Drew T 49f50ec7d2 feat(phase-30 S47-W1): reach-15 crack wave — 10 exemplars banked, 191 member-slots unlocked
First wave of the reach-ordered campaign: the 15 highest-reach zero-crack sibling families.
15 agents (size-routed Haiku<=30 / Sonnet 30-120 / Opus>=120), every MATCH claim re-verified by an
independent skeptic that re-ran match_one itself. 22 of 25 agents completed; 3 were rate-limited by
the API and never attempted their targets.

BANKED 10 exemplars (reach in parens), all gate-verified, R22 213 passed / 0 failed of 213:
  func_801EDC80 (28) func_801ED99C (28) func_801EDDAC (28)  md_SC05_023
  func_801EDED4 (24)  md_SC05_023        func_800CB8B4 (24)  md_MAIN_036
  func_801E8254 (14) func_801E7C04 (13)  md_SC04_025
  func_80181070 (12)  ov_SC03_024        func_8017E384 (10)  ov_SC01_005
  func_80185D70 (10, jr) ov_SC04_018 — gate auto-carved it into its own subseg (§53 machinery)

NEAR, not banked: func_801EDC18 (reach 57 — the single largest multiplier on the board) at
closeness 6, and func_8017C294 (reach 16) at closeness 2. Both are grinder/permuter candidates
rather than redraft work.
NOT ATTEMPTED (rate-limited): func_801EFBF4 (12), func_801EFDC8 (12), func_8018CC40 (10) — a clean
retry, since they never ran.

COUNTING (§55b, and the second time today this trap fired): git diff showed 12 INCLUDE_ASM removals
but only 10 are banks. func_80186460 and func_8018651C were RELOCATED into the untracked carve file
ov_SC04_018_jr_80185D70.c, not banked — verified by grepping the new file, where both still carry
INCLUDE_ASM. Any count taken across a carve must come from the stub oracle, never from git diff.

TREE SAFETY: zero agent writes to src/ or config/, despite 5 agents running while the safety
classifier was unavailable. The "drafts live in .run/ only" rule held under exactly the conditions
where it mattered.

gate_stage's --verified-out came back populated for all 6 binaries — this morning's truncation fix
(S47-C) confirmed on live traffic, not just controls.

Idioms harvested for the cookbook: the ASYMMETRIC INDEX RELOAD (a just-stored narrow field read
twice emits reuse-then-reload; the C is deliberately asymmetric — local for use #1, memory re-read
for #2), a stack-layout scheduling rule now byte-proven on a SECOND independent function
(func_8017D364 + func_801EDED4, promoting it from coincidence to rule), and a process finding:
sibling-search keyed on the CALLEE SET should be step 0 of every wave prompt — one grep turned a
126-instruction crack into a copy-edit.
2026-08-11 11:33:42 -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%