Drew T 427baba3bf feat(phase-27 T10): completion dashboard (main in the weighted metric) + the resident second oracle
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).
2026-07-15 18:51:43 -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.

S
Description
No description provided
Readme AGPL-3.0 492 MiB
Languages
C 96.6%
Python 3%
Makefile 0.2%
Shell 0.1%