Stratum A of the swing-number probe, on the cleanest test available: the 4 highest-byte-weight
SC07-only families are the GIANTS (func_80144B9C 770 "the whale", func_80141CA4 476,
func_80132784 400 "irreducible for 22 phases", func_80133CD4 399 the §45 Fable5 crack).
Exemplars already byte-proven, members PURE, non-jr -> every confound removed.
- RESULT 4 banked / 8 failed / 4 skipped of 16, and the CLASSIFICATION is the finding:
* BANKED 4 = func_80133CD4, a 399-ins Fable5 giant, into 4/4 new overlays, free
* PLUMBING 8 = "parse error before ')'" (func_80144B9C, func_80132784) — never compiled
* skipped 4 = pinned-exemplar (§42e guard; P27 T5 dissolved the wall behind it)
* DIFF 0 <- NOT ONE failure is a byte mismatch
Of the members that reached the gate as valid C: 4/4 = 100%. This is exactly the
DIFF-vs-CC1-FAIL distinction Phase 26 never recorded, and why its 0% couldn't be trusted.
- ROOT CAUSE (byte-verified, far bigger than the parse error): the 4 new overlays were
onboarded byte-clean but NEVER WIRED INTO THE SHARED-BODY ECOSYSTEM.
established ov_SC01_001 : common.h + ../shared/engine_core.h ; DEFINE_func_*() ; ~2150 matched
the 4 new SC07 : common.h ONLY ; ~2400 raw stubs ; ~80 matched
refs in config/dedup.us.yaml: 0. 1689 registry groups say "134 binaries", never 138.
The parse error is a symptom: the drafts need types (P10/P14/P18/P1C/HDR/ENT) that live in
src/shared/func_80144B9C.h — a header the SC07 TU never includes.
- SCALE (measured vs the registry): 6,513 live stubs across the 4 new overlays are byte-identical
to an ALREADY-REGISTERED h_exact group (1625/1628/1627/1633). That is the h_exact class —
which calibration.md itself rates ~xN near-100% — NOT h_seq, and NOT a member_adapt problem.
- MECHANISM PROVEN BY HAND (probe-before-investing): +#include "../shared/engine_core.h" and ONE
stub -> DEFINE_func_80128158() in ov_SC07_006.c -> make build -> 7ca772be... BYTE-IDENTICAL.
Probe reverted; the tool should do it uniformly.
- THE TOOLING GAP -> T4: dedup_propagate --auto-from plans only 11 fns (it authors macros from
ov_SC01_077 INLINE DEFS; the ~1600 shared bodies are ALREADY DEFINE_func_* macros in
engine_core.h), and --addr errors "no source overlay has it matched" because no overlay holds
an inline def. There is NO mode for "extend an existing macro-backed group to a
newly-onboarded binary". T4 builds it (NOT member_adapt — the number says build nothing else).
- R22: make clean && extract-all && check-all -> 140 passed, 0 failed of 140.
- CARRIED -> T3b: strata B (legacy PURE non-jr, 95 fam / 7993 members) and C (legacy IMM, 36 fam
/ 6644) — the LEGACY h_seq rate is still genuinely unmeasured. The SC07 pool answered a
different, cheaper question than T3 set out to ask.
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.