- extract_proto_exe.py: subdir-aware proto main-EXE extraction (reuses iso9660); extracted
sep8 SLUS_007.26 (413,696 B) + aug31 MUSASHI/USA_DEMO.EXE (415,744 B, base 0x80018000)
- ghidra_import.sh: reusable headless import; both protos imported into the bfm project
(sep8 1726 funcs, aug31 1737 funcs, both PsyQ 4.0.0), R9-verified
- DumpFunctionSignatures.java + match_protos.py: 3-tier (exact/norm/seq) cross-binary
correspondence; MIPS normalizer validated by anchors
- FINDINGS: (T2) no debug symbols in either proto — Hidden Palace "no symbols" VERIFIED;
recon "Sep-8 less-stripped" REFUTED by per-file byte compare. (T3) Sep-8 99.6% byte-identical
to retail (only 3 funcs differ: DebugMenuHandler, CdReadSectorReadyCB, SaveLoadRoutine);
Aug-31 66% norm-identical, 862 1:1 correspondences. (T4) demo shares retail's 18-entry
game-mode dispatch architecture but the handler code diverged — Q#10 resolved
- VERDICT (docs/proto-correspondence.md): NO-GO as a Gen1 label/symbol accelerator; GO to retain
Sep-8 (Phase-6 compiler corroborant) + both (Gen2 assets); proto-side labels in
config/symbols.proto-{sep8,demo}.txt (R13-tagged, never feed symbols.us.txt)
- reorg extracted/ into per-ROM subfolders (extracted/retail/, extracted/proto/); nested
gitignore allowlist; extractor defaults updated; manifest --verify PASS
- memory-map.md: Phase-3.5 block + demo dispatch anchors; Q#10 RESOLVED; §5 proto notes VERIFIED
- ghidra_mcp_start.sh: PROG arg to serve a prototype
- rules R13 (proto-provenance/confidence tagging), R14 (verify recon counts vs bytes)
- bumps project version 1.3.0 -> 1.3.1
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
Early foundation. Current phase and progress live in phase-ends/ (newest PhaseEnd_*.md = current state). Project methodology, rules, and the full roadmap are in PROJECT_CONTEXT.md. Environment setup is 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.