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Made Up of Wires
United States
เข้าร่วมเมื่อ 23 เม.ย. 2021
Video Games, Movies, Tech, & Life in a Digital World
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Fiber Optic Ends © Barta V - www.flickr.com/photos/98640399@N08/9287370881. This file is licensed under the Creative Commons Attribution 2.0 Generic license.
Colorful Wires at CMS © 2019 Ryan Bodenstein - www.flickr.com/photos/evenkolder/46511788625. This file is licensed under the Creative Commons Attribution 2.0 Generic license.
The Last Faerie Function Part 1 - Decompiling Castlevania: Symphony of the Night - 2024.11.07
Watch live Monday through Thursday - www.twitch.tv/madeupofwires
Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1.
In this video:
* A brief overview of the project
* The last Faerie function!
SOTN Decomp Project: sotn.xee.dev
GitHub: github.com/Xeeynamo/sotn-decomp
decomp.me: decomp.me
Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1.
In this video:
* A brief overview of the project
* The last Faerie function!
SOTN Decomp Project: sotn.xee.dev
GitHub: github.com/Xeeynamo/sotn-decomp
decomp.me: decomp.me
มุมมอง: 199
วีดีโอ
Decompiling Castlevania: Symphony of the Night - 2024.11.05
มุมมอง 524วันที่ผ่านมา
Mastering the Faerie familiar! Watch live Monday through Thursday - www.twitch.tv/madeupofwires Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1. In this video: * A brief overview of the project * Three (3) yes THREE functions decompiled (or at least nearly decompiled) SOTN Decomp Project: sotn.xee.dev GitHub: github.com/Xeeynamo/sotn-decomp decomp.m...
Decompiling Castlevania: Symphony of the Night - 2024.11.04
มุมมอง 213วันที่ผ่านมา
Watch live Monday through Thursday - www.twitch.tv/madeupofwires Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1. In this video: * A brief overview of the project * Figuring out Faerie SOTN Decomp Project: sotn.xee.dev GitHub: github.com/Xeeynamo/sotn-decomp decomp.me: decomp.me
Decompiling Castlevania: Symphony of the Night - 2024.10.31
มุมมอง 276วันที่ผ่านมา
Working on the Fairy Familiar! Watch live Monday through Thursday - www.twitch.tv/madeupofwires Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1. In this video: * A brief overview of the project * Functions that have been extracted to assembly language are identified * Assembly language is mechanically decompiled using decomp.me SOTN Decomp Project: ...
Decompiling Castlevania: Symphony of the Night - 2024.10.28
มุมมอง 3012 วันที่ผ่านมา
Watch live Monday through Thursday - www.twitch.tv/madeupofwires Get the SotN Soundtrack to provide the right atmosphere for Halloween - amzn.to/4hrTn5F Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1. In this video: * A brief overview of the project * Working on the last unique Medusa function. SOTN Decomp Project: sotn.xee.dev GitHub: github.com/X...
Medusa Defeated or Game Over?! - Decompiling Castlevania: Symphony of the Night - 2024.10.23
มุมมอง 26314 วันที่ผ่านมา
Watch live Monday through Thursday - www.twitch.tv/madeupofwires Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1. In this video: * A brief overview of the project * Can we crack the last Medusa function!? SOTN Decomp Project: sotn.xee.dev GitHub: github.com/Xeeynamo/sotn-decomp decomp.me: decomp.me
Decompiling Castlevania: Symphony of the Night - 2024.10.22
มุมมอง 21514 วันที่ผ่านมา
Get in the mood for Halloween with the Symphony of the Night Soundtrack - amzn.to/4dVxmcn Watch live Monday through Thursday - www.twitch.tv/madeupofwires Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1. In this video: * Medusa defeats me! SOTN Decomp Project: sotn.xee.dev GitHub: github.com/Xeeynamo/sotn-decomp decomp.me: decomp.me
Decompiling Castlevania: Symphony of the Night - 2024.10.21
มุมมอง 49914 วันที่ผ่านมา
Where else can you hear "I am the Wind"? amzn.to/4dVxmcn Watch live Monday through Thursday - www.twitch.tv/madeupofwires Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1. In this video: * Taking on Medusa! * Playing SotN Poorly! SOTN Decomp Project: sotn.xee.dev GitHub: github.com/Xeeynamo/sotn-decomp decomp.me: decomp.me
Decompiling Castlevania: Symphony of the Night - 2024.10.17
มุมมอง 19314 วันที่ผ่านมา
Ready for Halloween?! Get in the mood with the Symphony of the Night Soundtrack - amzn.to/4dVxmcn Watch live Monday through Thursday - www.twitch.tv/madeupofwires Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1. In this video: * A brief overview of the project * Functions that have been extracted to assembly language are identified * Working on Medu...
Decompiling Castlevania: Symphony of the Night - 2024.10.16
มุมมอง 38221 วันที่ผ่านมา
Watch live Monday through Thursday - www.twitch.tv/madeupofwires Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1. In this video: * A brief overview of the project * Fighting Medusa (functions!) * Regex-fu for listing SOTN Decomp Project: sotn.xee.dev GitHub: github.com/Xeeynamo/sotn-decomp decomp.me: decomp.me
Decompiling Castlevania: Symphony of the Night - 2024.10.15
มุมมอง 47321 วันที่ผ่านมา
Watch live Monday through Thursday - www.twitch.tv/madeupofwires Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1. In this video: * A brief overview of the project * Functions that have been extracted to assembly language are identified * Assembly language is mechanically decompiled using decomp.me * Splitting the Medusa ROM SOTN Decomp Project: sotn...
Decompiling Castlevania: Symphony of the Night - 2024.10.14
มุมมอง 79121 วันที่ผ่านมา
Watch live Monday through Thursday - www.twitch.tv/madeupofwires Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1. In this video: * A brief overview of the project * Functions that have been extracted to assembly language are identified * Assembly language is mechanically decompiled using decomp.me * The decompiled bootstrap is modified until it prod...
Decompiling Castlevania: Symphony of the Night - 2024.10.02 - Bonus!
มุมมอง 637หลายเดือนก่อน
Watch live Monday through Thursday - www.twitch.tv/madeupofwires Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1. In this video: * A brief overview of the project * Functions that have been extracted to assembly language are identified * Bonus overlay config! SOTN Decomp Project: sotn.xee.dev GitHub: github.com/Xeeynamo/sotn-decomp decomp.me: decomp.me
Decompiling Castlevania: Symphony of the Night - 2024.10.01 - Bonus Stream!
มุมมอง 511หลายเดือนก่อน
Watch live Monday through Thursday - www.twitch.tv/madeupofwires Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1. In this video: * A brief overview of the project * Functions that have been extracted to assembly language are identified * Adding a new HD overlay SOTN Decomp Project: sotn.xee.dev GitHub: github.com/Xeeynamo/sotn-decomp decomp.me: deco...
Decompiling Castlevania: Symphony of the Night - 2024.10.02
มุมมอง 494หลายเดือนก่อน
Watch live Monday through Thursday - www.twitch.tv/madeupofwires Prerecorded live stream decompiling functions from Castlevania: Symphony of the Night for PS1. In this video: * A brief overview of the project * Functions that have been extracted to assembly language are identified * Fixing up overlay offsets and debugging overlay config SOTN Decomp Project: sotn.xee.dev GitHub: github.com/Xeeyn...
Decompiling Castlevania: Symphony of the Night - 2024.09.24
มุมมอง 856หลายเดือนก่อน
Decompiling Castlevania: Symphony of the Night - 2024.09.24
Decompiling Castlevania: Symphony of the Night - 2024.09.23
มุมมอง 720หลายเดือนก่อน
Decompiling Castlevania: Symphony of the Night - 2024.09.23
Decompiling Castlevania: Symphony of the Night - 2024.09.19
มุมมอง 1.1Kหลายเดือนก่อน
Decompiling Castlevania: Symphony of the Night - 2024.09.19
Decompiling Castlevania: Symphony of the Night - 2024.09.18
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Decompiling Castlevania: Symphony of the Night - 2024.09.18
Decompiling Castlevania: Symphony of the Night - 2024.09.17
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Decompiling Castlevania: Symphony of the Night - 2024.09.17
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Decompiling Castlevania: Symphony of the Night - 2024.09.16
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Decompiling Castlevania: Symphony of the Night - 2024.09.12
Decompiling Castlevania: Symphony of the Night - 2024.09.11
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Decompiling Castlevania: Symphony of the Night - 2024.09.11
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Decompiling Castlevania: Symphony of the Night - 2024.09.10
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Decompiling Castlevania: Symphony of the Night - 2024.09.09
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Decompiling Castlevania: Symphony of the Night - 2024.09.05
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Decompiling Castlevania: Symphony of the Night - 2024.09.04
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Decompiling Castlevania: Symphony of the Night - 2024.09.03
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Decompiling Castlevania: Symphony of the Night - 2024.09.02
Decompiling Castlevania: Symphony of the Night - 2024.08.29
มุมมอง 20K2 หลายเดือนก่อน
Decompiling Castlevania: Symphony of the Night - 2024.08.29
Great work! What's the overall progress currently?
I don't undestand very well this topic, thus sorry in advance for the possible dumb question but, decompiling this game as well as its Saturn and PSP versions means that there can be a native PC port of SoTN?
35:55 u could also change the definition of PlayerStateStatus to have a certain size enum PlayerStateStatus : u32 Edit: this might have been added in c++11
The coolest thing I've seen from decompiling is when they made GTA San Andreas multiplayer. I hope in the near future that AI is able to decompile code perfectly.
What fun would that be for reverse engineers! It will probably happen sooner than later, but until it does, more puzzles for me!
Thank you, and all decompilers, for the work you do.
Glad to help. Thanks for watching!
when SotN is done will you work on other PS1 games? SH1 has a decomp project.
That's far enough in the future that I don't know for sure. Before SotN finishes I'll probably look at a few other games for comparison.
not gonna lie i have no idea how ive found myself here, i dont watch programming videos or castlevania videos of any kind nor did i actually click on the video, i dont know how it opened, but i have watched a bit of this just out of curiosity, everything youre doing here looks like magic and i dont understand it 👍 good job
Glad to have you!
Fortnight is an awful game. I doubt anyone can fix that games trash bullet trejectory/hit scan issues 😂. Ive watched a few of these videos trying to learn stuff!
Whoo fantastic someone is actually working on this. sotn deserves the attention
There are dozens of us! DOZENS!
Tech cat still here hanging out. bgrep is written in rust. Would be easier to just copy what it does into the tools/dups crate and Taylor the behavior to what is needed. I definitely don't think you need all the cli switches. Those can be made default or stripped out for a special tool like this.
I was patching github.com/tmbinc/bgrep but may need to move over to something else. I have patched `dups` as well, but it would be nice to have a generic tool that can be leveraged here and elsewhere.
Thicc Medusa, noice.
ah, i seem to be the 4th
When you are done, do you want to give a crack at Final Fantasy 7
I came across github.com/Drahsid/ffvii, but it appears to be abandoned. Not something I have time to look at for now, but I won't say it will never happen.
I now understand how my grandmother felt when I showed her how to use email.
Why would anyone want to write to someone in the computer when they can use pen and paper and the mailman?
hey, I love watching you hack away! Just wanted to come here and give a tip regarding regex'es and how to make them easier to maintain. (1h24m:12s) The peeps who work with parsing massive logs are using this pattern where they split a massive regex into smaller pieces and giving each piece a human-readable name, they then simply concat these into the final regex. Perhaps you're like me who've spent too much time reading regexes and don't feel the need for it, but if the code is to be maintained by others, it can make a huge difference. It does help veterans too in more quickly being able to spot mistakes since each regex tends to be very short ^^
The best I've found is Perl (and a few others) which allow you to make whitespace insignificant in the regex, support comments in the regex, and have multiline strings. That way you don't need to break the regex into multiple pieces (but you certainly can), and can clearly show nested groups and general structure. I know Rust supports multiline strings already, I'll have to check if the regex features are supported.
crazy - remember watching all of sockfolders videos, surprised to see they were taken down? Also chuckled at the ring tone.
It's one of those things that seems like a good idea until you hear it dozens of times a day.
nice
Very cool, keep up the good work
Thanks, will do!
hi, do you have a bs in computer science?
An MS even!
Would you recommend this path for someone who loves these things?
You know we love it.
probably need a link to the music playlist :)
Been watching this project go down. Hopefully you don't get a takedown from Konami. Because this was done legally with publically accessible, open sourced reverse engineering tools. You have my legal endorsement sir. Godspeed.
The geniuses at UMPG Publishing claimed ownership of one of the CC licensed NIN Ghosts tracks in the background.
@made-up-of-wires oh boy they're already coming....what is a man? A miserable pile of copyright infringement claims.
So glad you're still working on this man. You've made it so far. Neva give up!
Thanks!
I am the first viewer.
Yes you are
Man, I don't understand anything that's going on, but I hope you succeed, this is my favourite game ever, and seeing it get decompiled is a dream coming true.
haha - watched the exact same translation video yesterday
OMG your hacking with Cheat engine TEACH ME YOUR WAYS I been trying to cheat a hentai game for years but to this day I haven't done it yet
This is so cool
upp
Can you recreate the 4 scenes from the Sega Saturn (SS) on PlayStation (PS)? Or could you share the source code? I’d like to try rebuilding those 4 scenes and create a complete game.
The Saturn decomp is in very early stages and not being actively worked on. We're primarily working on PS1, PSP, and "HD" (a development build found in the PSP version of the game). I may stream some Saturn decomp in the future, but no immediate plans.
I am so excited for what the groundwork here will eventually lead to!
What is a partially decompiled game? A miserable little pile of dangling pointers! Fun fact: Dangling Pointer was my nickname in college.
Doing amazing work!! I hope you will be hanging around in sotn communities to see the effect your work has on people.
Overlays are bits of your program that get loaded to the same memory address, and switched out as needed. They "lay over" each other in memory. So the main program isn't an overlay, nor is the game engine(?), but the stages are (if I'm understanding correctly), for example.
I haven't finished the video but I hope he noticed he mixed up those breakpoint IDs (28, 38 etc)
Thumbs UP UP UP !!!!! this is the important work that needs more attention !!!!!
Love the t-shirt by the way. I have one just like it.
I have actually been looking for a good guide of how to play SOTN. Do you play the game as well? Perhaps you know of some good examples of how to play?
I play the game casually once a year or so. For me it's a lot of map checking and cautious exploration. What kept me engaged in SOTN was that I never felt lost, only that I needed to explore more. I've enjoyed Dr4gonBlitz's videos; JupiterClimb has some good ones as well.
@@made-up-of-wires Awesome. My history with SOTN is mostly collecting ways of playing it. I did own an original PlayStation disc but I sold it. I've never actually managed to play. I'll check out those channels!
Haha, I totally misread what you meant! I first played the PSP version through the Dracula X Collection on PS Vita. All of the modern versions (iOS, Android, PS4) are based on version. I've played through the PS1 version only once, I believe, mostly due to the inconvenience of having the right hardware set up. Some say the Xbox 360 version is the best, it has some bug fixes and runs faster than the PS1 version. Unfortunately, the Konami Classics Collection is the only way to get that version now. Most of the speed runners are playing the PS1 or Xbox 360 versions. The PS1 version has the biggest randomizer community, and those are typically played through emulator. While it has more content than the PS1 version, I've generally heard bad things about the Saturn version. The PSP version (and it's derivatives) ditches a lot of the iconic voice acting from the original and rewrites part of the script, but it's probably the version most people play.
@@made-up-of-wires I think my best chance currently is to play it on PS4. Or perhaps I should dust off my old PSP. Either way, I'll have to get stuck in one day. THanks!
Wow, this is intresting to hear!
1 vote for staring at things and working it out on stream.
When you start to work on getting the debuggers to cooperate are you going to document that process and the solution. I'd be interested in seeing that. This is really cool content!
I'll document what I can. PCSX-Redux seemed to be more reliable than Duckstation, but didn't provide GDB with the instruction pointer address or any information about the stack frame. Duckstation would randomly get out of sync and stop working fairly quickly. I'll bring it back when I get a setup that I like using.
Any recommendations for someone trying to learn C/C++?
This has come up recently in the discord as well, and I don't know if there's a great one sized fits all solution. I started learning C & C++ 25 years ago and they were fairly standard at universities at the time. Since then I read C from projects I like when I need to figure out how to use a library or API I haven't used before. I've found OpenBSD to have just about the cleanest and easiest to read C for their POSIX libraries and tools - github.com/openbsd/src/blob/master/bin/echo/echo.c
Generic C/C++ for applications or game development specific? What's your interest? Any experiences with other programming languages? I would probably just check out one of the many coding tutorials on TH-cam. Or Google some basic text-based C/C++ tutorials. If you have no experience you might even get a book from library (or download a PDF) for basics, or sign up for some free online coding course (open universities also), since they usually have a thought out program and good training excercises.
Eehm😂
Eehm Eehm Eehm Eehm Eehm Eehm eehm
I can't catch you live :<
I think he only streams on Twitch and uploads to TH-cam a bit later so you're gonna have to switch platforms.
Yeah, I stream Monday through Thursday and upload a few days later. I'll be taking a week off soon, so try back next Wednesday on Twitch at 11am PST.
As an (obvious) huge metroid fan, I think its extremely fair to say that NEStroid is pretty bad. I think its fair to say that a lot of "first" games are pretty bad (though Metroid is uniquely very bad, lol). That said, M2 was a lot better (if only the gameplay loop and music were a little more interesting...), and M1 crawled so M2 could walk, so M3 could run. I'm still of the opinion that Super Metroid is probably my favorite game of all time. Its extremely well made in every way that matters to me, and I've played it far too many times to count and keep the love alive via romhacks and speedruns.
This is such a reassuring comment! I've actually stayed away from the Metroid series because of my experience with NES Metroid, and gave Dread a change and it was everything I could have hoped. I'll give Super Metroid a spin in a few weeks and see if it grabs me.
@@made-up-of-wires Awesome, hope you like it!
Thanks so much for this, great videos. In your next stream can you please explain more about contexts and how you put them together as well as playstation binary overlays?
The context is effectively a header file for the decompiler to use when trying to figure out types for symbols and files. Often the decompiler (m2c) can produce a significantly better starting point with good forward declarations. The context then becomes a header file for the compile stage in decomp.me. All of the declarations could go into the main editor, but keep them separate allows the focus to remain on the code being decompiled.
I kept thinking of the Blondie song. Maria! You gotta see her!