800c3 (0x8005CE18-0x8005FC68, one contiguous run of 33 interleaved Sony objects) is now four
stub rows — libapi1 (21 BIOS trampolines + COUNTER), libpad1 (PADENTRY + PADMAIN 760), libapi2
(L02/L03), libpad2 (PADCMD PADIF PADPORTD PADSEQD WAITRC2) — fed by two WINDOWED psyq_integrate
calls from the raw .run/obj42/{libapi42,libpad421} dirs (integrate tiles each stub with one
library; every boundary checked against .text SECTION sizes). The apicard region's three
"game code" rows were libapi 4.2's C objects to the byte: 800c2 = FIRST.o (firstfile + the
"no jump table wall" stub func_80062144), 800c2_2 = PAD.o, 800c2_3 = PATCH.o + CHCLRPAD.o ->
apicard5/6/7; make_apicard_used.py sources libapi from 4.2 (the EXE's real libapi; libcard
stays 4.0) into .run/obj42/apicard_used, 26 objects / 7 blocks, no game code left in
0x80061F38-0x80062888. src/800c3.c (129 hand-matched "C", 62 verbatim bodies, 19 stubs incl.
the four §332 %lo-in-a-delay-slot "walls"), src/800c2.c, src/800c2_2.c, src/800c2_3.c removed;
REORDER_TUS is empty (mechanism kept). Cookbook §490.
Two stale instruments fixed: exclude_audit let a pinned WALL outrank LINKED (PopMatrix/
PushMatrix had sat as walls since S68 while living in libgte3, linked since Phase 8) — LINKED
dominates now, config/wave_exclude.txt 13 -> 3; frontier_classify carried a hard-coded 49-name
LINKED set (R51) and reported 337 "stubs" — derived from the Makefile now.
Verified: main 143dbb89f34491258bbc27810d0a12ec8b43a8dd WITH all SDK dirs and WITHOUT them from
a fresh extract; make tools-health OK; R22 fleet extract-all 212/212 + check-all 213/213.
Metrics: main REAL 839->773, LINKED 1,150->1,256, VERBATIM 29->3, stubs 29->16, byte-identical
2,075/2,091 = 99.2%; game-code weighted 93.3% (38,748/41,534), remainder 2,786 = the open-stub
sum; fleet stubs 51->38 (frontier_classify: 39 rows incl. the data word). Verbatim manifest
33 -> 6. Docs: worklist rows + "S79 task #5", SETUP (fresh-clone obj42 commands, Makefile
blocks, exclude_audit), decision-log "S79 addendum 2", accelerators "S79 (2)", CURRENT_PHASE
S79 FINAL refreshed (census, metrics, the task #6 brief).
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 inov_SC01_077and propagated ×134 viatools/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.