Drew T 2b38c68333 feat(phase-29): SESSION-21 T1-T3 — the frontier measured, the family-exemplar wave, 3 tool fixes
- T1 FRONTIER MEASURED (zero-token, R35: family map regenerated on fresh sigs first — it was
  stale by ~657 banked members): 36,020 stubs / 2,345,599 weighted ins remain, and only
  9.0% are h_exact-FREE. PROPAGATION IS TAPPED (238 distinct classes / 3,245 instances);
  22,498 distinct classes / 1,680,097 distinct ins is what is actually left. The mass is FLAT
  across all 139 binaries (~300-550 sub-500 stubs each) -> "pick the best overlay" is not a
  strategy. .run/s21_frontier.py + .run/s21_frontier.json
- T2 THE AXIS IS THE FAMILY, NOT THE LOCATION: 1,342 substantial h_seq families /
  1,298,135 templatable ins = 55% of ALL remaining weighted instructions. Routed by blocker:
  jr/§81 181 fams (33.6%) · DRAFT-with-cached-Ghidra-C 91 (28.6%) · DRAFT-modal 1,023 (27.5%)
  · zero-crack 45 (6.5%) · permanent walls 2 (3.9%). Live+cached+non-wall in ov_SC01_077 = 54
  families / 589,502 ins, value steeply concentrated (top 24 = 96%).
  .run/s21_targets.py + .run/s21_targets.json + .run/s21_draft_pool.json
- T3 WAVE 1 LAUNCHED: tools/workflows/family_core_wave.js (NEW) — 24 xHigh drafters, one per
  family exemplar, stake 575,488 templatable ins (24% of remaining). Supersedes worker_wave.js
  for family work: carries each target's family STAKE, encodes the four §58/§87 integration
  rules at source (splat D_<UPPERHEX> not Ghidra DAT_; never invent a symbol; canonical callee
  sigs; leave decl plumbing to the ladder), and requires symcheck.py on any claimed MATCH.
- T3b LADDER HYGIENE, both SESSION-20 carry items fixed — one defect, two masks: a byte-NEUTRAL
  transform was left in the tree when it banked nothing. family_sweep's --normalize-self-decls
  backstop only fired on MISMATCH (left 123 files of dead diff on a 0/123 run); gate_stage's
  ARITY undo narrowed to src/shared/ and left ~40 TUs. Both now restore the full snapshot when
  NOTHING banked (no banks to preserve => the splice hazard cannot apply). §61 on the success path.
- T3c BACKLOG addr DEFECT fixed (R32/R33): new addr_of() derives the address from `name`,
  assert_addr_coverage() fails loud on an unkeyable row, append_record fills both directions.
  Found a latent bug doing it: load_best() keyed on `addr or name`, splitting one function into
  two "best" records. Keyable rows 128/1,701 (7.5%) -> 1,701/1,701 (100%).
2026-07-26 23:37:35 -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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