Drew T 1bbab78c65 feat(phase-26): close — family engine + the tooling-integrity audit + the §52 discovery-flywheel; mechanical harvest byte-proven exhausted; fleet 58.2->68.9% instr (v1.25.0)
- FAMILY ENGINE (Tasks 1-6): family_remap (extended reloc tracker + single-pass subst) +
  family_hseq (the h_seq reframe) + family_sweep (crack-one -> template-x134 -> byte-gate) +
  canon_sig_reconcile v3.2 + rtu_match. Sessions 6-8 cracked 13 cores (58.2->66.5% instr).
- 26-A TOOLING-INTEGRITY AUDIT (inserted half-phase, A0-A11): the tools WERE several of the
  walls. Fixed ~15; DELETED decaying scanners (R33); built corpus.py + cdecl.py (derived,
  coverage-asserted oracles) + make audit-corpus (a SECOND, disagreeing oracle, R34); the
  listCdBuffer 193-slice corpus defect -> 0; masked_diff 150 closeness-lies -> 4; the stale-
  object false-pass closed. Payoff 66.5->68.6% instr. docs/tooling-audit.md AUDIT-CLOSE LEDGER.
- 52 DISCOVERY-FLYWHEEL (Task 7): single Fable5 on func_80178004 = intrinsic 3-integer regalloc
  wall, BUT distilled the walker-family idiom (52); two cheap-Opus waves applied it -> 5 pin-free
  cores banked x134 = 670 instances (68.6->68.9%). 4 named wall classes; 52/52a/52b. pin-guard
  comment false-positive fixed; family_sweep --allow-pins.
- FINDING (R14/P9, 3 probes 0%): the matched-sib mechanical harvest is EXHAUSTED; the manifest's
  ~13k "templatable" members are an h_seq prediction the byte-gate refuses. Phase-26's templating
  thesis is spent -> close, open Phase 27 with byte-gate-honest re-scans.
- R22 clean-fleet 136/136 BYTE-IDENTICAL throughout; dedup 1840/0; 0 NON_MATCHING (G4).
- rules R32 (coverage assertion) / R33 (derive, don't re-derive) / R34 (a second, disagreeing
  oracle). worklog -> phase-ends/logs/Phase26.md (R19). bumps 1.24.0 -> 1.25.0.
2026-07-15 14:54:25 -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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