Drew T 445b149279 perf(phase-29): -j16 on jtbl_family_bank's make calls — measured 16s -> 14s per sibling (12%)
MEASURED, not assumed. Baseline ~18s/sibling (92 siblings in 27:37). Profiling a realistic cold
cycle: `make extract` 3s + `make build` 2s = ~5s of the 16s, so MAKE IS NOT THE BOTTLENECK and -j
cannot be the 8-16x lever. Confirmed end-to-end on one sibling: 16s -> 14s.

Where the rest goes: the per-sibling loop tries up to FOUR stages (raw -> scoped -> recovered ->
reconciled) and EACH runs its own `make build`, plus jtbl_carve and remap/canon_sig_reconcile.

WHY THE REAL LEVER IS NOT DONE HERE. Cross-sibling parallelism is worth ~8-16x on this 32-core box
(each sibling is an independent binary, and the Makefile already proves per-binary parallel builds
safe: check-all/extract-all run `xargs -P$(JOBS)` at JOBS=16). It is blocked on a specific hazard,
not on effort: `revert()` restores config/ from git, and `config/overlays.mk` is SHARED, so a
concurrent revert would clobber peers' carve entries — the same "revert-from-HEAD eats another
worker's state" failure this tool's own precondition check warns about. Safe parallelisation needs
line-scoped + locked + atomic edits to overlays.mk and a revert that never wholesale-restores shared
paths. Designed, not built.

ALSO REVERTED THIS SESSION: an attempt to make parallel gating the default in family_sweep. The
adapter for it already exists (tools/sweep_parallel.py, built SESSION-20 after measuring the same
8-16x loss) but is only reachable via the manual `--stage-only` two-step, so the default path stayed
serial — and three sweeps today (133 + 273 + 137 members) ran serially for no reason. Wiring it is
right, but my patch broke the tool twice (missed import, then a closure-scope error) and family_sweep
banked 543 members today. Restructuring a proven tool with blind string replaces at the end of a long
session is how a working thing gets broken; reverted and left as a specified next-session task.
2026-07-27 20:25:26 -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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