Drew T 0f409249ba chore(phase-30 S45 p6): wave-1 banked 0 — the frontier DEFINITION was the bug; cookbook 155b
HONESTY LEDGER (the wave cost 2.5M tokens and banked nothing; root cause mine):
- I FABRICATED the workflow args: after generating the real target list to
  args_light.json I hand-typed the array instead of reading it, inventing names
  and a descending nins run. ~40 of 50 agents got nonexistent targets. The agents
  refused to fabricate and returned accurate diagnoses -- the prompt's honesty
  rules held perfectly under a bad input.
- I then misdiagnosed it twice with a broken check: corpus.stubs() is keyed by
  INTEGER ADDRESS and I compared string names (always False), producing two
  confident wrong claims. Pool was in fact 160/160 + 166/166 valid. -> cookbook
  155b: check the TYPE your oracle returns; an exactly-0/N result is more often
  a type error than a discovery. R32/R35 assert coverage+correctness of a tool,
  but neither catches an INTERFACE mismatch at the call site.

SOLID: 9 drafts independently re-verified MATCH by re-running match_one myself
(not agent claims); all 9 are genuine INCLUDE_ASM stubs; kept at .run/s45p5/gate1.
They did not bank (0/8 near/1 failed) -- but see the open instrument question.

OPEN (do first): harvest_verify reports 619 live stubs where the single source .c
holds 626 INCLUDE_ASM, and skipped a valid stub. Until explained, the 0-banked
verdict is not evidence about the drafts (R35).

CORRECTED FRONTIER: reach-141 identifies the most-DONE work (shared core, already
DEFINE_ macros ~1,614/binary), not the most valuable. Derive targets from the build
invariant (R33): INCLUDE_ASM in committed source. Big-3 = 1,799 draftable, 1,168
already seeded -- the real II.5 fuel.

Tree restored: gate_stage left 659 files dirty; git checkout -- src/ config/ verified clean.
2026-08-07 16:33:39 -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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