Drew T 2f38e31e76 feat(phase-26a): A3h — propagate 14 fleet-wide byte-exact stubs ×134 (Bucket P)
The standing-lead harvest (A3f/A3g continuation), measured precisely first (R14). Of the
~1,060 still-open byte-exact functions in the backlog:

  - Bucket G (67 open in ov_SC01_077): re-gated through the A3e-fixed gate_stage
    --no-propagate -> 0 banked. HONEST: A3f already took the bankable 33; the residual is
    the known hard classes (jtbl-rodata / register-pins / struct-collision) + stale backlog
    rows whose LATEST state is a WAVE mismatch. Correct G3/P9 rejection.

  - Bucket P (88 matched in ov077, open in siblings): the clean lead. dedup_propagate --addr
    (A3g primitive) skipped 70 as h_exact reach<2 (per-location byte VARIANTS -> family_sweep
    territory, not plain propagation) and propagated the 14 genuine PURE fleet families:
      5 top (func_80129C40/8012A6D0/80130A18/80131D68/80136DFC) + 9 more; 2 stragglers
      dropped all-or-nothing (0x80173A60, 0x8014C568 -> --recover candidates).

Each propagated x~133 (dedup_propagate internal gate: 134 overlays byte-identical).
R22 CLEAN-FLEET (make clean + extract-all + check-all): 136 passed, 0 failed of 136.
dedup-check: 1826 -> 1840 validated, 0 failed | C1 227211/227211.

DELTA:
  instr-weighted  66.8% -> 67.4%  (+~1,862 member instantiations shipped from C)
  distinct-code   46.8% -> 46.8%  (flat: propagation adds MEMBERS, not new distinct code)
  673 files (671 overlay .c instantiations + engine_core.h) + dedup.us.yaml + progress.fleet.md

Remaining standing lead: the ~72 variant Bucket-P + ~905 Bucket-X (absent from ov077) fns,
all latest-row closeness==0 -> route through family_sweep --hseq (per-sibling remap), next.
2026-07-14 17:41:24 -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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