- matched 9 game-code leaf getters/setters of D_* globals (byte-verified, asm-differ 0): func_8002AEF8 (D_800760C8=0), func_8002AF08 (return D_800760C8), func_8002AF60 (return D_80075A40), func_80037358 (D_8007623C=posInt), func_8002D4B8 (u8 return D_800A46BA), func_8002D7FC (D_800A4E7C=arg0), func_8002D834 (s16 D_8006A990=0), func_8002F648 (s16 return D_800A4EF0), func_80037CC8 (D_800BA0F8=0) — all in src/800.c, extern-declared D_* (undefined_syms_auto) - byte-identical (clean build); REAL 43 -> 52; byte-identical/matchable 50.24% - GOTCHA: matching changes need `make clean` to verify — the incremental psyq_integrate .ld rewrite can leave a stale state (an incremental build falsely diffed in libmcrd; clean rebuild byte-identical). Canonical verify = make clean && extract && build - bank, don't exhaust: stopped at 9 (more trivial leaves remain for later)
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
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. - 43 functions hand-matched to byte-identical machine code — including the LZSS streaming decompressor — with a decomp-permuter + matching-cookbook "flywheel" to accelerate the next.
- ~50 PsyQ SDK objects (libcd + libgs) linked byte-identical straight from the real PsyQ 4.0 libraries instead of re-decompiling them.
- 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.
Most of 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 next. 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.