Decompilation of Castlevania: Symphony of the Night (PSX+Saturn)
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Luciano Ciccariello 807375d669
CEN cutscene parser (#1680)
`CutsceneUnk2` uses 8 prims but only 7 are allocated. It looks like at
some point the game writes to the address `0x00000000` but I did not
confirm it with a PS1 debugger. This is a potential bug. `CutsceneUnk2`
signature was also wrong.

I had to get rid of `GfxBank` in `src/st/cen/header.c` and I probably
need to do the same for the other header files. The code reads chunks of
WORDS at the time and a structure would be too large to include
`GFX_TERMINATE` in it.

CEN is there but not linked because it conflicts with some WRP symbols.
I decided to take a much simpler approach compared to what I did with
WRP (which needs to be refactored later on).

There's a cutscene parser. The asset manager is exporting it to
`src/st/cen/cutscene_data.h` if you want to have a look. I know I am
still using `config/assets.us.weapon.yaml` and it probably needs to be
renamed as `config/assets.us.yaml` later on. I am still deciding.
2024-09-27 23:13:29 +01:00
.github/workflows Fix CI? 2024-09-17 23:35:09 -07:00
.vscode Custom debugging module (#108) 2023-08-10 18:55:24 +01:00
bin Use allegrex assembler for PSP (#1424) 2024-07-22 15:36:28 -04:00
cmake Texture render support (#934) 2024-01-01 23:31:56 +00:00
config CEN cutscene parser (#1680) 2024-09-27 23:13:29 +01:00
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 CEN cutscene parser (#1680) 2024-09-27 23:13:29 +01:00
src CEN cutscene parser (#1680) 2024-09-27 23:13:29 +01:00
tools CEN cutscene parser (#1680) 2024-09-27 23:13:29 +01:00
.clang-format Update clang-format as self-contained binary (#1257) 2024-06-04 21:07:50 +01:00
.gitignore Python virtualenv Support (#1620) 2024-09-17 23:19:20 -07:00
.gitmodules Update splat to 0.24.4 (#1112) 2024-06-12 18:50:32 +01:00
CMakeLists.txt CEN cutscene parser (#1680) 2024-09-27 23:13:29 +01:00
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 MAR duplicates (#1618) 2024-09-16 18:19:29 +01:00
Dockerfile Add bsdmainutils to requirements (#1667) 2024-09-24 16:54:32 -07:00
go.work New asset manager (#1343) 2024-07-02 21:38:36 +01:00
go.work.sum Weapon assets and statically linked (#1470) 2024-08-09 00:57:26 +01:00
LICENSE Add AGPL license (#1565) 2024-09-06 16:14:55 -04:00
Makefile #1635: RBO3 overlay (#1671) 2024-09-25 10:02:18 -07:00
Makefile.psp.mk Use allegrex assembler for PSP (#1424) 2024-07-22 15:36:28 -04:00
Makefile.psx.mk #1635: RBO3 overlay (#1671) 2024-09-25 10:02:18 -07:00
Makefile.saturn.mk Rewrite Saturn make rules (#660) 2023-10-03 21:42:08 +01:00
README.md #1635: RBO3 overlay (#1671) 2024-09-25 10:02:18 -07:00
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)
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.