Drew T 1074f2f202 feat(phase-29 Task-14 stage 1): the ARITY pre-pass — and the shared-state constraint it cost
DIAGNOSED, not assumed. The 12-draft integration probe banked 1/12 and reported the SAME
label for 10 of the 11 failures: `conflicting types for built-in function 'memcpy'` — the
§58 red-herring (a WARNING, from an unrelated TU position). Splicing three top-reach
failures individually and reading real cc1 stderr gave the actual causes:
  conflicting types for `func_XXXX'     3/3   <- loose-typing ARITY conflict
  redefinition of `struct V8'                 <- a SECOND class (type-lift), stage 2

A banked shared caller macro in engine_core.h declares the function with FEWER params than
its byte-true definition takes (the original calls K&R-style with fewer args than the callee
reads); a C89 prototype makes that a hard error. tools/fix_arity_callers.py --any-proto
already fixes it and was simply NEVER WIRED into gate_stage's ladder (only family_sweep
carried §57). Now wired as a TU-side pre-pass.

MEASURED: 2 of 7 top integration candidates banked (func_8016EFC8, func_80164418, both
reach-138) vs the 1/12 old-ladder baseline. R22 140/140; tools-health OK (dedup 1848/0).

INCIDENT — this stage BROKE 138/140 AND R22 CAUGHT IT (nothing was ever committed):
pairing `--apply --any-proto` with `--revert` for the unbanked drafts corrupted declarations
fleet-wide. `--revert` rewrites ()->(void), which inverts a PLAIN apply but NOT --any-proto,
so an unbanked fn whose real decl was `extern void func_801708B0(void *a0)` came back as
`(void)` — in engine_core.h (included by all 138 overlays) and 6 sites in ov_SC01_077's own
sources. harvest_verify --binary ov_SC01_077 reported BYTE-IDENTICAL and was RIGHT about that
binary; the other 137 were structurally invisible to it. Repaired to the exact lines.

ROOT CAUSE FIXED: the ladder now snapshots every file the pre-pass touches and undoes by
RESTORE + re-apply-for-the-banked-set-only — exact by construction, cannot invent a signature.

NEW HARD CONSTRAINT (cookbook §61): any ladder stage mutating SHARED state must be undone by
snapshot restore, never an inverse transform, and validated FLEET-WIDE (R22) rather than by
the per-binary gate that authorised it. §55b's propagation law, one level down. The planned
type-lift stage edits engine_types.h and inherits it by default.

ALSO FIXED: the first wiring passed only --drafts (the narrow-param FILTER) without the
required --funcs, so the stage exited `no funcs given` as a SILENT NO-OP and the gate reported
0/6 as though diagnosed. sh() does not raise on non-zero exit -> explicit rc check added.
2026-07-21 18:19:04 -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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