The family the roadmap recorded as 0/8 ("~0%, structural families do not template" — the
number that rewrote P29's arithmetic to "(cores cracked) x (reach)") banks at 88.7% when
swept with the carve its own exemplar required. ~0 agent tokens.
- SWEEP: jtbl_family_bank.py over the remaining 107 members ->
{'BANKED': 94, 'gate-fail': 7, 'remap-refuse': 6}. Family total 8 (T1) + 94 = 102/115.
R22: make clean && extract-all && check-all -> 140 passed, 0 failed of 140, 0 FAIL lines.
- FLEET (measured, make report): instr-weighted 67.0 -> 67.7% (+0.7pp, +97,104 ins);
distinct-code 47.8 -> 49.4% (+1.6pp); fn-count 82.16 -> 82.19%. 102 x 952 = 97,104 =
the exact measured instruction delta — the arithmetic reconciles to the byte.
- THE 13-MEMBER TAIL is the predicted shape, and both halves are data for T3:
* 6 remap-refuse = EXACTLY the family's 6 IMM members (cls_counts PURE 109 / IMM 6).
imm_map_tier1 REFUSED rather than guessed: "unresolved immediates: [(512,
'asm-ambiguous')]" — 512 also occurs at a non-differing position, so a blind swap could
corrupt it. This is the concrete shape of T3's IMM stratum.
* 7 gate-fail = genuine byte-DIFFs, correctly rejected. Verified to leave NO residue
(all 7: split_file=none, cfg_refs=0) — no false-bank risk.
- HYGIENE: the 7 "git checkout ... did not match any file" errors are benign (revert of a
never-tracked path). Verified 0 untracked splits belong to a non-banked member; 91 new
splits + 3 banked into existing splits = 94.
- SCOPE (P9, unchanged): still n=1 family, and jr is the rarest class (3/163 matched-exemplar
families). This demonstrates the mechanism at family scale; it does NOT give a rate for the
PURE/IMM mass (98% of the population). T3 measures the swing number.
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.