Drew T 41d65af73f fix(phase-29): per-function jtbl prep + stranded-carve undo; the clean-rebuild blocker named
THE BLOCKING FINDING (§61c): the jtbl carve+isolation path yields a state that is
INCREMENTALLY valid and CLEAN-INVALID. func_80135A4C banks every time through the automated
path (BYTE-IDENTICAL at harvest_verify's gate) and fails `make clean && extract-all &&
check-all` twice, identically (139/140, [FAIL] ov_SC06_018). The bank is therefore NOT
reproducible from committed config + source, and the gate that authorises it cannot see the
defect because the gate IS the incremental build (§42b, most expensive form).
=> NO jtbl core can be banked until that divergence is diagnosed. Next step is to diff the
incremental vs clean build/ov_SC06_018/** object set + generated .ld/asm for the carved
subseg — NOT to bank more. All 12 wave cracks stay preserved at .run/giants/t5wave_*.

TWO REAL DESIGN FAULTS FOUND AND FIXED IN harvest_verify:
1. A stranded carve poisons the overlay. _jtbl_prep carved a draft the gate then REJECTED;
   the carve remained with NO owner (the fn is still INCLUDE_ASM), and jr_inventory's 1:1
   ownership assertion then refused every later isolation in that overlay
   ([('UNOWNED','0x801d288c')] = func_801299C8's table). THE ASSERTION WAS RIGHT AND CAUGHT IT
   — R32/R33 working as designed; the defect was mine for leaving the carve behind. Fixed:
   per-function carve + exact snapshot-restore (config text + only this attempt's region files)
   on gate rejection.
2. Per-function undo is UNSOUND IN A BATCH: isolation REPARTITIONS shared source, so restoring
   one draft's snapshot deletes region files now hosting OTHER pending drafts, and their stubs
   vanish (KeyError in render). jtbl drafts must run one per harvest_verify invocation, or the
   undo must be region-aware.

MEASURED so it is not re-derived: of 11 preserved cracks exactly ONE (func_80135A4C) reaches
byte-identical through the carve path; the other 4 table-bearing ones fail one-at-a-time too,
on PLUMBING (§57 self-decl et al), not the carve.

Tree reverted; clean-fleet 140/140; nothing banked. cookbook §61c.
2026-07-21 23:51:16 -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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