Drew T 50a108b5a8 fix(phase-29): T60 — reconcile_def_sig name bug fixed (verdicts moved); 0 banked, three causes separated
Tool fix + a sharper diagnosis. NO BANKS — the three "header-conflict" families share a SYMPTOM, not
a cause.

THE FIX (cookbook §109): reconcile_def_sig now conforms the canonical TYPES and keeps the BODY's
parameter names, parsed with cdecl (base/params/pnames, R33 — not a regex). Two re-render traps
handled: `void*` + `a1` -> `void *a1` (cdecl glues stars to the type), and an EMPTY parameter list is
handed back verbatim because `(void)` and `()` both parse to params==[] and are DIFFERENT
declarations (§99 no-prototype). Unit-tested across 6 shapes incl. both void forms and an arity
mismatch; falls back to the wholesale canonical string for fn-ptr/array params.

THE FIX IS REAL, AND THE PROOF IS THAT THE VERDICTS MOVED:
  func_8016163C  `param_1 undeclared` -> DIFF                     (plumbing CLEARED; codegen left)
  func_8014D610  `param_1 undeclared` -> `void value not ignored` (the HEADER is wrong)
  func_80156044  unchanged -> `conflicting types for func_80155FF8` (WRONG LEVER — callee conflict)

TWO FINDINGS UNDER THAT:
 1. The §85 return-axis precondition applies to reconcile_def_sig and NOTHING CHECKS IT. Conforming a
    def's return to the canonical `void` is only safe when no caller consumes the return.
    func_8014D610's callers do, so engine_core.h's `void` contradicts the byte truth and conforming
    yields `void value not ignored`. The HEADER is the wrong artifact; correcting it is fleet-shared
    blast radius (§61/§63), not a sweep-time fix.
 2. func_80156044 was never the def-signature class — its conflict is on the CALLEE func_80155FF8
    (decl 2 lines above the splice). That is cast_call_sites / canon_sig_reconcile territory.

HONEST ACCOUNTING: re-swept all three with the fix -> 0/411, tree clean throughout. The lever is now
correct (it no longer manufactures a false compile failure) but it was ONE of three causes, not the
cause. My T59 write-up grouped them as a single ~30,000-instruction block; that grouping was WRONG,
and what disproved it was re-reading each verdict after the fix rather than re-running the batch and
reporting the total.

No src/ or config/ change: no bank, no metric move.
2026-07-28 21:11:44 -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.

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