Drew T 2483fc902a fix(tools): jr_isolate_all was SILENTLY DELETING asm-label-alias definitions during a repartition
ROOT CAUSE (byte-witnessed, P30 S38 — the fifth tool with this same blindness).
A function banked under the §37/§73 DEFINITION-SIDE ASM-LABEL ALIAS form is spelled with a private
C identifier and bound to its real symbol by a GNU asm label:

    void aF8018A860(s32, s16 *, u8 *, u8 *) __asm__("func_80183AF8");   <- decl, stays in preamble
    void aF8018A860(s32, s16 *, u8 *, u8 *) { ... }                     <- THIS emits func_80183AF8

overlay_src_split.addr_of() resolves `func_<hex>` arithmetically and everything else through `syms`.
`aF8018A860` matches NEITHER, so it returned None — and partition() keeps only items with a
resolved address, so the definition was dropped from EVERY region. The file was then rewritten
without it and nothing said so. One carve of ov_SC02_028 deleted the definitions emitting BOTH
func_80183AF8 and func_80184268; the overlay stopped linking with `undefined reference`, and six
wave-6 drafts were written off against that as a plumbing/compiler wall.

TWO FIXES:
 - CAUSE: overlay_src_split now builds an asm-label alias map from the source and resolves a
   definition through its EMITTED SYMBOL rather than its C name (verified: aF8018A860 -> 0x80183AF8,
   aF8018AFD0 -> 0x80184268 — exactly the two symbols the link was missing).
 - SILENCE: partition() and jr_isolate_all._partition() now REFUSE to rewrite a file when any
   construct's address does not resolve (R32), instead of discarding it. That guard alone would
   have surfaced this the first time it happened.

RESULT: 3 of the 6 alias-class wave-6 drafts bank immediately, for ZERO agent tokens —
func_801884D8 (137 ins) · func_80180B04 (251) · func_801380E0 (438). R22 clean-fleet 140/140.
The other 3 (the three LARGEST: 557/513/710 ins) have a second, size-correlated cause — open.

NOTE FOR THE FLYWHEEL: family_remap._alias_decl_for ALREADY handled this exact form, and its
docstring records the identical lesson ("that blindness was the WHOLE of the h_seq sweep's 137 'no
matched unit' skips. The tool, not the compiler (R35)"). The fix was never propagated. The alias
form needs ONE shared oracle, the way §134 comment-masking ended up on cdecl._mask — five tools
have now independently rediscovered it.
2026-08-04 18:30:01 -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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