Drew T 2fdcc4f120 docs(phase-32): T3 S83 CHECKPOINT — 28 banks (census 44 -> 16 stubs / 3,827 ins), fleet R22 218/218 twice, the 17-row Haiku queue 17/17 MATCH; cookbook §500-F; 🛑 block refreshed
- CURRENT_PHASE.md: T3 row (47/47 drafted, 38 banked, 9 NEAR ledgered, 0 FAIL), the S83 log entry, the 🛑 SESSION
  CHECKPOINT rewritten to the verbatim-replay standard (supersedes the 10:01 block): state, what S83 did, the 16-row
  census with draft paths, NEXT (step 8 permuter_ils ×2 + one Opus look, then the close), files/tools/gotchas, T4/T5 carry
- cookbook §500-F (the queue's yield + the four integration classes a per-draft rtu_match cannot see: same-TU spellings,
  §304 ×3, verdict-relative-to-TU-at-verification, the md_* jtbl route is §303); docs/cookbook-index.md regenerated (--check OK)
- .run/P32/t3/BRIEF.md: the §304 + exact-TU-spelling contract lines; harvest_notes.md; verdicts.jsonl +17 (session 491895ad);
  pending_launch.txt emptied (all 17 launched 10:57); the 17 Haiku drafts + 3 agent reports (R20)
- tools/jtbl_carve.py: the leading-island refusal now says §303 supersedes the §260 split for md_* modules (P32 S83 witness)
- backlog: the 9 NEAR rows logged (class · closeness · best draft · cost "1 Opus agent, 30–70 min", R41); docs/backlog.md 15 open
- .run/P32/t3s3/ (NEW, allowlisted): splice.py, bank.sh (verbatim grep -> rtu xN -> splice xN -> one build -> sha -> commit
  on green), backlog_near.sh, prompts/ (17), gate/slate_main2.json + log, r22/r22b/tools-health/build/bank/twin_rescan logs
- census jsons .run/P32/frontier_t3s3_{mid,haiku}.json; progress digests regenerated by tools-health (R22 218/218 at 10:46 and 11:09)
2026-09-05 11:11:03 -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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