Drew T 09d96b1531 feat(phase-30 S7): wave 4a — 23 heads + 251 members banked ×N; cookbook §136 (the local-variable lever)
- WAVE 4a (T6, the 33 high-value B-shape families, 61-120 ins / >=10 members):
  33 targets, 46 agents, 4.44M tokens, 29 min -> 29 claimed match_one MATCH.
  Whole-binary gate BANKED 23/33 (70%); family_sweep --hseq --band all propagated
  251 member-matches across 69 overlays (13 failed, 4 STRUCT skipped by design).
  Total 274 function-instances from 33 drafted targets.
- R22 clean-fleet: make clean + extract-all + check-all -> 140 passed, 0 failed of 140.
  make report: fn-count 95.49% / instr 92.6% / distinct 85.9% (76,180 unique fns);
  dedup 1905 validated / 0 failed; 0 NON_MATCHING in any default build (G4).
- COOKBOOK §136 (R30, distilled in-session from 25 banked functions' index-gap reports):
  the wave's finding is that in the 60-120-ins band most "regalloc residuals" are decided
  by HOW MANY C LOCALS AND AT WHAT SCOPE, not by register pins (local-alloc.c:472 promotes
  any pseudo with REG_N_DEATHS>1 to a global allocno). 19 byte-verified idioms: 6 splitting/
  merging rules, 6 type-form rules, 5 scheduling rules refining §135-2/§135-4, 2 declaration-
  surface rules. One case explicitly REFUTES the pin as the lever for a redundant copy.
  cookbook-index regenerated 364 -> 370 sections, --check green.
- TWO SELF-CORRECTIONS (R37/R14), both caught before they could mislead sizing:
  (1) I wrote the tier split from the workflow's by_tier, which counts CLAIMED matches (29)
      not banks (23). Derived per-function: Opus-direct 10/14, Haiku-direct 3/8, Opus
      escalation-after-Haiku-miss 10/11. The operative number is the 10-of-11 rescue rate;
      on this band Haiku is triage, not a substitute (it is == Opus only at <=50 ins).
  (2) The gate printed "1/1 banked FAILED: func_X" on single-draft groups (the known
      double-list artifact) -> bank set DERIVED from corpus.stubs instead. Totals agreed.
- TOOLING: the wave scripts now parse args-as-string and assert Array.isArray, so the
  roadmap's standing "args must be an array" gotcha cannot silently kill a future wave
  (it killed wave 4a's first launch in 60ms with 0 agents).
- tools-health green + fail-closed before matching (corpus+resident 0 PHANTOM/0 TRUNCATED,
  audit-binaries 140/140 citizens, cdecl, report/lint/dedup).
2026-08-03 08:57:16 -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.

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