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Castlevania: SotN Decompilation
PORTSNATIVE

Castlevania: SotN Decompilation

NATIVE PORTPLATFORMERWINDOWSLINUXMACOSALPHA

Castlevania: SotN Decompilation

Castlevania: Symphony of the Night

OriginPlayStation

TechnologyDecompilation and reconstruction in C/C++

Available forWindows, Linux, macOS

View official project

About the project

Castlevania: Symphony of the Night, conocido en Japón como Akumajō Dracula X: Gekka no Yasōkyoku , es un videojuego de acción-aventura de gráficos 2D desarrollado y publicado por Konami en el año 1997. Es el XIII episodio de las series de Castlevania, siendo este el primero lanzado para las consolas PlayStation y Saturn. Por otro lado, hablamos de una secuela directa de su antecesor solo lanzado en Japón: Akumajou Dracula X: Chi no Rondo para la plataforma de NEC PC-Engine CD.

4 versions of Castlevania: Symphony of the Night

You're viewing: Castlevania: SotN Decompilation

Castlevania: SotN Decompilationgithub.com/Xeeynamo/sotn-decomp
Windows
Linux
macOS
Current
NocturneRecomp (Symphony of the Night)github.com/birabittoh/NocturneRecomp
Windows
Linux
›
SymphonyRecompgithub.com/BlackLabelHQ/SymphonyRecomp
Windows
Linux
macOS
›
SymphonyRecomp (Symphony of the Night, sergiomanzur)github.com/sergiomanzur/SymphonyRecomp
Windows
Android
›

Official project information

Author's original READMEOpen on GitHub ↗

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.

Useful links

  • Build guide
  • Decompilation guide
  • Progress report
  • decomp.dev progress

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.
View official project
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PROJECT FILE

Project type
NATIVE PORT
Genre
Platformer
Status
alpha
Original platform
PlayStation
Technology
Decompilation and reconstruction in C/C++
Version
—
Updated
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Target platforms 3

Windows
Linux
macOS
View on GitHub
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