Drew T 07a167516d docs(s60): the Fable frontier audit + corrections it forced to my own checkpoint
The audit's headline, measured: THE WALL IS AN INTEGRATION WALL, NOT A CODEGEN WALL. Of the 292
functions the gate has refused 6+ times, 178 (61%) have ALREADY produced a closeness-0 draft —
match_one byte-equality, whole-binary gate rejection. The blocker is symbols/decls/TU plumbing,
and the fleet keeps re-drafting them: 10,049 reject rows over 574 distinct functions. Highest-EV
build is a zero-token integration-resolver lane, not more drafting.

CORRECTIONS TO MY OWN NUMBERS, verified against the tree before accepting:
* siblings are 1,334 behind 480 multi-member groups, NOT ~3,900. 1,292 groups are SINGLETONS
  carrying 57% of open instruction mass. I conflated the never-drafted stub count with the sibling
  count and overstated remap leverage ~3x, in this checkpoint and repeatedly in conversation.
* 'everything drawable is gen6+' holds only for the collapsed wave-eligible view; whole-pool
  generation is 53% gen0/1, 25% gen6+, and only 292 fns are 6+ GATE-refused.
* '30-67 min gates at 8% CPU' conflated wall_min (includes drafting/queue) with gate wall (12-31
  min healthy). Gate cost is proportional to FAILURES, not drafts: ~3 whole-binary builds per
  failing draft, so banks/gate-min fell 17.5 -> 0.10 as conversion fell.
* the 5,388 closeness<=2 rows de-dupe to ~543 open functions; my own 19:40 re-measure found 290
  still open, down from its 470 — the re-gate and grinder are draining that pool now.
* campaign_status's 'banked today' undercounts: the stub invariant says ~2,644 net, because the
  A-prop lane's 357 rode in a chore commit its regex cannot see.

One documented counterexample to 'model quality is not a bottleneck': func_80181714, where
ox-alpha plateaued at closeness 4 while Opus/GLM/DeepSeek each reached reloc-verified MATCH —
argues for a small escalation tier AFTER the resolver drains the fake walls.

Taken on trust and flagged as such: the A-prop residual split (169 STRUCT / 121 no-seed-decl /
73 IMM / 12 void) — the refusal mechanisms exist in aprop_autodraft.py but no file carries those
counts; re-derive before building the decl-inference tool.
2026-08-25 19:36:51 -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%