Drew T 52e6522f1b feat(phase-29): T0.5 — FREE-subset sweep, 3 families fully banked (389 members, +37,713 ins)
Re-derived the T0.1 decomposition post-harvest (it was stale by 395 banked members):
  zero-crack pool 76 fams / 347,892 ins  ->  73 fams / 290,850 ins   (the harvest came out of it)
  FREE (sweepable, non-jr, non-O0)       ->  58 fams / 167,368 ins

Swept the top FREE families through the gate_stage ladder (sample 8/8 first, then the rest):
389 banked; func_801463A0 / func_8017B490 / func_80156670 now stubbed in ZERO overlays.
R22 clean-fleet 140/140 BYTE-IDENTICAL; tools-health OK; dedup 1886/0; 0 NON_MATCHING (G4).
Fleet: instr 81.0 -> 81.3% (10,645,711 -> 10,683,424) · distinct-code 68.8 -> 69.0% ·
fn-count 89.30 -> 89.41%.

THE BLOCKER HAS MOVED — it is now OUR OWN PIN GUARD, not gcc and not declarations. Of the 1,083
candidate members in the top 8 FREE families, 680 (63%) were refused by the §42e pinned-exemplar
guard BEFORE any gate ran; only 403 reached staging. Two pieces of evidence say the guard may now be
over-conservative: SESSION-19 banked func_8017A4AC x134 WITH pins once the byte-gate arbitrated, and
Phase 27 dissolved the cc1 SIGABRT that motivated it (it was the extract_unit macro-drop, not a
compiler limit). Next probe: --allow-pins on a sample of 8, byte-gated.

MY OWN SCRIPT BUG, fixed + negative-controlled: the sweep loop globbed `.run/sweep/*/`, which also
matches gate_stage's INTERMEDIATE ladder dirs (-cn, -cn-cast, -cn-cast-rc, -s2in, -s2in-uni). Those
were called as if they were binaries -> 24 phantom "PARTIAL 0/1" lines inflating notbanked to 56 when
the true failure count was ZERO (stub counts 0/0/0 are the ground truth). Fixed by requiring
config/splat.<ov>.yaml to exist; negative control confirms phantoms are skipped and real binaries kept.
2026-07-26 18:32:09 -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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