The whole-binary byte-gate is structurally blind to code nobody onboarded (R34): check-all is
green over the onboarded set no matter what code sits unbuilt on the disc. This reconciles the
onboarded set against every code-bearing PAC payload.
- new_overlay.sh: optional [ENTRY] arg (default 0.4) reaches a non-0.4.dec payload. Onboarded
ov_SC07_{006,007,010,011} from 1.4.dec (they put graphics at PAC entry 0, the code overlay at
entry 1 — invisible to the 0.4 hardcode for a month). Each byte-identical (7ca772be / b3b95547 /
d7b5875d / 9885af74). FLEET 136 -> 140; check-all 140/140 (T2's pass==N re-baselined cleanly).
difficulty.py NOT in the insertion set anymore (it derives, T6) -> only 3 tool dicts touched.
- tools/disc_code_sweep.py: decode every payload (reusing sig_image.make_insn) and gate code on
BOTH valid>=0.90 AND jr_$ra density>=0.01. The jr_$ra gate is decisive: isValid() alone flags
389 false hits (type-0/2 structured data decodes ~100% valid but has ZERO returns); jr_$ra
separates code (~2.9-3.4%) from data (0.000%), validated on positive+negative controls.
- FINDING (docs/disc-completeness.md): type-4 location overlays are COMPLETE (138/138). All other
types are data EXCEPT type-1 = 40 code payloads, 1 onboarded (the resident), 39 HIDDEN
resident-class modules (mostly MAIN.CD/FILE_XXX/1.1). They load at UNKNOWN addresses (not the
shared overlay slot), so they are NOT mechanically onboardable — byte-verifying a build binary
needs its load address (P9), knowable only by runtime RE (the Phase-3 method). Deferred with
evidence, NOT force-onboarded at a guess.
- CONSEQUENCE: game-code TRUE 100% now spans 140 onboarded binaries PLUS ~39 type-1 modules
pending load-address RE. The roadmap assumed 136 — this is a real re-baselining (the +4 overlays
also add ~2.45 MB to the denominator; every family propagation is now x138). Flows to T10/T11.
- SETUP §6.3 tool inventory updated (R21).
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.