bdddb80978
This is a cool one! This runs every frame, and checks if you have enough EXP to level up. If you do, then it increases your level and gives you the stat bonuses for it. Therefore, I think `CheckAndDoLevelUp` might be a good name? I've held off on renaming; if reviewers are okay with the name then I'll update the PR with this. I don't know what the 3 values being checked at the beginning are. I might dig into those next. D_800A2EC0 is a table which tells how much to increase max HP for each level. Its values are 1, 3, 6, 10, 20, 30, 40, 50, 100, 200. So the first 10 levelups you get, you'll gain one max HP, then the next 10 give you 3 each, etc. I think this should be called LevelUpHPIncreaseTable, but again, holding off on renaming. I'm not sure if there's a way to include this as an array in the code rather than as an extern. I've also included updating the repo to the latest maspsx as part of this PR, let me know if that should be removed. |
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README.md |
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 succesfully decompiled.
Useful links
Decompiling a game is a mastodontic task. If you have computer science knowledge, 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 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 fundamental 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.