Drew T 110570e3fc feat(phase-31): wave O — 46 main functions banked, main EXE byte-identical (S52)
36 fresh wave-O cracks + 10 recovered wave-J/K/L drafts, verified in ONE clean rebuild:
143dbb89f34491258bbc27810d0a12ec8b43a8dd BYTE-IDENTICAL. main stubs 1881 -> 1835.

Wave O was a 3-arm 49-card wave (6,266 ins): main head-crack, main UNKNOWN, overlay UNKNOWN.
47/49 standalone MATCH, independently re-verified by me (R14) at 47/49 -- exact agreement --
and reloc_identity reported 46 AGREE / 0 MISMATCH, the first wave of the campaign with zero
symbol errors. THE UNKNOWN LEVER DRAFTS LIKE ANY OTHER LANE, which matters strategically: it is
~138k ins fleet-wide (a quarter of everything open) and was routed as "needs its own lane".

FOUR gate_main defects fixed here, each of which had been silently costing prior waves drafts:
- typedef stripping walked drafts in SLATE order while substitution happens at ADDRESS order, so
  the surviving typedef could land BELOW a draft using it -> "syntax error before D_800A651C".
  Verified the two orders genuinely diverge for both destination files in this slate.
- a BUILD failure (sha None) fell through to a silent bisect -- a full clean rebuild per step to
  rediscover what the compiler had already printed and discarded. Now the error lines are shown
  and the offending drafts named for undefined-reference/redefinition/conflicting-types.
  (My first version of that printer TAILED a stderr+stdout concatenation and faithfully showed 25
  lines of make progress chatter instead of the error -- selecting by position, not by content.)
- typesig treated "short" and "s16" as different types (R39 over-refusal). Aliases now normalize;
  11/11 NC cases pass, with signedness, volatile and array-vs-scalar still conflicting correctly.
- conflict detection ignored shared headers: engine_core.h's DEFINE_ macros declare symbols in
  their own bodies, so a draft's file-scope array decl of D_800A651C was illegal. Block-scoping
  the draft's extern fixes it byte-identically.

DECLARATION RECONCILIATION took the slate from 5 dropped to 0, and three of the four conflicts
were load-bearing CODEGEN, not style: the array form of D_80078D88 blocks a sched1 hoist (scalar
users adopt [0] for free); "volatile" on D_800B9A02 is required by one draft and fatal to two
others (plain u16 loses 1 bank, volatile loses 2); D_800A651C needs block scope. Cookbook §176f.
2026-08-15 14:01:19 -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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