Super Castlevania IV Recomp
Super Castlevania IV Recomp is a native recompilation of Super Castlevania IV for Windows with support for upscaling shaders like ScaleFX and NNEDI3.
- Type: PC port
- Game: Super Castlevania IV
- Runs on Windows
- By mpolizel
- Latest release v0.1.1, 2026-11-03
- Source: https://github.com/mpolizel/SCIVRecomp
README
Super Castlevania IV Recomp
A native recompilation of Super Castlevania IV (USA), built on snesrecomp.
Super Castlevania IV is a 1991 platform game developed and published by Konami for the Super Nintendo Entertainment System. It has been re-released multiple times, including for the Super NES Classic Edition.
Description from Wikipedia, CC BY-SA 4.0.
You must legally own a copy of the game. No ROM data is distributed with this project, in the repository or in any release. The recompiled C is generated locally from your own copy and is never committed.
☕ Keep the ports coming
This project is free and always will be. Every port in this series, Super Castlevania IV included, is built with many hours of AI-assisted reverse engineering, and that AI time is paid. If you enjoy playing it, a coffee at buymeacoffee.com/mpolizel keeps the AI running so more SNES games can be ported to native Recomp. Any amount helps, and thank you!
Download (ready-to-run Windows build)
Get the latest supercastlevania4-<version>-windows-x64.zip from the
Releases page.
The zip is a setup pack: it contains the launcher, the recompiler and this source tree (with the framework patches already applied), but no game data. On first run:
- Unzip anywhere and start
SuperCastlevaniaIvSNESRecomp.exe. - Let it download the portable build tools (one time per machine), or point
it at a
cmake-clang-v1zip you already have. - Pick your own
Super Castlevania IV (USA).sfc(CRC32b64ffb12). - Press Generate & rebuild. The playable game is built into
build/and started; run it from there afterwards.
In the launcher, Settings → Shader lists the scanline, CRT and upscaler
presets; choosing one switches the renderer to OpenGL automatically. A fresh
install starts with no shader (the plain picture), the lightest option for
any graphics card; pick a CRT or upscaler preset there if yours has room.
Your choice is saved in config.ini and kept. The upscalers include
ScaleFX and the neural NNEDI3 presets.
During play, Ctrl+L (or Select+L3 on a controller) reopens the
launcher: shader, window scale, volume and controls apply when you press
Resume, without restarting the game. I cycles the audio interpolation
between Gaussian (the console's own, the default), Cubic (crisper
highs) and Sinc; it only changes what you hear, never the game, and the
choice is saved in audio_interpolation.txt.
On laptops with two graphics cards (NVIDIA Optimus, AMD switchable graphics) the game asks the driver for the dedicated one. If it still runs slowly, set the game's executable to High performance in Windows Settings → System → Display → Graphics.
Updates
With Check for updates on start ticked (the default; on the launcher's main
screen, next to Skip launcher on boot), the game asks GitHub for the latest
release when it starts and offers to install a newer one. Accepting closes the
game, downloads the new setup pack, copies it over the install folder and
reopens the setup window: press Generate & rebuild. Nothing is deleted;
build\ (the rebuilt game, save states, config.ini, keybinds.ini) and
rom.cfg are kept. Untick the box to turn the check off (saved in update.ini).
The game has no battery save: progress is kept by its passwords.
Your saves are never lost or broken by an update. Save states made by
any earlier release keep working in every later one. Before installing, the
updater copies build\saves\ to save-backups\<date>_before_<version>\ and
never deletes those copies; save files are left out of the copy, and if they
changed anyway the backup is put back. Every release is checked against the
one before it with tools/check_update_compat.ps1, which builds the previous
release, makes a save state with it, installs the new pack with the previous
release's own updater and rebuilds; it fails unless every save file is
byte-identical and the new build continues the old save state.
See CHANGELOG.md for what changed in each release.
Status
Boots through the Konami logo, the intro and the title screen into name entry, the opening cutscene and the first stage (Block 1-1), which plays: walking, whipping, pickups, death and restart. Most code still runs through the snesrecomp interpreter; later stages are not yet verified. See Porting from here.
Framework patches
patches/ holds changes to the snesrecomp and recomp-ui submodules.
Reapply them after updating the submodules:
git -C snesrecomp apply ../patches/snesrecomp-audio-interpolation.patch
git -C snesrecomp apply ../patches/snesrecomp-glsl-passprev-and-vao.patch
git -C snesrecomp apply ../patches/snesrecomp-nmi-idle-loop-wai.patch
git -C snesrecomp apply ../patches/snesrecomp-nmi-nested-wait.patch
git -C snesrecomp apply ../patches/snesrecomp-raster-oam-and-hdma.patch
git -C snesrecomp apply ../patches/snesrecomp-shader-forces-opengl.patch
git -C recomp-ui apply ../patches/recomp-ui-host-toggle.patch
snesrecomp-nmi-nested-wait.patch is required for this game (it applies on
top of snesrecomp-nmi-idle-loop-wai.patch). Super Castlevania IV runs its
game logic inside the NMI handler and waits there for the next NMI: $00:854B
writes $80 to $3C and spins until the next NMI writes 1. On hardware that
NMI interrupts the waiting handler. The interpreter ran the handler to its step
cap instead, so the wait never ended and the game ran off the rails on its
first frame (an IRQ/BRK storm). With the patch a host-invoked handler still
running at the end of the field is parked like the main thread, the next field
delivers its NMI on top of it, and the handler's own RTI later returns to the
interrupted main program.
snesrecomp-raster-oam-and-hdma.patch is the renderer fix shared with the
other ports: per-line sprite tables, HDMA
set up in vblank, and vblank writes kept in their own field. It also counts HDMA's first transfer, made in V=0's
H-blank, as a table line, as the hardware does. Every HDMA split landed one
line late without it (on Donkey Kong Country 2's island map the late layer
split drew a bright line across the screen).
snesrecomp-audio-interpolation.patch adds the Cubic and Sinc audio
interpolation (I key). They resample the dry output only; the echo buffer,
OUTX, pitch modulation and save states stay those of the console's Gaussian
filter, so the game runs identically in every mode.
snesrecomp-glsl-passprev-and-vao.patch fixes two shader bugs: a pass that
reads PassPrev<n> back to the game frame got nothing (ScaleFX drew black),
and switching to no shader mid-game drew a black screen because the shader
path left the plain path's vertex attributes disabled.
recomp-ui-host-toggle.patch lets a title add one checkbox of its own beside
"Skip launcher on boot"; this project uses it for the update check.
ROM identity
| File | Super Castlevania IV (USA).sfc |
| Publisher | Konami |
| Developer | Konami |
| Year | 1991 |
| Mapping | lorom |
| Region | USA (North America) |
| Coprocessor | none |
| CRC32 | b64ffb12 |
| SHA-256 | 0ef6f4cce5a2273fa49fe1ce724e0048a8e39c91da6b00dbb693fe1ba909177d |
tools/regen.sh refuses to run against anything else, so a mismatched
revision fails immediately instead of producing subtly wrong output.
Build
git submodule update --init --recursive
bash tools/regen.sh --rom "/path/to/Super Castlevania IV (USA).sfc"
cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
cmake --build build -j
The ROM does not have to live in the repository — keeping it on your own
drive is the better habit, and SNESRECOMP_ROM sets the path once for a
shell. Without either, tools/regen.sh finds the ROM at the repo root, then
the path the setup wizard recorded in rom.cfg; .gitignore blocks both from
ever being committed.
tools/regen.sh verifies the ROM, generates src/gen/*.c, and re-syncs
recomp/funcs.h. Re-run it whenever you change anything under recomp/.
The Windows build is a window app: diagnostics go to
SuperCastlevaniaIvSNESRecomp.log beside the executable.
-DSCIV_CONSOLE=ON brings the console back for debugging.
Run
./build/SuperCastlevaniaIvSNESRecomp # launcher picks the ROM
./build/SuperCastlevaniaIvSNESRecomp "/path/to/Super Castlevania IV (USA).sfc"
With no ROM on the command line the build opens the recomp-ui launcher: a ROM
picker with a verification badge, plus display / audio / input settings. Your
choice is cached in rom.cfg beside the executable, so the next launch opens
on it and "Skip launcher on boot" makes it immediate.
Either way the ROM is checked against the digests above before anything boots — a dump that could not have produced this build is refused at the door rather than mis-executing ten frames in.
Layout
| Path | What lives there |
|---|---|
recomp/ | Analysis input: bank*.cfg, symbols.toml, generated funcs.h |
rom_identity.txt | ROM digests — read by the build, tools/regen.sh and CI |
src/ | Host code you own: main.c, game_rtl.c, sciv_update.c |
src/gen/ | Generated C. Never committed — regenerate locally |
assets/shaders/ | Scanline, CRT and upscaler presets for the launcher |
patches/ | Changes to the framework submodules (see above) |
snesrecomp/ | Framework submodule (owns lib/recomp-net, lib/retcomm-rbengine) |
tools/ | regen.sh — the ROM → C pipeline; import_libretro_shaders.py |
scripts/ | package_release.sh — player-facing zip |
framework_pins.txt | Exact framework commits this project was scaffolded against |
Porting from here
The scaffold stops where the game-specific work starts. In rough order:
- Make it boot.
src/game_rtl.cholds the frame driver. It starts on the framework's beam-aligned driver (snesrecomp/runner/src/beam_frame_driver.h): one frame per PPU field, interrupts taken where the beam latches them, the field rasterized from the raster journal. - Name things. Add entries to
recomp/symbols.tomlas you identify routines, then re-runtools/regen.sh. Setemit = trueto promote one into ahead-of-time analysis; leave it false to keep it interpreted. Seerecomp/README.md. - Resolve dispatch misses. After every run, deal with unresolved indirect targets before anything else — they are the reason a port diverges, and they are cheap to fix early.
- Never synthesise a result to get past uncovered code, and never edit
src/gen/by hand. Fix the config or the framework and regenerate.
Players
One player.
License
This project's own source is under the MIT license in LICENSE. The
framework carries its own terms (PolyForm Noncommercial 1.0.0) — see
snesrecomp/LICENSE and snesrecomp/THIRD_PARTY_ATTRIBUTION.md; the changes
in patches/ apply to that framework and fall under its terms. The shaders
under assets/shaders/_libretro/ come from libretro/glsl-shaders and keep each
author's license in their file headers. None of these cover the game data,
which is not distributed here.
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