- reports (Task 3): tools/{progress,difficulty,dup_report}.py + make report/sig-refresh
(deterministic digests); harvest to 43 REAL matches incl. LzssDecodeSector
- per-module -O0 split (Task 5.5): src/boot.c + Makefile per-file CC1FLAGS (cookbook §6)
- PsyQ SDK linking (sessions C-G): split/build/identify/link/integrate pipeline
(tools/psyq_*.py, make_libgs.sh, ld_interleave.py, split_src_region.py) — libcd (18 obj)
+ FULL libgs (31 obj / 6 blocks) linked BYTE-IDENTICAL from real PsyQ 4.0 libs; byte-
identical with or without the SDK objects (stub fallback); cookbook §7/§8/§9.1-9.5
- LZSS MATCHED byte-for-byte (session F): §5a cross-jump barrier + §10 regalloc/schedule
idioms, ground-truthed against pinned gcc-2.7.2 source (the Gen1 LZSS gate)
- file-loader cluster: 6 matched + 5 NON_MATCHING-drafted (CdReadStateMachine,
CdReadSectorReadyCB, StreamLoadStateMachine new this session, valid under -DNON_MATCHING);
SaveLoadRoutine DEFERRED to Q#5 (save/memcard, documented stub)
- README Gen1-complete; worklog preserved -> phase-ends/logs/Phase7.md
- rules R17 (web-research compiler quirks), R18 (plain-English session summaries),
R19 (preserve phase worklog out of load order)
- MILESTONE: Gen1 EXIT confirmed — byte-identical build, 43 matches incl LZSS, 7 zero-
regression sessions, loader cluster matched/drafted, overlay map emulator-proven
- bumps project version 1.6.0 -> 1.7.0
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.