Drew T 381cd56d40 feat(phase-30 B): the x138 era was NOT over — 2 tiny cracks -> 268 members (R22 140/140)
- A: frontier regen at HEAD (sigs + family_hseq) before pricing anything (R35). Also the reason
  it was needed: .run/hseq_verified.*.txt has accumulated 22,841 files across every sweep ever
  run, so any per-family analysis globbing them over-counts; the regenerated map derives state
  from sigs + corpus.stubs (R33), which is the authority.
- B / THE FINDING (third §133-class miss in a row): the S29 checkpoint's structural signal
  "after S2 the x138 era ENDS — those are the last two crackable fleet-wide families" — the stated
  TRIGGER for the phase close — is wrong. Two fresh-crack families with >=126 members were open:
    0x8017cdd8 ov_SC02_039  17 ins x 142 members  PURE
    0x8017ce7c ov_SC03_114  16 ins x 126 members  IMM
  Both kind=modal (NO member matched anywhere, so no sweep could reach them) and neither exemplar
  in ov_SC01_077 — invisible to exactly the two habits this phase already corrected.
- Both hand-drafted off the .s, match_one MATCH on the FIRST try, ~0 agent tokens. First gate
  attempt failed PLUMBING (not DIFF): the draft declared `extern void func_8017CFCC(s32 a0)` while
  the TU DEFINES `void func_8017CFCC(void)` — the target passes $a0 only because the caller's
  incoming argument still sits in the register (loose typing). Byte-true C calls it with no
  argument; re-verified MATCH, gated byte-identical, propagated 266 members / 0 failed / 118 overlays.
- R14 on the seed: the cached Ghidra-C for func_8017CE7C decompiled an entirely DIFFERENT body
  (three calls absent from the asm). Reading the .s is what made it one-shot.
- R22 clean-fleet 140/140. Fleet 94.88->94.96% fn-count, 91.9% instr, 84.6->84.7% distinct.
2026-08-01 18:43:14 -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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