete decompiled video game.