Saltar al contenido
PORTSNATIVE.
InicioCatálogo
Juegos WebEmuladoresHerramientasNovedades
PORTSNATIVE.

Un catálogo para descubrir ports y proyectos relacionados. Enlazamos a las fuentes oficiales y no alojamos archivos de los juegos originales.

ExplorarCatálogoMi lista
InformaciónNosotrosProponer un portSoporteApoyo y donacionesAviso legal
© 2026 PortsNative
Volver al catálogo
Legacy of Kain: Soul Reaver
PORTSNATIVE

Legacy of Kain: Soul Reaver

PORT NATIVOACCIÓN / AVENTURAWINDOWSALPHA

Legacy of Kain: Soul Reaver

TecnologíaPort Nativo C/C++ (Reimplementación de Motor)

Disponible paraWindows

Ver proyecto oficial

Sobre el proyecto

Legacy of Kain: Soul Reaver es un videojuego de acción-aventura desarrollado por Crystal Dynamics y publicado por Eidos Interactive. Fue publicado para la consola PlayStation, para el sistema operativo Microsoft Windows en 1999 y para Dreamcast en 2000. Soul Reaver es el segundo juego de la serie Legacy of Kain así como la secuela de Blood Omen: Legacy of Kain. Hay tres juegos más en la serie, de los cuales Legacy of Kain: Soul Reaver 2 es una secuela directa.

2 versiones de Legacy of Kain: Soul Reaver

Estás viendo: Legacy of Kain: Soul Reaver

Legacy of Kain: Soul Reavergithub.com/fmil95/soul-re
Windows
Actual
Legacy of Kain: Soul Reaver Recompiledgithub.com/alexbeavs-ps1-ports/legacy-of-kain-soul-reaver-recomp
Windows
Linux
macOS
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

Soul Reaverse

image

Description

Soul Reaverse is a project that seeks to reconstruct the source code of the PSX action-adventure classic Legacy of Kain: Soul Reaver. This is achieved by disassembling the executable of a prototype of the game that was built two weeks before its final release, which includes a full set of debugging symbols that makes the process of reverse-engineering the binary's MIPS instructions back to C language easier.

Once its fully overhauled, the source code could then be used for many different purposes, including but not limited to: porting the game to other platforms, improving its performance on console hardware, and developing tools for it such as a level editor.

Progress

Build Status Code Progress Data Progress

NamePurposeStatus
SLUS_007.08Gex 2 engine + game codeimage image
cinemax.drmVideo Player overlayimage image
mcardx.drmMemory Card overlayimage image
hunter.drmHuman Hunter overlayimage image
skinner.drmMelchiahim overlayimage image
wallcr.drmZephonim overlayimage image
aluka.drmRahabim overlayimage image
skinbos.drmMelchiah overlayimage image
kain.drmKain overlayimage image
walboss.drmZephon overlay Aimage image
walbosb.drmZephon overlay Bimage image
alukabss.drmRahab overlayimage image
roninbss.drmDumah overlayimage image

In case you wonder what an overlay is: Soul Reaver like many other titles for the PlayStation (especially those near the end of the system's life cycle) distributes a good amount of game logic throughout overlays. For those not familiar with the concept, overlays are binaries which contain code that is loaded at specific instances during gameplay by the primary executable. This was designed such to taper the maximum amount of memory that the game consumes at once, which could never be too high due to hardware limitations.

While overlays are fairly common, Crystal Dynamics designed some noteworthy tech to link DRM files dynamically on runtime, which means that the game's overlays never load at the same address during execution. The undrm function of cd-dat-utils circumvents that, allowing decompilation of the modules.

Setting Up

For first time setup, check out the installation guide.

Contributing

Thinking about contributing to the project? Check out the contribution guide to get started!

Reference

New to the PSX, decompilation as a whole, or just stuck on a function? Check out the decompilation reference which has several common code patterns broken down and documented.

Contact

The PS1/PS2 Decompilation Discord server has an exclusive channel for this decompilation titled #soul-reaver, which is the main medium of communication for anything in relation to it: [REDACTED].

Alternatively, if you aren't able to join the server for some reason, you can write me an email to frozenburnside@hotmail.com with any query you might have.

Leer guía oficial
CALIFICACIÓN
—
Cargando votos…
Publicidad

FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Acción / Aventura
Estado
alpha
Plataforma de origen
—
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
—

Plataformas de destino 1

Windows
Ver en GitHub
Publicidad