Drew T 3642b5458a feat(phase-29): the type-lift's payoff — 13 cores propagated ×138, −831 stubs, R22 140/140
With the §20 local-type cap lifted (commit:0863), dedup_propagate --auto-from planned 17
self-contained cores that were previously skipped "not self-contained (local types)".

- BANKED: 12 cores via --auto-from + func_80175308 (propagated separately, 138/138) = 13 ×138.
  func_80175308 is the PROVABLE unblock — the core the SESSION-13 checkpoint named as
  local-type-blocked. No claim is made that all 17 were unblocked by the lift; measuring that
  needs a pre-lift re-scan I did not run (P9).
- 5 correctly DROPPED as cross-overlay stragglers (0x8012A018, 0x80172C50, 0x80173A60,
  0x80144090 in ov_SC01_000; 0x801495C4 in ov_SC07_006): h_exact sharing is all-or-nothing and
  those overlays' bytes diverge. --recover NOT used (the documented quadratic thrash hazard).
- GATES: R22 clean-fleet 140/140 BYTE-IDENTICAL (2nd full cycle this session); make report green;
  dedup-check 1854 -> 1867 validated / 0 failed, C1 236964/236964; 0 NON_MATCHING (G4).
- FLEET: instr 79.0 -> 79.3% | fn-count 88.38 -> 88.61% | INCLUDE_ASM stubs 41112 -> 40281 (-831).
  distinct-code stays 67.6% — correct: propagation replicates already-distinct-matched code;
  only a fresh crack moves that number.
- STILL BLOCKED: 13 cores "not self-contained (local types)", blocked by exactly the 8 deferred
  VARIANT entities (MATRIX 3-def, Buf 3-def, Vec8, Prim, Handler, Blk8, V8, Prim_8016E7C8).
  Next lever = a per-camp FIELD-ACCESS RECONCILE, not a lift (lifting them blindly is what broke
  103 overlays earlier this session).
2026-07-23 20:18:50 -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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