Castlevania Chronicles
OriginPlayStation
TechnologyStatic recompilation (native C/C++)
Available forWindows, macOS
View official projectAbout the project
Castlevania Chronicles es un videojuego producido por Konami para la Sharp X68000. En su formato original de 2 discos floppy, el juego nunca fue lanzado a la venta fuera de Japón ya que la X68000 era una producto exclusivo del mercado japonés. Fue nombrado no oficialmente como Akumajō Dracula X68000" y "Castlevania X68000".
Official project information
Launcher updates
The 0.3.10 launcher checks for newer normal releases at startup, downloads in the background and restarts when idle. Later postpones installation; failed startup restores the previous version. Older launchers require one manual download. See auto-update details.
Download
0.3.10 is a normal release. Full-game compatibility is still being tested. Users on 0.3.9 must download this version manually once to get automatic updates.
| Platform | Download |
|---|---|
| Windows x64 | ZIP |
| macOS Apple Silicon | ZIP |
| Linux x64 | tar.gz |
Packages include the .NET runtime. A separate .NET installation is not required. SHA-256 checksums are provided with the release.
Getting started
- Download your platform's package and extract it into a new folder.
- Open Play on Windows/Linux, or Castlevania Chronicles.app on macOS.
- Select your USA SLUS-01384 disc image: CUE/BIN or CHD. Keep the CUE and its referenced BIN files together.
- Press Play. The first launch prepares the game code before opening the game window; allow a few seconds.
The launcher remembers your disc. You can also drag a CUE or CHD onto it.
Keep the runtime folder beside Play on Windows and Linux.
On Linux, optionally run ./install-desktop.sh from the extracted folder to add the launcher and its icon to your application menu. Keep that folder in place after registering it.
Detailed guides: Windows · macOS · Linux.
What's new in 0.3.10
- Automatic updates from normal GitHub releases, with background downloads, deferred installation and failed-start rollback.
- No permanent update panel or manual check button in the ROM selector.
- Fixed a controller input race that could immediately leave pause while Start was held.
- Native updater checks passed on Windows, macOS and Linux. The reported boss-defeat/orb sound issue remains open.
Previously in 0.3.9
- Movie playback waits for the next frame without repeatedly restarting disc reads and discarding queued audio.
- The illustration gallery refreshes correctly, and opening the interview waits for the selection button to be released before accepting a skip.
- Play and direct game launch now share saves and settings. Existing portable cards are adopted when the destination is empty.
- Import card (slot 1) accepts raw 128 KiB memory cards and backs up an existing card before replacing it.
See extras, saves and movie audio for details. All three packages share the same game changes. English menus, saved input bindings and the earlier cheat, respawn, SPU transfer and Hard Reset fixes are retained.
Controls and cheats
Press F1 during play to open the menu.
| Menu | Function |
|---|---|
| Controls → Keyboard and gamepad… | Reassign keyboard keys and controller buttons. Bindings save automatically. |
| Reset defaults | Restore the selected input type and player port. |
| Cheats → Invincibility | Prevent contact damage and knockback. |
| Cheats | Toggle infinite health, hearts or lives, or disable all cheats. |
Cheats start disabled each session. Falls and instant death still apply, including with invincibility or infinite health enabled. See cheat details.
Current status
- All eight stage overlays are registered. This does not mean every stage or a full playthrough has been validated.
- The sound-bank wait change is covered by 81 automated cases using the recompiled routine. Full gameplay and listening tests across all platforms remain necessary.
- The movie audio correction was verified with a 35-second interview run on macOS and compared with independently decoded disc audio. Longer playback and Windows/Linux listening tests remain necessary.
- Increased CPU use with adaptive VSync was reported on Windows; it is not confirmed fixed.
- Widescreen remains experimental and disabled by default. Visual corruption and object pop-in have been reported.
- Saving and physical-controller behavior still need broader testing.
Reporting a problem
Use Open logs in the launcher and attach run.log to an issue. Include:
- Your version, OS, CPU and GPU.
- Original or Arrange mode, stage and the exact steps to reproduce.
- Enabled cheats and display settings.
- A short recording if the problem is visual or audible.
Review logs before sharing. Do not upload disc images, extracted game data, generated game code, RAM dumps or game audio captures. See CONTRIBUTING.md.
Building from source
Built with RecompOne, pinned to d81dec8c9622fdcd0865d73588a3baa8d3c3a605. Local runtime changes are maintained in patches/runtime/.
You need Git, Bash, Python 3, the .NET SDK specified in global.json, and your own USA disc. Put the CUE at disc/chronicles.cue, with its referenced BIN files available.
git submodule update --init --recursive
./scripts/recompile.sh
./scripts/run-macos.sh
To create a standalone package:
./scripts/publish-desktop.sh win-x64
./scripts/publish-desktop.sh osx-arm64
./scripts/publish-desktop.sh linux-x64
macOS packaging requires Apple's signing and packaging tools. Build outputs are written to artifacts/desktop/. Disc data, generated code and build outputs are excluded from Git.
./scripts/apply-runtime-patches.sh
./scripts/dotnet.sh run --project tests/RuntimeChecks -c Release
./scripts/dotnet.sh run --project tests/AudioChecks -c Release
./scripts/dotnet.sh run --project tests/CheatChecks -c Release
./scripts/dotnet.sh run --project tests/ControlsChecks -c Release
./scripts/dotnet.sh run --project tests/RespawnChecks -c Release
./scripts/dotnet.sh run --project tests/HardResetChecks -c Release
./scripts/dotnet.sh run --project tests/WarmupChecks -c Release
./scripts/dotnet.sh run --project tests/SoundBankChecks -c Release
./scripts/dotnet.sh run --project tests/LauncherChecks -c Release
./scripts/dotnet.sh run --project tests/ExtrasChecks -c Release
./scripts/dotnet.sh run --project tests/WidescreenChecks -c Release
</details>
Credits
Maintained by Spicywonda, using RecompOne and its upstream contributors' work. See the bundled dependency licenses.
Castlevania and the supplied promotional artwork belong to their respective rights holders. This is an unofficial fan project and is not affiliated with or endorsed by Konami. You must provide your own disc image.
