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A Fan Mod Puts the Sega Saturn's Extra Castle Areas and a Playable Maria Into the PlayStation's Castlevania: Symphony of the Night, All on One CD-R

Modder BelaLugosiIsDead released SOTN Ultimate, which builds a single 683 MB PlayStation disc from your own PS1, Saturn and PSP copies of Castlevania: Symphony of the Night, with the Saturn's Underground Garden, Cursed Prison and Maria plus the PSP's English dub.

Chris Pirillo drawn as a mid-1990s game character in a long burgundy coat, holding up a shiny blank CD beside an open gray PlayStation on the rim of a stone fountain in a moonlit castle hedge garden
Illustration: LockerGnome

Symphony of the Night came out three ways. The PlayStation original shipped in 1997. The Japanese Saturn version, Akumajou Dracula X: Gekka no Yasoukyoku, followed in 1998 with the Underground Garden, the Cursed Prison and Maria Renard as a playable character. The PSP’s Dracula X Chronicles in 2007 brought a new English dub and a revised script.

SOTN Ultimate puts all three on one PlayStation disc. The mod’s README lists the Underground Garden (“a hedge garden with a fountain, greenhouses, a gazebo”) and the Cursed Prison, the inverted-castle twins of both, the Saturn-only Skeleton Leader boss, 18 Saturn enemies, God Speed Shoes that let Alucard sprint through doors, and a third equipment slot for food and potions. Exploring everything now reaches 211.8% on the castle map, against 200.6% on the PlayStation.

The download holds no Konami data. The README says the patch “holds only the mod’s own changes,” and an offline page called builder.html reads your own dumps of the US PlayStation disc, the Japanese Saturn disc and the US PSP game, then converts the Saturn and PSP content on your PC. The result has to match one exact checksum, or the page won’t offer it.

Fitting it on one disc took some packing. The music and voices are streamed from the data track instead of CD audio, filler is gone, and voice lines that were identical on both channels are stored in mono. The image uses about 290,400 sectors, “well under a 74-minute disc’s 333,000,” per the README. It’s been tested in the DuckStation emulator and on a burned CD-R in an original PlayStation, which needs a modchip to boot it.

The Saturn enemies were “translated from SH-2 to C,” the README says, rewriting code for the Saturn’s processor so it runs on the PlayStation. That work rests on sotn-decomp, a fan project that rebuilds the game’s source code so it “compiles byte-for-byte to the same binaries,” covering the PlayStation, PSP and Saturn versions.

The author is upfront about how it got made. “Most of the work here was done with AI assistance and painstaking, gruesome testing,” BelaLugosiIsDead writes in the README’s closing notes. “Believe me, the hack started with Alucard falling into nothingness.” The same notes say the project will go to a GitHub repo “eventually,” for the community to keep. No date is given.

A mod that can move Saturn code onto a PlayStation, by way of a decompiled game and an AI assistant, points at what else could move next. The sotn-decomp project already covers the PSP and Saturn builds, so the same path could work in the other direction or on other games with matching decompilations. The open question is what happens when Bela’s GitHub repo goes up and the community gets the whole toolchain instead of one finished disc.

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