Live save-to-slot-1 trace via the PCSX-Redux web API confirmed the memcard path
bu00:BASLUS-00726MUSASHI (libmcrd) + the directory/title-frame staging in low RAM. The
save-DATA serialization couldn't be isolated from a live before/after diff (running-game
churn; the one big changed region @0x8007CD28 is an unrelated UI list). Clean route = the
.mcd file / a paused capture -> deferred as Gen3-repack territory, NOT needed for the
SaveLoadRoutine byte-match (code-level). SaveLoadRoutine stays the documented hard-defer
(1139-ins multi-entry, Gen1 precedent, P9).
formats.md §6: SaveLoadRoutine @0x8002B154 = multi-entry save/load blob driving the linked
PsyQ libmcrd primitives; saveHeaderTemplate @0x80072DF0 decoded — memcard filename
"BASLUS-00726MUSASHI", SJIS title "BRAVE FENCER MUSASHI", and a @+0x54 handler DISPATCH
TABLE of 0x8002Bxxx pointers (the "multi-entry blob" IS this table of save/load sub-handlers).
Static layout VERIFIED. TBD (needs Ghidra-on-EXE + a Drew-operated PCSX-Redux save trace +
PsyQ-memcard CRC research): the save-DATA serialization (player/progress state 0x80078Exx +
checksum) + matching the tractable handlers. ram_savescreen.bin holds the live header.
- memory-map.md: RESOLVE the "Script VM instruction set" open question — BFM has NO bytecode
VM. "Scripting" is compiled-MIPS state machines dispatched via function-pointer tables
indexed by game-state vars, proven by the matched resident dispatchers (D_800D3430[
D_800B99F0](), D_800D3480/3488/3490[state](), the func_800D2Fxx cluster) mirroring the EXE's
GameModeDispatch[gameMode](). Overlays = compiled MIPS that call the resident, not bytecode.
Basis for the gen2-roadmap criterion #2 amendment (T6).
- formats.md §5: SQV driver = semi-custom — thin Square wrappers/glue over stock PsyQ libsnd;
DsMix @0x800D1BD8 is a custom 2-line wrapper (NOT stock libsnd; the 4.7 sig was coincidental,
T1). Bytes matched in the harvest; deep playback semantics deferred (Gen3, not needed for the
byte-match).