Christopher Williams 42c9b1d9bc phase8: draft the coordinated multi-session plan
Phase 7 made matching possible at scale; Phase 8 makes it parallel. Three pi
sessions in one worktree, coordinated over pi-intercom: one coordinator that
dispatches charters, merges claims and independently verifies them, and two
workers that match concurrently.

The plan's centre of gravity is concurrency safety, because three sessions share
one worktree: src/*.c is partitioned disjointly so no two sessions can write the
same file, the tracked registries and build/ and git are coordinator-only, and
worker deliverables stage in ignored paths. The safety property is that a
worker's claim is never trusted -- the coordinator's own clean make gate over the
whole 1,886,208-byte executable is the only authority, so a fabricated match
breaks the SHA-1, and make extents-verify stops a hand-chosen end address.

Target: at least 70 distinct bodies (from 34), staged across three cycles so a
stall shows up early, plus one bounded investigation into the SDK-header shapes
Phase 7 deferred.

Draft, awaiting approval. Decisions flagged for the developer: this session
coordinates, workers match while the coordinator verifies, the two already-live
peers (01a0d143, 01a0d145) are probed rather than assumed, and the target size.
2026-09-23 22:42:52 -04:00

Syphon Filter 3 (USA) — matching decompilation

A matching decompilation of Syphon Filter 3 (PlayStation, USA release, SCUS-94640): C source that, compiled with the game's own late-1990s toolchain, rebuilds the shipped executable byte for byte.

"Matching" here has a narrow, machine-checkable meaning: the compiled output must be instruction-identical to the original and the whole rebuilt executable must be SHA-1 identical. Nothing "functionally equivalent" counts, and unmatched C never enters the default build.

Status: early but scaled. Phase 7 is complete pending milestone confirmation. The executable rebuilds byte-identically, the original toolchain is identified from byte evidence, and 34 distinct functions / 39 regions are matched to C — every one instruction-identical and covered by the clean full-binary gate. Function ends are now derived from control flow rather than by hand, duplicate bodies are censused, and match targets come from a ranked worklist.

Where it stands

Milestone State
Deterministic disc extraction and manifest done (Phase 1) — two fresh runs, byte-identical manifests
First Ghidra import and static oracle done (Phase 1)
All-assembly byte-identical rebuild of the executable done (Phase 3–4)
Address-ordered code-recovery path (entry as real MIPS) done (Phase 4)
Original compiler identified from byte evidence done (Phase 5)
Matching harness and full-binary gate done (Phase 5)
Code/function segmentation 2,875 candidates graded; extents derived for all of them
Duplicate-body census 65 groups, 10 containing code (all exact-graded)
Ranked match worklist 1,916 eligible candidates, every exclusion counted
Functions matched to C 34 distinct bodies / 39 regions — byte-identical and gated (Ghidra's analyzer reports ~1,721 function candidates)

The validated target is the USA executable SCUS_946.40;1:

Property Value
Size 1,886,208 bytes
SHA-1 e173426c157384ebf1b6caf8c6fea18a85a14af9
Declared payload [0x80010000, 0x801DC000)
Entry PC 0x800FB368

The current tracked build is an all-payload assembly representation: it reproduces the executable byte for byte but asserts no code, function, section, or object model. It is a build/comparison baseline, not a recovery of the original program structure.

Toolchain (pinned by byte evidence)

The original compiler was re-identified in Phase 6 by comparing candidate compilers against the SDK's own binaries and the executable:

Role Component Evidence
Compiler GNU C 2.7.2.SN32.3.7.0002 — the CC1PSX.EXE of PsyQ SDK 4.0 the real binary executed and compared; the open gcc-2.7.2-psx build is instruction-identical to it across all 21 probe files
Assembler ASPSX 2.56 (Sony) SDK 4.0 banner; maspsx is the open emulator
Linker / binary tools GNU mipsel-none-elf binutils Phase 3 local build, recorded in docs/SETUP.md
Splitter splat (+ spimdisasm, rabbitizer) Phase 3

Working compiler invocation (input must be preprocessed; cc1 rejects comments and directives):

gcc-2.7.2-psx/cc1 -quiet -O2 -G0          # then maspsx, then GNU as

The macro address form is this compiler's default. Phase 5 had selected egcs-2.91.66 (PsyQ 4.5), which matches simple functions but emits a different framed epilogue; the executable's framed code identifies PsyQ 4.0. The compiler is open: decompals/old-gcc release 0.17 publishes gcc-2.7.2-psx, and no proprietary SDK is needed for the matching build. The full derivation is in docs/PHASE6_TOOLCHAIN_CORRECTION.md.

Build it from your own disc

The repository contains no game data: no disc image, no executable, no disassembly, no assets, no memory dumps — only source, configuration, tooling, hashes and documentation. You need your own MODE2/2352 dump of the USA disc (SCUS94640; the local input is 691,530,336 bytes over 294,018 sectors, SHA-1 4abe30077c2b449ea68239083df7932d47ae0b69; a CUE is not required for filesystem extraction).

# 1. extract the disc deterministically and record a manifest
./tools/sf3_extract extract 'disks/Syphon Filter 3 (USA).bin' extracted

# 2. rebuild the executable from assembly and compare
make clean && make all
cmp -s build/scus_946_40.rebuilt 'extracted/SCUS_946.40;1' && echo byte-identical
sha1sum build/scus_946_40.rebuilt 'extracted/SCUS_946.40;1'

The rebuild must print byte-identical and both files must hash to e173426c157384ebf1b6caf8c6fea18a85a14af9.

Run the project's synthetic test suite with:

PYTHONDONTWRITEBYTECODE=1 python3 -m unittest discover -s tools/tests -v

The build needs the ignored local tooling recorded in docs/SETUP.md: pinned splat, a GNU MIPS binutils cross toolchain, the vintage cc1 candidates, and — only if you want to verify against the original SDK compiler — the proprietary PsyQ SDK plus the wibo Win32 loader.

What is in the repository

Path What
tools/ The project's own tooling: sf3_extract (disc/extraction), sf3_probe (structural probe), sf3_fingerprint_probe, sf3_boundaries (function starts), sf3_extents (function ends), sf3_dupes (duplicate bodies), sf3_triage (match worklist), sf3_match (the matching harness), and the synthetic test suite in tools/tests/
config/ The tracked registries and evidence tables: regions.tsv (matches), symbols.tsv (symbols), function_inventory.tsv (graded starts), function_extents.tsv (graded extents), duplicate_bodies.tsv (duplicate census), match_worklist.tsv (ranked queue)
src/ One C file per matched function body, named by address until a name is earned
docs/ The format/address records, per-phase investigation and verification records, setup and toolchain provenance, the Phase 5 toolchain fingerprint, the Phase 7 extents/dupes/triage records, and the matching cookbook and matching conventions
phase-ends/ The project's governance record: the phase digest, one PhaseEnd per closed phase, each phase plan, and the active CURRENT_PHASE.md
Makefile The all-assembly rebuild (validate → split → assemble → link → binary) plus the ordered C build, the byte gate, and the extents/extents-verify/dupes/worklist regeneration targets
AGENTS.md, PROJECT_CONTEXT.md The standing rules and the permanent project constitution

Everything under disks/, extracted/, asm/, build/, ghidra/, dumps/, assets/, and the local tool directories (tools/splat/, tools/maspsx/, tools/old-gcc/, tools/mipsel-none-elf-binutils/, tools/psyq/, tools/wibo/) is ignored and never committed.

How it was made

The project runs under a written constitution (PROJECT_CONTEXT.md) and standing agent rules (AGENTS.md): one task at a time, evidence before assumptions, a byte-level match or nothing, an explicit ROM firewall, and a hard stop at every phase boundary. Each phase has an approved plan, a verification gate, a PhaseEnd record, and a digest entry under phase-ends/.

The static oracle is Ghidra with the locally built PSX loader; the runtime oracle is PCSX-Redux; the match oracle is a clean rebuild plus cmp and SHA-1 over the whole binary. Compiler conclusions are reached by differential fingerprinting against the real executable, never from a version label — the Phase 5 record documents one such conclusion that was found wrong and corrected.

What has been learned about the compiler is written down where it can be reused: docs/MATCHING_COOKBOOK.md (byte-proven findings, each with its basis and limit) and docs/MATCHING_CONVENTIONS.md (what counts as a match and how one is registered).

Standards, and the no-ROM policy

Accuracy. A function is matched only when its compiled instructions are identical to the original's and the full executable passes cmp and the SHA-1 check. Every match claim must be reproducible from a clean state, and unmatched content stays behind an explicit fallback.

No game data. Nothing derived from the game may be committed: no disc image, no extracted files, no disassembly, no assets, no memory dumps, no Ghidra database, and no proprietary SDK files. Review git status before every commit; git clean -x/-fdx are forbidden because they can destroy ignored reverse-engineering data.

Third-party components

This project uses, but does not redistribute, other people's work. Third-party components keep their own licenses:

  • splat, spimdisasm, rabbitizer — the split and the disassembly
  • maspsx (Mark Street) — Sony ASPSX's assembler quirks, reproduced
  • old-gcc (decompals) — the vintage cc1 builds (GPL-licensed builds of GCC)
  • wibo (decompals) — the minimal Win32 loader used to run the SDK compiler
  • Ghidra and ghidra_psx_ldr (lab313ru) — the static oracle and its PSX loader
  • PCSX-Redux — the runtime oracle
  • GNU binutils — the MIPS assembler, linker and objcopy
  • The Sony PsyQ SDK — proprietary; never distributed, only referenced by checksum. The PsyQ 4.0/4.1/4.4/4.5/4.6 compiler binaries were obtained from mkst/esa's psyq-binaries release and are used only as a verification reference

The reimplementation of game code that this project will produce carries no license. No license has yet been chosen for the project's own tooling and documentation.

Syphon Filter 3 is © its respective rights holders (Sony Computer Entertainment / 989 Studios). This project is not affiliated with or endorsed by them.

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