The session-7 checkpoint gated the entire jtbl track behind one finding: the carve+isolation path yields a bank that is incrementally valid and clean-invalid (139/140, [FAIL] ov_SC06_018, "twice, identically"). The prescribed diagnosis (diff the incremental vs clean object set) never ran, because the failure does not reproduce. MEASURED, with the bank applied through the single-function automated path (harvest_verify --chunk 1 -> [jtbl] carved -> + chunk(1) -> BYTE-IDENTICAL): per-binary clean (rm asm+build; extract; build) -> BYTE-IDENTICAL cbbc4f44 make clean && extract-all && check-all (run 1) -> 140 passed, 0 failed of 140 make clean && extract-all && check-all (run 2) -> 140 passed, 0 failed of 140 ATTRIBUTION (best-supported; the failing tree is gone): the 139/140 runs were taken on the tree left by the BATCH _jtbl_prep (6 table-bearing -> 1 carved, 4 isolate-FAILED, 1 stale-asm carve fail) — five failed preps' residue of stranded carves + half-applied isolations. The per-function snapshot-restore that removes exactly that residue landed AFTER those runs, in commit:0803, the same commit that named the blocker. THE LESSON (R35 on ourselves, -> decision-log): "twice, identically" was not a replication — two reads of the SAME contaminated state is one observation. A replication must RE-CREATE the state, not re-run the check. Standing guard: re-apply a fault from a known-clean tree before writing it down as a property of the mechanism. Sixth "structural wall" to resolve to our own tree/tooling. - BANKED: func_80135A4C (181 ins) x1 in ov_SC06_018 — isolated into its own code subseg + .rodata carve (single-table, no JTBL_PADS; tail3..tail18 renumber) - §61c faults 1-2 STAND: a stranded carve poisons the overlay; per-function undo is unsound in a batch -> ONE jtbl draft per harvest_verify invocation. jr_inventory's 1:1 ownership assertion was right and is unchanged. - UNFROZEN: this family = 138 members / PURE / 24,978 ins ~ +0.19pp (jtbl_family_bank, §53 carve law); the 9 preserved t5wave cracks (Task 14 stages 2-3, §57 plumbing) - R22 clean-fleet 140/140 x2; tools-health OK (dedup 1848/0, C1 234481/234481, cdecl 53189/53189, audit-binaries 140); 0 NON_MATCHING (G4) - fleet 78.0% instr / 66.5% distinct / 87.95% fn-count - also: preserve the 4 untracked wave-4 .o0 drafts (R20); killed an orphaned cc1 from the Jul-21 session burning a full core for 13h23m
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 inov_SC01_077and propagated ×134 viatools/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.