L1 of Drew's definitive disc audit ("we really need a full audit that definitively lists ALL code
that we need to decomp"). THE INVARIANT (R32): every byte on the disc belongs to exactly ONE bucket,
the buckets SUM TO THE DISC, and residue is a DEFECT — a partition with an asserted residue of zero
is a completeness proof; a longer list is only a longer list.
- WALKS THE DISC IMAGE, NOT OUR CONFIGS, classifies WHOLE payloads (no window), and decodes BOTH the
raw and LZSS layers — the three shapes that produced the three "more code all along" surprises
(the 0.4.dec glob missing 4 SC07 overlays; disc_code_sweep blind to COMPRESSED code, its type-4
row vacuous for 138 known binaries; a 4,096-word window reading only payload heads).
- CLAIMED-BY IS DERIVED (R33): config/check.<bin>.sha IS the SHA1 of that binary's disc payload, so
payload->binary is a hash lookup against the build's own byte-identity gate. It cannot drift.
- RESULT, 416,021,760 bytes, 1,291 payloads, RESIDUE 0:
onboarded-code 32,564,876 (7.83%) · UNCLAIMED-CODE 1,700,049 (0.41%) ·
classified-data 150,631,480 · audio-video 184,338,000 · filesystem-metadata 46,787,355
34 UNCLAIMED code payloads — largest a 383,783 B type-1 in MAIN.CD, the rest small type-1 entries.
These are the "there was more code all along" surprises, now ENUMERATED instead of stumbled into.
- MY OWN FIRST RUN FAILED THE PARTITION by -49,709,520 B, and the fail-closed exit is what caught it:
.DA entries' LBAs point PAST track 1 into the CD-DA tracks (double-counted against the whole-track
audio total), and .STR/.XA are MODE2 FORM2 (2324 user bytes/sector, not 2048). Both fixed.
- NOT wired into tools-health: it needs disks/, which a fresh clone does not have (H1).
- KNOWN GAP, stated not hidden: LIST.CD fails the TOC walk (it IS the TOC cache, not a container)
and is booked as data — correct today, worth a real classifier when L2 lands.
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.