Decompilation of Castlevania: Symphony of the Night (PSX+Saturn)
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Luciano Ciccariello fc91e63a90
Rename LoadClut2 to LoadClut (#1923)
The function name is mislabeled. `LoadClut2` really exists and it was
introduced in PSY-Q 3.5, but it only loads a row of 16 colors into the
VRAM. The implementation we have at
[src/main/psxsdk/libgpu/ext.c](https://github.com/Xeeynamo/sotn-decomp/blob/master/src/main/psxsdk/libgpu/ext.c#L31)
loads 256 colors though, which matches the implementation of `LoadClut`.

From `PSX/CHANGE_E.TXT` in the PlayStation Programmer Tool - Runtime
Library Version 3.5:

```
LoadClut2	Loads Clut for 16 colors.

	Syntax
		u_short LoadClut2(u_long *clut, int x, int y)

	Arguments
		clut	Starting address of the texture color
		x, y	Destination frame buffer address

	Explanation
		This function loads the texture color data(CLUT) starting at
		the address specified by "clut" to the frame buffer(x, y) and 
		then calculates CLUT ID for the texture CLUT just loaded.

	Return Value
		CLUT ID for loaded CLUT

	Remarks
		This function transfers the CLUT data of only 16 colors.
```
2024-11-21 13:51:50 +01:00
.github/workflows Disable i686 from CI (#1908) 2024-11-15 19:16:30 +00:00
.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 Rename LoadClut2 to LoadClut (#1923) 2024-11-21 13:51:50 +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 Rename LoadClut2 to LoadClut (#1923) 2024-11-21 13:51:50 +01:00
src Rename LoadClut2 to LoadClut (#1923) 2024-11-21 13:51:50 +01:00
tools Support Servants in make-config.py (#1917) 2024-11-19 19:36:37 +00:00
.clang-format Update clang-format as self-contained binary (#1257) 2024-06-04 21:07:50 +01:00
.gitignore Asset cutscene two stages (#1738) 2024-10-06 13:10:06 +01:00
.gitmodules Update splat to 0.24.4 (#1112) 2024-06-12 18:50:32 +01:00
CMakeLists.txt Adding Faerie to CMakeLists (#1913) 2024-11-19 15:23:05 +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
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go.work.sum Asset tool refactor (#1844) 2024-10-29 08:38:05 +00:00
LICENSE Add AGPL license (#1565) 2024-09-06 16:14:55 -04:00
Makefile Adding Demon servant overlay (#1915) 2024-11-19 18:29:23 +01:00
Makefile.psp.mk Decompile PSP DebugShowWaitInfo (#1899) 2024-11-13 18:06:22 +00:00
Makefile.psx.mk Adding Demon servant overlay (#1915) 2024-11-19 18:29:23 +01:00
Makefile.saturn.mk Rewrite Saturn make rules (#660) 2023-10-03 21:42:08 +01:00
README.md Adding Demon servant overlay (#1915) 2024-11-19 18:29:23 +01:00
weapon0.ld Import w_037 data and normalize weapon palette (#1777) 2024-10-11 18:36:59 +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/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 Medusa 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
SERVANT/TT_002.BIN code coverage TT_002.BIN decompiled functions Faerie Familiar
SERVANT/TT_003.BIN code coverage TT_003.BIN decompiled functions Demon 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.