The metrics contract (roadmap §1) wants all three metrics WITH main in the denominators, and the
second, independent boundary oracle (R34) extended beyond the overlays. Both had landmines.
10a — main into the weighted metric, safely:
- weighted_metrics off the func_-only src_stubs regex onto corpus.stubs (R33). THE LANDMINE IS
REAL: src_stubs("SLUS_007.26") globs src/SLUS_007.26/*.c -> 0 files -> every row "matched" ->
main 100% + fleet % silently inflates. Routing through corpus.stubs is a PROVEN 0.000pp no-op on
the existing fleet (overlays are all func_) and closes the curated-name leak.
- a SEPARATE "MAIN game-code weighted" line (0.7%): main's Ghidra sig excludes the LINKED PsyQ
objects (Ghidra never analysed them), which is exactly right for a game-code metric (LINKED is
complete, counted in fn-count). Reported un-folded and caveated (month-stale sig, PROVISIONAL) —
folding a stale/incomplete value into the decomp.dev headline would mislead the flip checkpoint.
10b — the resident second oracle:
- make sig-resident: sig_image on the resident flat blob (byte-derived, not Ghidra). corpus.
sig_is_independent now covers resident -> audit-corpus checks its boundaries too. Probed clean
BEFORE wiring (144 fns, all 21 stubs present, 0 phantom), verified 0 phantom + 0 truncated.
- sig-overlays now derives its payload list from config/overlays.mk, not a 0.4.dec glob that
silently dropped the 4 SC07 index-1 overlays (the audit's own silent-skip class). tools-health
regenerates sig-overlays + sig-resident first so the audit never crashes on an absent sig.
10c — main's second oracle: docs/second-oracle.md. sig_image can't sign the PS-X EXE yet (0x800
header offset, interleaved data/linked islands, one text range); seeding from splat would destroy
independence for the PHANTOM class specifically. Honest deferral + scoped design, not a fake oracle.
- docs/progress.fleet.md regenerated: 140 binaries · fn-count 82.16% · instr-weighted 67.0%
(the honest post-T7 drop from 68.9%) · distinct 47.8% · MAIN game-code 0.7% (separate).
- SETUP §6.3 updated (R21).
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 inov_SC01_077and propagated ×134 viatools/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.