Drew T 35d00fe3ec chore(phase-30 S42): PRESERVE the two serial NEAR drafts + log them; flag a draft-less ledger row
Answering "did you bank the results": the two serial functions did NOT match, so there was nothing
to bank (G3 -- NEAR is not a match). Everything that DID match this session is already banked and
committed (7 from the S4 redo, 24 wave exemplars + propagations, both giants x138).

But the drafts were about to be LOST, which is worse than not banking them:

  .run/s42/ov_SC01_077/func_8017C294.c        NEAR(12) of 246   ~245k subagent tokens
  .run/s42/ov_SC03_126/func_8017C6F4.c        NEAR(63) of 947   ~434k subagent tokens
  .run/s42/ov_SC03_126/func_8017C6F4.pin-t5.c NEAR(47), pinned variant

All three were gitignored -- one `git clean` from gone (R20: commit irreplaceable work). Added a
curated /.run/s42/ allowlist and committed them. They are the best base any future attempt has:
func_8017C6F4 has frame 0x120 + vars=232 EXACT with only a register rotation left, and its permuter
has never been aimed at it (make_base_c fails on the gte_ macro block -- demacroize first).

Both logged to the backlog with today's MEASURED values, class, reach and draft path.

⚠️ LEDGER INTEGRITY, flagged not silently fixed: the backlog already held
`func_8017C6F4 closeness=14` (2026-07-01, ov_SC03_010, source=bulk-harvest) -- BETTER than today's
63, but with **draft: None, klass: None, nins: None, reach: None**. There is no artifact behind it
and no draft of it survives on disk (today's agent scanned every stored draft and found two, both
junk). `load_best` takes the LOWEST closeness per address, so this unverifiable row will out-rank
today's real, reproducible 63 in every future target selection.

This is the Phase-28 defect class (`func_80178004` recorded close=0 when it was 91). It is left in
place rather than deleted because deciding between "a lost good draft" and "a bad number" needs
evidence I do not have. **Whoever picks this up: treat the 14 as UNVERIFIED, start from the
committed 63/47 drafts, and if the 14 cannot be reproduced, purge the row.**

The general rule this argues for: a backlog row with no draft artifact is a rumour, not a result --
`backlog.py log` should require a draft path (or mark the row unverifiable) so an artifact-less
number cannot outrank a reproducible one.
2026-08-05 14:54:59 -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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