Drew T 372dc62d35 feat(phase-30 S6g): wave 2 — 93% bank rate (was 83%), all 4 reconciles closed, +342 members (R22 140/140)
- 15 targets (11 fresh Haiku + 4 gate-failed reconciles on Opus), 15 agents, ~0.74M tokens.
  Gate banked 14/15 (93%) vs wave 1's 20/24 (83%); ALL 4 RECONCILES BANKED.
  Propagation +328 members / 0 failed / 76 overlays. R22 clean-fleet 140/140.
  Fleet 95.23% fn-count / 92.1% instr / 85.0% distinct (phase opened 92.00 / 87.5 / 78.0).
- THE 83->93% CAME FROM THREE FIXES, ONE PER WAVE-1 FAILURE (the S27 finding reproducing):
  (1) args pasted from the DERIVED manifest, never typed — all 30 paths verified on disk first;
  (2) blocker-capture BEFORE the reconcile fan-out (S29 law: agents cannot run the gate, so a
      match_one-MATCH draft dying on `conflicting types` reads to them as a codegen wall) —
      each got the exact symbol+line plus the two byte-neutral levers;
  (3) wave-1's Opus DISCOVERIES became wave-2's Haiku INSTRUCTIONS (ori-vs-addiu unsigned
      destination; store-sinking scheduler order).
- THE RECONCILES OUT-DIAGNOSED MY CAPTURE: func_80189B78's error named ONE symbol; the agent found
  SIX invented prototypes, two AFTER the splice point where cc1 had not yet reached — all fixed by
  copying the TU's decls verbatim + casting at the call site, zero bytes changed. func_8018584C had
  lever (A) blocked in BOTH directions (the draft must also compile standalone for match_one) and
  closed with the DATA form of the asm-label alias. func_80180A4C was one character class (s32[] vs
  the TU's u8[], declared 11 lines after the splice point).
- Carried: func_80189C4C (the one agent that returned no structured result; gate refused).
2026-08-01 19:35:24 -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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