Releases: sergiomanzur/SymphonyRecomp
Release list
Android Beta 0.9
Castlevania: Symphony of the Night, running natively on Android. Not an emulator — the
PlayStation code is statically recompiled into C# and built into a real app.
This is the first public build. It's a beta: expect rough edges, and keep real in-game saves
alongside your save states.
Read this before you install
The BlackLabelHQ team does not endorse this port, and it is not affiliated with them.
This fork was built with heavy AI assistance and verified by hand on real devices. The
upstream project values human work, and they intend to release their own Android port in
their own time. That's their call and I respect it — their work is the foundation this
stands on. If you want the official Android experience, wait for theirs.
So please:
- Don't open issues about this port on the BlackLabelHQ repo.
- Don't ask their Discord for support with this build.
- This is also not the SOTN Decomp project — don't take questions there either.
Bugs in this build are mine. Report them here.
You need your own copy of the game
This APK contains no game data, and never will. You need a legally owned copy of the
North American PlayStation release, dumped to .cue + .bin.
On first launch the app asks for it. Select the .cue and both .bin tracks together —
long-press to multi-select — and it copies them into the app. That takes a minute or two and
happens once.
Your files can be named anything. The importer reads your .cue, pulls in exactly the tracks
it names, and rewrites it to match. It also checks the disc really is the USA release, and
tells you if you've handed it a Japanese or European dump by mistake.
Keep about 600 MB free for the copy. The originals can be deleted afterwards.
Installing
- Android 5.0 (API 21) or newer, arm64 or x64
- Download the APK below and open it
- If the install is blocked, allow "install unknown apps" for whichever browser or file
manager you downloaded it with
What's in it
- Touch controls — full PSX overlay, switchable D-pad or virtual stick, adjustable
opacity, and a HIDE toggle that gets the buttons out of the way - Physical controllers — Bluetooth, USB and handhelds (Retroid, Odin, Xbox, DualSense),
with PlayStation / Xbox / Nintendo button layouts - Save states — five slots
- Quality of life — colour blind fixes, remove screen flashes, bug fixes, easy spell
inputs, extra invincibility frames and more - Cheats, stats and inventory — heal, level, gold, attributes, and a full item, relic and
spell editor - Mods — compiled on device, so source mods work as they do on desktop
- Display — 4:3, 16:9, stretch or auto-fit, with orientation lock; settings persist
Everything lives behind the ⚙ MENU button in the top corner.
Known limitations
- Save states are best used within one session. The emulated sound chip isn't captured in
a state, so one loaded in a different area can play the wrong samples until the game
reloads them. - The map tracker and randomizer panels are desktop-only for now.
Credits
None of this exists without the people who did the hard part first.
- BlackLabelHQ — SymphonyRecomp itself:
the recompilation, the patches, the widescreen work, the years of effort - flaffy — RecompOne, the static recompiler
this runs on - The SOTN Decomp community — for the reverse engineering that made so much of this
possible - Konami and KCET, 1997 — for making something people still care about this much
If you enjoy this, go star the upstream project.