R33 applied to the worst finding in the audit: this oracle was not fixed, it was RETIRED.
reconcile_decls asks "what does the FLEET call this symbol?"
C asks "what does THIS TRANSLATION UNIT declare?"
The engine is loosely typed -- the same address is legitimately declared with incompatible types in
different overlays -- so a single fleet-wide answer is WRONG FOR SOME TU BY CONSTRUCTION. And it is
worse than a silent skip: it writes an ACTIVELY WRONG declaration into the draft, which then
collides with the very TU it was meant to conform to.
MEASURED across ov_SC01_077's 12 TUs, against what cpp says each TU really declares:
the fleet oracle AGREES with the TU ................ 2883
the fleet oracle CONFLICTS with it (cc1 REJECTS) .. 548 <- 16%
the TU declares it, the oracle has NO answer ...... 357
and it was LIVE ON BOTH BANKING PATHS:
* gate_stage -- rewrote 60 of 196 drafts in the current batch
* jtbl_family_bank -- EVERY SIBLING of the ×134 family sweep, the project's economic engine.
A poisoned decl means that sibling silently does not bank, and the loss is invisible: the sweep
simply reports a smaller number. The irony is exact -- that function's own docstring already
knew the conflicting symbols are PER-OVERLAY, which is precisely why a FLEET oracle could never
have been right.
reconcile_tu.py (written in Phase 26 but NEVER WIRED) now supersedes it, rebuilt on cdecl:
* ask cpp what the TU declares (macro-injected DEFINE_func_* externs included -- a raw scan
cannot see them, §8c / §51g LAW 7);
* ask cc1 whether the draft's decl can coexist (cdecl.compatible, validated against the real
gcc-2.7.2 front end on 1,485 live pairs -- NOT the C standard, NOT modern gcc; §51g LAW 9);
* NOT declared -> leave the draft alone (its extern types are load-bearing: %lo-folding, access
width, alignment); compatible -> nothing; CONFLICTING -> the TU wins + cast at every USE so the
draft's intended access survives byte-for-byte;
* derives WHICH TU from corpus.stubs() rather than a hand-passed --src-file (§51g LAW 10).
* handles the fn-ptr kind NATIVELY -- which is why it supersedes rather than patches: teaching
reconcile_decls' parser to see `extern void (*D_x[])(void);` would have ARMED its fn-ptr-blind
data_access_subs to rewrite a call-through `D_x[i]()` into `((u8 *)D_x)[i]()`. Fixing the regex
would have detonated a dormant bug.
AND THE NULL RESULT, AGAIN, REPORTED AS SUCH (P9/R14): on the 196 never-banked historical drafts the
new oracle banks EXACTLY AS MANY AS THE OLD ONE -- zero. That tail fails on CODEGEN, not on decl
plumbing. The two disagree on 45 of 196 drafts and the outcome does not move. This is a CORRECTNESS
fix (548 wrong declarations removed from two live pipelines, protecting all FUTURE drafts and every
future family sweep), not a banking win, and it is not being sold as one. Three nulls in one session.
reconcile_decls.py is kept as EVIDENCE, marked RETIRED, with no live caller.
R22 clean-fleet: make clean + extract-all + check-all -> 136 passed, 0 failed of 136
src/ untouched (0 changes) reconcile_tu: 0 coverage defects over 196 drafts
NOTE: the family-sweep path gets its real exercise at Task 8 -- watch the per-sibling bank rate.
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 inov_SC01_077and propagated ×134 viatools/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.