29da40b790
These functions both have very difficult functions before them in their files, so need to split to new files to make the rodata work. Originally decompiled RIC func_80166060, then once that was done I dug through the blueprints and realized it matches EntityTeleport, which made decompiling EntityTeleport an easy task, at which point I renamed the RIC function to match. I've also gone through a lot of the functions they call and labeled the ones that match between overlays; I expect this to be helpful in the task of identifying names for a bunch more functions. |
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.github/workflows | ||
.vscode | ||
bin | ||
cmake | ||
config | ||
disks | ||
docs | ||
include | ||
src | ||
tools | ||
.clang-format | ||
.gitignore | ||
.gitmodules | ||
CMakeLists.txt | ||
CNAME | ||
CONTRIBUTING.md | ||
diff_settings.py | ||
Dockerfile | ||
go.work | ||
Makefile | ||
Makefile.pc.mk | ||
Makefile.psx.mk | ||
Makefile.saturn.mk | ||
README.md | ||
weapon0.ld | ||
weapon1.ld |
Castlevania: Symphony of the Night Decompilation
A work-in-progress decompilation of Castlevania Symphony of the Night for Sony PlayStation 1 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-00067hd
an unreleased PS1 Japanese build found in Castlevania: Dracula X Chronicles game datasaturn
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
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.
Useful links
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!
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.