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  • 21:03, 10 August 2025Alucard Blindfolded (hist | edit) ‎[17,458 bytes]Sestren (talk | contribs) (Create Alucard Blindfolded page)
  • 20:59, 10 August 2025Techniques (hist | edit) ‎[1,685 bytes]Sestren (talk | contribs) (Create Techniques page)
  • 20:56, 10 August 2025Speedrunning (hist | edit) ‎[1,583 bytes]Sestren (talk | contribs) (Create Speedrunning page)
  • 18:22, 30 July 2025GameShark (hist | edit) ‎[1,153 bytes]Sulaco (talk | contribs) (Created page with "Hundreds of Game Shark "codes" exist for SotN. These codes typically change game code found in <tt>DRA</tt>, <tt>RIC</tt>, or occasionally stage or boss overlays. A selection of these codes are presented below with the original ROM values compared to the modified values, what the decompiled code or data looks like before and after the change, and what the effect on the game is. Several of these came from [https://sotn.dev/debug.html sotn.dev]. There are man...")
  • 18:17, 3 July 2025Jewel Sword (hist | edit) ‎[551 bytes]Sestren (talk | contribs) (Add Jewel Sword page)
  • 12:16, 2 July 2025TPAGE layout (hist | edit) ‎[596 bytes]Bismurphy (talk | contribs) (Created page with "The game stores data in GPU VRAM organized in texture pages, or tpages. They are laid out in the VRAM as follows: File:annotated_tpages.png This may be helpful for debugging and tracking of textures. Note that the game's two framebuffers are held in tpages 0 through 7. Since the game is 256x240 (widthxheight), the height of 240 leaves 16 extra rows of pixels available. These are used for the color lookup tables (also known as CLUTs, or palettes). These are visibl...")
  • 04:05, 30 June 2025Ports/PSP (hist | edit) ‎[579 bytes]Sulaco (talk | contribs) (Created page with "The PSP version of SotN is found as an unlockable in Dracula X Chronicles. The version of the game appears to be based on the original JP release as it's missing some bug fixes originally found in the PSX US version of the game. Of note is that there appears to be a comprehensive implementation of the PSX SDK to bridge the original SotN code with the PSP SDK. Many functions for configuring hardware are empty stubs. Others that would have sent data to memory mapped hardw...")