Drew T 3ffff74f5b feat(phase-29): BEHEMOTH #3 func_8017F510 CRACKED — 97 -> MATCH (1,511 ins), pin-free
- BANKED into ov_SC03_006 through the whole-binary byte-gate (G3/P9); R22 clean-fleet
  140 passed, 0 failed of 140. Verified independently before believing the agent's report
  (R14): match_one -> MATCH (1511 ins), then harvest_verify -> BYTE-IDENTICAL.
- DISTINCT-CODE 3,813,512 -> 3,815,023 = +1,511, EXACTLY the function's instruction count and
  the ONLY distinct-code movement of the entire session. Reach is ×1 by sig, no propagation --
  which is precisely why it moves the metric propagation cannot touch. instr 80.3%, fn 89.18%.
- EFFORT EXPERIMENT (Drew): behemoths #1-#3 were worked at High; this is the first at xHigh
  (Opus 5 agent). It closed a residual the lower tier had fully localized but could not move,
  and that 3,663 permuter candidates at base 97 had failed to improve by even 1.
- MECHANISM -> cookbook §76: the allocno CLASS (local vs global) is the dominant regalloc lever
  and C reaches it ONLY through declaration scope and variable reuse -- unreachable by statement
  order, expression shape, pins, or random search, which is exactly why the permuter was spent.
  (1) `otp` per emit ARM: 4 deaths -> four 1-death local pseudos (local-alloc.c:472); its
  second-order effect via global.c:668-671 (local placements re-marked as HARD regs for
  global-alloc) had made the target's otp=$a0 STRUCTURALLY IMPOSSIBLE, visible as hard-reg 4 in
  the `;; N conflicts:` tail of the .greg dump. (2) `cb` reused as the unlit rgbc temp: refs
  27->39 lifts its global.c:594 allocno_compare priority past `tp`, flipping the 3-colouring ->
  97 -> 10. (3) one shared `rgbw` temp -> 10 -> 2. (4) mny-before-my + one zero-byte __asm__ at
  the head of the tri cull block -> MATCH.
- THREE CORRECTIONS TO MY OWN BRIEF, all byte-evidenced: residual B was never a scheduling
  residual (it fell out free with lever 2 -- a register grant seen as a schedule diff); residual
  A is RTL EXPANSION order, proven with -fno-schedule-insns AND -fno-schedule-insns2 (source
  order survives both -- that attribution primitive is the reusable bit); residual C had no
  single c3 seed (c3 has no lever of its own, it moves only when cb out-ranks tp).
- FIXED a latent SHARED-HEADER defect, pre-existing and unrelated to the draft:
  src/shared/engine_types.h closed its include guard at line 1174 of 1259, leaving 11 typedefs /
  85 lines OUTSIDE the guard since the crack-wave lift. A TU including it twice re-declares them
  and gcc-2.7.2 rejects a repeated typedef even when identical -> `conflicting types for
  Blk16_956C`. Guard moved to EOF; byte-neutral.
- ARTIFACTS TRACKED (R20): .run/giants/s19_func_8017F510_b4.c (130-line dossier) +
  s19_f510_report.md, whose ~50-row do-not-re-buy table is arguably worth more than the match,
  + the s19_* analysis tooling.
- STRETCH, MEASURED: func_8017F5B4 (1,511 ins, ov_SC02_031) has a DIFFERENT h_exact -- not a
  dedup sibling, a family_remap TEMPLATE candidate off the b4 source.
2026-07-25 14:41:08 -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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