Drew T 0c5df25faf feat(phase-29): T67 — audit_header_sigs.py; 61 header decls contradict byte truth, 6 corrected
THE TOOL (tools/audit_header_sigs.py, cookbook §112). A DEFINE_func_*() macro forward-declares the
functions its body calls, and that decl is visible in EVERY overlay instantiating the macro — so when
it disagrees with the byte-true definition the whole family becomes untemplatable and the failure
wears a compiler wall's clothes. Three such were found ONE AT A TIME earlier this phase
(func_80156044, func_8016163C, func_8014D610), each worth ~137 members, each costing a
diagnose/fix/re-sweep cycle. This audits all of them in one pass: parse every `extern func_X(...)` in
src/shared/*.h, find every DEFINITION in src/**/*.c (via §110's _def_head_at, not "ends in ;"),
compare with cdecl, and report only where NO definition agrees — one overlay disagreeing is loose
typing (§16/T49), all of them disagreeing means the header is the outlier.

RESULT: 3,043 decls across 1,023 functions; 265 have definitions; 61 contradict every one. The top 10
are full-fleet families (137/136/134 live stubs, 1,366 total), all with an unambiguous byte truth.

APPLIED: 6 functions / 11 decl sites, R22 clean-fleet 140 passed, 0 failed of 140 —
func_80138DE0, func_80146750, func_80161374, func_80161774, func_80161888, func_801778A8.

TWO PRECONDITIONS THE AUDIT DOES NOT YET CHECK, both found by gating rather than by reasoning:
 1. ARITY. func_80144B14 / func_8013BD34 / func_8014358C declare (void) but are DEFINED with one
    parameter. Correcting the header would break the macro's OWN call site (too few arguments), so
    they need the §99 no-prototype treatment instead. Excluded before the batch, by measurement.
 2. OTHER IN-SCOPE DECLS. The first batch of 7 FAILED the gate 2/140 with `conflicting types for
    func_80147364` — the overlays' own TUs declare it the old way (9 header sites rewritten, but
    src/ov_*/…:347 disagrees). A header correction is only safe when no other in-scope declaration
    disagrees; that one additionally needs a conform_decls pass. Excluded; the other 6 then gated
    140/140 clean.

The gate caught the bad batch immediately and the culprit was found by reading one object's real cc1
output rather than by a 7-way bisect (7 fleet gates = ~2.5h; one serial compile = seconds).
2026-07-28 23:00:55 -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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