55744a1f93
This file was all decompiled, but overall had a lot of "old-looking" traits to it. I went through and updated it in many ways. All the functions are now named with real names (no `func_whatever`), several constants are used in different places, I've added names to the list of entity ID numbers in the .h file, etc. One thing of interest: I went through starting to document the `.ext` members, and noticed that they seemed to "keep away" from each other, even across unrelated entities. Therefore, at least for now, I decided to create an experimental `ext` which covers all the entities that needed defining in this file. Maybe down the line we can split them up to their own individual entities, but I find it interesting that some entities use the unk80, unk84 offsets, while others only use unk88. I don't see why you would skip to unk88 unless unk80 and unk84 were taken, and the only way they're taken is if they share ext members. The big thing is that nothing uses generic anymore. It looks like this file was from the era when we were trying to use generic for everything so there is lots of ugly casting, but that's all gone now, which is nice. |
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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 | ||
go.work.sum | ||
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.