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Phase 12 close (milestone confirmed by Drew, gate 2): - resident engine REAL 1 -> 123/146 = 85.62% byte-identical, 0 NON_MATCHING; both binaries byte-identical from a clean rebuild (resident 8e17e02f, main 143dbb89) - pivots (byte-driven, Drew-approved): T1 the resident has NO PsyQ library footprint (all custom engine code, REAL not LINKED); T4 NO bytecode VM (script/event = compiled-MIPS fn-ptr-table dispatch, byte-backed); T5 save format documented, deep data + SaveLoadRoutine code-match honestly deferred (Gen3/P9) - method: Ultracode harvest = swarm parallel-draft + incorruptible byte-gate (5 passes) + match_one iteration loop + extern-conflict recovery; tools harvest_verify.py + match_one.py (-> Phase 13). cookbook §12, R26 (prompt for ultracode on breadth) - gen2-roadmap milestone + EXIT criterion #2 AMENDED (script/event resolved; save documented) - PhaseEnd_Phase12.md; CURRENT_PHASE.md archived -> logs/Phase12.md (R19); README status - rule R26; bumps project version 1.11.0 -> 1.12.0
34 lines
3.7 KiB
Markdown
34 lines
3.7 KiB
Markdown
# BFM-decomp
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A matching decompilation of **Brave Fencer Musashi** (PlayStation, SLUS-00726, USA 1998) — the first public decompilation effort for this game.
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## What "matching" means
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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.
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## No ROM content
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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.
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## Project status
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**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.
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- **Compiler pinned by evidence:** `gcc-2.7.2-psx -O2 -G0 -mips1 -mcpu=3000` + `maspsx --aspsx-version=2.56 --expand-div`.
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- **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.
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- **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%**.
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- **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**.
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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:
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- 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.
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- 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.
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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`.
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This project is developed primarily by Claude Code driving Ghidra through an MCP server; see `CLAUDE.md`.
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## License
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Private repository for now. **AGPL-3.0 is planned at public release**, modeled on [sotn-decomp](https://github.com/Xeeynamo/sotn-decomp). `tools/brave-CUE/` is CUE's BRAVE extractor (GPL, source included) and retains its own license.
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