Drew T 3e0028c2ed feat(phase-30 S47-F2b): group-level draft-vs-draft data aliasing (83 aliased, 5 banked)
family_sweep stages every member of an (overlay, split) group into ONE TU before gating, so two
templated bodies routinely carry different views of one address — D_80114F24 is `s32` in one body
and `Vec8` in another. scope_data_fix is handed one draft plus the pre-splice TU and structurally
cannot see the others, so that collision was invisible to it.

_alias_group_data_conflicts(): after staging, any data symbol a group's drafts declare with >=2
distinct types gets a PER-DRAFT §37 asm-label alias. The alias is suffixed with the function name
(aD80114F24_8017B880) — aliasing both drafts to a shared name would re-create the same collision at
one remove, which the unit test exists to catch. Each body keeps its own type: for data the declared
type drives the load (lh vs lhu), so canonicalising would silently change codegen for every other
view. Codegen unchanged — the asm label pins the emitted symbol.

83 conflicts aliased across 172 groups; banked 2 -> 5. R22 clean-fleet 213 passed / 0 failed of 213.

WHY THE HEADLINE SYMBOLS DID NOT MOVE — root cause now CONFIRMED, not inferred. D_80114F24 (12)
and D_800AE620 (10) are unchanged because the conflicting declaration is MACRO-INJECTED:
`extern Vec8 D_80114F24;` lives inside a DEFINE_ macro in engine_core.h (D_800AE620 has 6 such),
while the overlay .c holds only DEFINE_func_XXXX() invocations. Neither a scan of the staged drafts
nor a scan of the TU text can see it — that needs the preprocessed TU. The sweep already does
exactly this for CALLEES (cast_call_sites' canonical map is cpp-derived "so it sees macro-injected
declarations"); the data path never got it.

This collapses F2's remainder and F4 into one fix: memcpy's 26 failures are the same shape — task B
found nine `extern void *memcpy(...)` spellings inside those same DEFINE_ macros. A cpp-derived
declaration map feeds both, and the alias mechanism is already built and control-tested; only the
detection SOURCE is wrong. For memcpy the alias is the documented house solution, not a workaround
(engine_core.h:24480 hand-writes `extern void func_8005C324(...) __asm__("memcpy")`).

Four attempts on this class for 5 members: three mechanisms proposed before reading what the
compiler actually complained about. The mechanisms are correct; they targeted the wrong collision.
2026-08-10 22:24:13 -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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