Drew T 02b16fa7a7 refactor(phase-29): DELETE gate_stage's jtbl pre-pass (R33) + the honest ladder measurement
gate_stage._jtbl_prepare carried the SAME config-only undo as harvest_verify's did,
and ate the tree again on the first ladder run: 5 orphan region files, truncated
TUs, `undefined reference to func_80192F64`. That INVALIDATED the run's 0/10, so it
was re-measured rather than reported (R35 — a probe from a broken tool is not
evidence). Tree restored from HEAD and re-verified byte-identical first.

DELETED, not patched (R33 — the best outcome is a deleted stage). It was wrong on
two independent axes:
  1. §61b already byte-proved THE CARVE MUST FOLLOW THE SPLICE. A batch pre-pass
     carving unspliced functions reports "prepared" and yields a spec that fails
     once the body lands — which is why it banked nothing.
  2. Its undo snapshotted only config/, while jr_isolate_all rewrites region 0 back
     over the ORIGINAL src/<ov>/<nm>.c truncated.
harvest_verify's per-draft prep is the correct mechanism, snapshots the full source
set, and undoes per function. Two implementations of one capability, the outer one
ineffective AND destructive.

THE HONEST RE-MEASUREMENT (clean tree; tree verified clean after):
- 0/10 bank, but 9/10 now COMPILE and land as whole-binary byte-DIFF; 1/10 plumbing.
- match_one close=0 on several (the function's own bytes exact) and rtu_match says
  MATCH-in-real-TU for func_80135888 — while func_801299C8's transformed draft does
  not compile in its real TU at all. The residual is MIXED, not uniform; at least one
  is an IMAGE-level effect rather than the draft or its TU decl context (prime
  suspect: jtbl/rodata carve placement). NOT generalized from one data point.
- This PRICES Task 14 stages 2-3 by measurement: the existing ladder converts 0 of
  10, so they are not "wire in normalize_self_decls + the type-lift and collect ten
  banks" — the projection error §57a already caught once this phase.

- R22 clean-fleet 140/140 BYTE-IDENTICAL with the giant func_8018F694 banked and the
  func_80135A4C family swept 138/138
- cookbook §61d (the tree-eating undo in two tools; the constant-label defect; the
  re-probe + ladder measurements; the general rule: an undo whose scope is narrower
  than its write scope destroys work no byte-gate can see)
- decision-log + CURRENT_PHASE updated (R30/R31)
2026-07-22 01:55:47 -06:00
2026-06-10 22:02:07 -06:00
2026-06-10 22:02:07 -06:00

BFM-decomp

A matching decompilation of Brave Fencer Musashi (PlayStation, SLUS-00726, USA 1998) — the first public decompilation effort for this game.

What "matching" means

The goal is C source code that, compiled with the original-era toolchain (PsyQ 4.x / GCC 2.7.2-family + ASPSX via maspsx), produces a byte-for-byte identical SLUS_007.26 and, eventually, byte-identical overlay binaries. SHA1 checksums are the ground truth; "functionally equivalent" does not count.

No ROM content

This repository contains no game assets, no disassembly output, and no ROM-derived data — only source code, build configuration, symbol names/addresses, hashes, and documentation. To build or contribute you must provide your own dump of the game disc (4-track BIN/CUE, redump layout). See .gitignore for the firewall.

Project status

Latest (Phase 19, 2026-06-20): the project builds 136 binaries byte-identical from a clean tree (the EXE + the resident engine + all 134 location overlays); make check-all → 136/136. Fleet byte-identical-from-source is 58.0% (function-instance-weighted; see the PhaseEnds for the byte-weighted ~30% figure and what it includes). Shared engine functions are matched once in ov_SC01_077 and propagated ×134 via tools/dedup_propagate.py. (The narrative below is Phase-11/12-era; a full refresh is part of the public-flip prep.)

Gen1 (foundation) complete — the matching pipeline is proven end-to-end. make extract && make build && make check rebuilds SLUS_007.26 byte-for-byte identical (SHA1 143dbb89…) from C + assembly, reproducibly across many sessions.

  • Compiler pinned by evidence: gcc-2.7.2-psx -O2 -G0 -mips1 -mcpu=3000 + maspsx --aspsx-version=2.56 --expand-div.
  • 52 functions hand-matched to byte-identical machine code — including the LZSS streaming decompressor — with a decomp-permuter + matching-cookbook "flywheel" to accelerate the next.
  • 959 PsyQ SDK functions linked byte-identical (libcd, libgs, libgte, libspu/libsnd, libgpu, libc2, libmcrd, libapi/libcard, libetc) straight from the real PsyQ 4.0 libraries instead of re-decompiling them — bringing byte-identical-from-source coverage of the EXE to ~50%.
  • File-loader / overlay system reverse-engineered, with the resident engine blob + location overlays' load addresses proven byte-identical against a live PCSX-Redux RAM dump.

About half the EXE is still INCLUDE_ASM stubs (correct bytes, not yet C), and the bulk of the game lives in compressed overlays inside the .CD archives — Gen2 (overlays & engine at scale) is underway:

  • The build toolchain is binary-agnostic (one parameterized pipeline builds any binary), and the always-resident engine blob rebuilds byte-for-byte from source (SHA1 8e17e02f…) — the second binary reconstructed exactly, after the EXE — and is now 86% hand-matched C (123 / 146 functions, up from 0): its scripting turned out to be compiled-MIPS state/mode dispatch, not a bytecode VM, and the save-file + sound (SQV) formats are documented. The harvest used a reusable swarm-of-agents + bit-for-bit byte-gate method (a wrong match can't be accepted) — tools/harvest_verify.py + tools/match_one.py, which carry straight into the overlay phase.
  • A cross-binary deduplication pipeline is live: a Ghidra-free signer fingerprints all 134 location overlays, and the report finds ~9,000 byte-identical function groups shared across binaries (~28 MB of collapsible code) — a single engine function is byte-identical in all 134 overlays. This is "one match unlocks many": each engine match will be auto-credited across the overlay fleet.

Current phase and detailed progress live in phase-ends/ (newest PhaseEnd_*.md = current state); methodology, rules, and the full roadmap are in PROJECT_CONTEXT.md; environment setup in docs/SETUP.md.

This project is developed primarily by Claude Code driving Ghidra through an MCP server; see CLAUDE.md.

License

Private repository for now. AGPL-3.0 is planned at public release, modeled on sotn-decomp. tools/brave-CUE/ is CUE's BRAVE extractor (GPL, source included) and retains its own license.

S
Description
No description provided
Readme AGPL-3.0 492 MiB
Languages
C 96.6%
Python 3%
Makefile 0.2%
Shell 0.1%