Decompilation of Castlevania: Symphony of the Night (PSX+Saturn)
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Luciano Ciccariello 533822ad76
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WRP and CEN cohabitation (#1701)
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
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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/NO0/NO0.BIN code coverage NO0.BIN decompiled functions Marble Gallery
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)
BOSS/MAR/MAR.BIN code coverage MAR.BIN decompiled functions Maria cutscene
BOSS/RBO3/RBO3.BIN code coverage RBO3.BIN decompiled functions Meduza boss
SERVANT/TT_000.BIN code coverage TT_000.BIN decompiled functions Bat Familiar
SERVANT/TT_001.BIN code coverage TT_001.BIN decompiled functions Ghost 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.