Drew T 0a59e96ce4 refactor(phase-9): T4 — thread vram_base/exe through psyq_link_region + psyq_link_lib
- build_region/placement/classify (+ psyq_link_lib) take vram_base/exe, default to
  the kept globals (transitional, removed T8); pass --vram-base/--exe to the
  psyq_identify subprocess argv; argparse mains (window nargs=*)
- in-process callers from psyq_integrate (classify/placement) stay green via the
  defaults until T5 passes them explicitly; VRAM_BASE import kept as the default
  source (dropped at T8 with the rest)
- checks: link_lib libcd 18/18 byte-identical; wrong --vram-base 0x8000F900 -> 6/18
  (threaded); link_region libcd per-object byte-identical True; build -> 143dbb89
2026-06-15 20:36:32 -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

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.
  • 43 functions hand-matched to byte-identical machine code — including the LZSS streaming decompressor — with a decomp-permuter + matching-cookbook "flywheel" to accelerate the next.
  • ~50 PsyQ SDK objects (libcd + libgs) linked byte-identical straight from the real PsyQ 4.0 libraries instead of re-decompiling them.
  • 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.

Most of 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 next. 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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