Wave 4 (wf_05895a19-121, 75 agents, 7.9M tok): 40 targets -> 35 agent-MATCH,
0 refuted, 5 NEAR, 0 FAIL, 0 drafts lost. 18 banked so far on the whole-binary
gate across 9 binaries; the other 17 are re-gating on a clean tree (see below).
PRIOR-NOTES SEEDING HELD AT SCALE: 10 of 12 seeded targets confirmed (wave 3
was 7 of 9). func_8017C294 — the x16 family, the largest single item on the
board — is now NEAR at **2 ins** (18 -> 11 -> 2 across three seeded attempts).
THE 4th COMMENT-BLINDNESS DEFECT OF THE SESSION, and the first with blast
radius. A crack agent annotated a decl in its draft:
extern void func_801842DC(s32 a0); /* TU:4023 INCLUDE_ASM (no decl) */
`corpus._INCLUDE_ASM_CAND` only skips lines that BEGIN with a comment marker,
so it read `INCLUDE_ASM (` out of the trailing PROSE, found no quoted path, and
refused the whole binary's stub oracle — correctly, by its own R32 contract.
That then failed gate_stage for every LATER binary in the run, because they all
walk the corpus: 12 binaries banked, then 5 were blocked by one comment in a
13th. Fixed the same way as the other three today: decide candidacy on
cdecl._mask'ed text, PARSE FROM THE ORIGINAL (the mask blanks string content
and would erase the asm path). Verified on 4 binaries incl. main (2,002 stubs).
AND THE DAMAGE IT LEFT: gate_stage raised out of the CorpusError BEFORE its
revert, stranding failed drafts spliced in src/. The 17 solo re-gates that
followed all read 0/17 — they were building a POISONED TREE, not judging their
own drafts. Residue reverted here; the 17 re-gate clean next.
The pattern is now sharp enough to state: any scanner that greps C source for a
token must mask comments and strings FIRST — and agent-authored drafts make it
far likelier, because their prose mentions the exact tokens our tools hunt for.
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.