Drew T 34da91b45e docs(p31 s67): harvest §339-§345 from the 30-workflow streaming burst
Seven sections from 30 single-function opus workflows on 187-297 instruction targets (30/30 MATCH):
 §339 a 2-case switch OMITS gcc's low-bound range test (stmt.c emit_case_nodes) — so slti/bnez
      between two beqs is a COUNT TELL that a case node is missing from your draft
 §340 §194-K corollary: a 'scheduler' residual can be sched.c's ALIAS ORACLE inventing a false
      true-dependence; source order picks the edge's DIRECTION, so reverse it into an anti-dep
      rather than fighting it (10->0, zero bytes; 3 alternatives refuted with reasons)
 §341 an HImode store temp reweights a sched2 tie no statement order can reach
 §342 NEW LAW: a twin's  param cast in a local is NOT byte-neutral when a later param also
      needs a callee-saved reg — and the §333 converse does NOT hold (gcc may already pad the gap)
 §343 decl_prior's fleet MAJORITY can be wrong about the true signature — read the RIVALS.
      Measured: void(s32) x1374 vs the truth s32(s32) x163. The tool is honest, the corpus is wrong.
 §344 raise a biv's global_alloc priority with a zero-byte REFERENCE; a register pin kills LSR
 §345 volatile STORE evicts the MEM from cse and keeps sh; volatile LOAD blocks combine and
      degrades lh into lhu+sll+sra — the qualifier is not symmetric

Also: seed_ref validated on a live A/B. The same 187-ins body cost 102,193 tokens / 476 s in
ov_SC03_107 when the card said 'no banked twin', and 72,077 tokens / 135 s in ov_SC07_006 once the
card carried the twin — 30% fewer tokens, 3.5x faster. A second instance (func_8017F62C) went
63,595 vs 118,485 tokens. others_open=137 on that one exemplar, so it compounds.
2026-08-31 14:14:26 -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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