533822ad76
Some checks are pending
Format code / format (push) Waiting to run
Build C code / extract-assets (push) Waiting to run
Build C code / build-linux (i686, Debug, clang, custom) (push) Blocked by required conditions
Build C code / build-linux (i686, Debug, clang, lle) (push) Blocked by required conditions
Build C code / build-linux (i686, Debug, gcc, custom) (push) Blocked by required conditions
Build C code / build-linux (i686, Debug, gcc, lle) (push) Blocked by required conditions
Build C code / build-linux (i686, RelWithDebInfo, clang, custom) (push) Blocked by required conditions
Build C code / build-linux (i686, RelWithDebInfo, clang, lle) (push) Blocked by required conditions
Build C code / build-linux (i686, RelWithDebInfo, gcc, custom) (push) Blocked by required conditions
Build C code / build-linux (i686, RelWithDebInfo, gcc, lle) (push) Blocked by required conditions
Build C code / build-linux (x86_64, Debug, clang, custom) (push) Blocked by required conditions
Build C code / build-linux (x86_64, Debug, clang, lle) (push) Blocked by required conditions
Build C code / build-linux (x86_64, Debug, gcc, custom) (push) Blocked by required conditions
Build C code / build-linux (x86_64, Debug, gcc, lle) (push) Blocked by required conditions
Build C code / build-linux (x86_64, RelWithDebInfo, clang, custom) (push) Blocked by required conditions
Build C code / build-linux (x86_64, RelWithDebInfo, clang, lle) (push) Blocked by required conditions
Build C code / build-linux (x86_64, RelWithDebInfo, gcc, custom) (push) Blocked by required conditions
Build C code / build-linux (x86_64, RelWithDebInfo, gcc, lle) (push) Blocked by required conditions
Build C code / build-macos (Debug) (push) Blocked by required conditions
Build C code / build-macos (RelWithDebInfo) (push) Blocked by required conditions
Build C code / build-windows (Debug) (push) Blocked by required conditions
Build C code / build-windows (RelWithDebInfo) (push) Blocked by required conditions
Build Saturn version / build-and-test-saturn (push) Waiting to run
Build Saturn version / function-finder-saturn (push) Waiting to run
Build Debug Module tool / build (push) Waiting to run
Build PSX and PSP version / build-and-test (pspeu, hd) (push) Waiting to run
Build PSX and PSP version / build-and-test (pspeu, pspeu) (push) Waiting to run
Build PSX and PSP version / build-and-test (us, us) (push) Waiting to run
Build PSX and PSP version / generate-progress-report (pspeu, hd) (push) Blocked by required conditions
Build PSX and PSP version / generate-progress-report (pspeu, pspeu) (push) Blocked by required conditions
Build PSX and PSP version / generate-progress-report (us, us) (push) Blocked by required conditions
Build PSX and PSP version / generate-duplicates-report (us, us) (push) Blocked by required conditions
Build PSX and PSP version / generate-duplicates-report-psp (pspeu, pspeu) (push) Blocked by required conditions
Experimental piece of work I feel confident enough to submit. A few things to take in consideration: * The new `pfn_entity_updates.h` header aims to use the PSP variant of `PfnEntityUpdates` and the two `g_pStObjLayout`, I just tweaked a bit the code from `stage.h` * Add overlay prefix to the PSX version of `PfnEntityUpdates` and the two `g_pStObjLayout` * Changed `wrp/create_entity` to `rwrp/create_entity` in RWRP because we need the `RWRP_` prefix to be issued * Remodernized the WRP header * I am still not sure what's wrong with `g_HeartDropArray` in `warp.c`. I am pretty sure it is a PSX bug. I opted for the PSP version There's a `// PfnEntityUpdates = OVL_EXPORT(EntityUpdates);`. If you uncomment and resolve the multiple definitions you will have the two overlays linked. I still need to figure out how to handle the `InitializeEntity` parameters in `e_init` without going mad with the `#ifdef`. Takeaways from the Xbox 360 build: * `EntityBreakable` is different in every overlay, so we can use the `OVL_EXPORT` in our decomp * Every other function seem to be de-duplciated. For those functions that are slightly different between overlays, the developers of the Xbox port opted for `if (g_StageId == XYZ)` Takeaways from the PSP build: * god bless the psp |
||
---|---|---|
.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 | ||
go.work.sum | ||
LICENSE | ||
Makefile | ||
Makefile.psp.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, 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-00067hd
an unreleased PS1 Japanese build found in Castlevania: Dracula X Chronicles game datapspeu
European build from Castlevania: Dracula X Chroniclessaturn
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.