Drew T 33c292dea5 feat(overlays): split the 4 carve-blocked subsegs at their jtbl-span TU boundaries
BYTE-IDENTICAL on all four, with NOTHING banked (clean rm -rf asm/<bin> + extract +
build -j + check), which is the whole point: the structure lands first and proves neutral,
then drafts bank against it. split_indicator: 213 OK, 0 needing attention, of 213 —
the CARVE-BLOCKED class is now EMPTY fleet-wide.

One code object contributes exactly ONE contiguous .rodata run, so a subseg owning raw
jump tables in two non-adjacent spans could carve only one of them and every switch
function in the other span was unbankable at any effort (cookbook §426/§431).

  ov_SC01_084  2 pieces  cut 0x80182A00 (0x5A8A8)
  ov_SC02_005  3 PIECES  cuts 0x80185060 (0x5CF08) + 0x80185E80 (0x5DD28)
  ov_SC02_011  3 PIECES  cuts 0x80183178 (0x5B020) + 0x80188E3C (0x60CE4)
  ov_SC03_105  2 pieces  cut 0x8018624C (0x5E0F4)

TWO OF THE FOUR NEEDED A CUT THE BRIEF DID NOT NAME, and the address evidence found it:
each already had a carve run that could not merge with span 1, separated by rodata that
is not padding — ov_SC02_005 by `0000F040 00000000` (8 bytes, twice the widest .align 3
pad the JTBL_PADS spec can emit), ov_SC02_011 by `FEBEF6AE 000002DC 0 0` (a TU's trailing
const data). A gap detector keyed on zero words would have merged them and produced an
unbuildable carve: the load-bearing test is "is this word a valid code address in this
overlay's text range", not "is it zero". ov_SC01_084's divider is real data too
(`0 FFFF0000 00080000 0 0`), while ITS span-1 gap word IS a zero .align 3 pad and merges.

OVERLAY SPLITS ARE NEAR-FREE, AND THE REASON IS STRUCTURAL — the opposite of main.
The Phase-26 §8b carried decl layer re-emits each region's externs locally, so only
typedefs cross a cut: 1 name of 2,679 (ov_SC01_084, 0 typedefs) · 5 typedefs of 44
(ov_SC02_005) · 2 names of 3,254, 0 typedefs (ov_SC02_011) · 0 of 3,074 with zero
compiler errors (ov_SC03_105). main's split moved 57 of 1,247. Every crossing typedef was
MOVED to a <bin>_shared.h, never copied, and every list came from the compiler (R33).

Carve probes (jtbl_carve --func, then reverted — carve state is added when a function
banks, never speculatively): all four subsegs now accept a carve with no fail-loud, and
jtbl_carve derived the §8e per-table pad specs the zero-word rule predicts.

Unlocks 17 open switch functions: ov_SC01_084 func_80182A00 · ov_SC02_005 func_80185060,
func_80185E80 · ov_SC02_011 func_80183178, func_80183630, func_8018418C, func_80188E3C ·
ov_SC03_105 func_801806F8, func_80180ABC, func_80180EC0, func_801813BC, func_801818E8,
func_80181C84, func_8018624C, func_801867D0 (+2 more span-1 owners).

CORRECTION, measured not assumed: config/wave_exclude.txt listed ov_SC01_084:func_80182328
as CARVE-BLOCKED and it never was — its table ABUTS the existing carve, so it always
merged into one run. Proven by control on the PRISTINE unsplit config: --func func_80182A00
exits 1 "would host NON-CONTIGUOUS .rodata carves", --func func_80182328 succeeds.
2026-09-02 18:00:28 -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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