Castlevania: Symphony of the Night
UntestedPS1 · 1997 · Action · Decompilation
Explore Dracula's castle as Alucard in the game that named the metroidvania.
Controls
| Arrow keys | D-pad |
| X | Cross, S — Square, Z — Triangle, A — Circle |
| Q | L1, E — R1, 1 — L2, 3 — R2 |
| Enter | Start, Shift — Select |
| Gamepad | a connected controller maps to the PlayStation pad |
About this build
A matching decompilation of the US PlayStation release, SLUS-00067. Built from source at a pinned upstream revision, every one of the 115 produced binaries is byte-identical to the originals on the disc. You supply your own disc: it is read in the browser, written straight into the emulator's in-memory filesystem, and never uploaded. No game data is distributed.
- Built from
- sotn-decomp matching build; in the browser the disc runs on the libretro PCSX-ReARMed core compiled to WebAssembly by EmulatorJS 4.2.3
- Type
- Decompilation
- Game files
- You supply your own Symphony of the Night (USA) disc image — a .chd, the data-track .bin, or a .cue with its .bin tracks. It is read in the browser and never uploaded.
- Code licence
- Decompilation sources per the upstream repository; the PCSX-ReARMed core is GPLv2 with no non-commercial clause
- Assets
- No game data is distributed; every byte comes from the disc you supply
- Source
- Xeeynamo/sotn-decomp ↗
What has been tested
Build verified 115/115 artifacts byte-identical to the originals on the user's disc. Browser target: 25/25 automated checks, including reaching Game_Play decoded from the game's own symbols, player movement under held input, zero off-origin network requests at the CDP layer, and a memory card image that survives a page reload byte-identically. No in-game save was performed; audio was muted throughout.
Last tested 2026-10-05 in Chrome 151 headless (Linux). Full playthrough: not verified. How games are tested.
Known limitations
- Not yet playable here: no hosted page has been published for this title.
- Runs the disc on a WebAssembly PlayStation core, not a native port; upstream has no web target.
- Tested in headless Chrome 151 on Linux only — no Firefox, Safari, mobile or touch controls.
- An in-game save was never performed in testing. What is verified is that the memory card image survives a page reload byte-identically.
- Persistence across a full browser restart was not tested; it could not be, in this harness.
- Only the data track was exercised. CD audio (track 2) is untested, and every test ran muted.
- .chd input, the multi-track .cue + .bin path and the optional BIOS picker are implemented but have no passing automated test.
- A raw 513 MB data track needs roughly a gigabyte of browser memory; a .chd is smaller but untested.
- The decompilation itself is a work in progress — a byte match proves the build pipeline, not that every function has been decompiled.
Saves
Memory card 1 is kept in this browser as a 131,072-byte image and restored on reload. Save in the game's own save rooms. Clearing site data erases it.