THE FIX (harvest_verify._jtbl_prep_one): isolate WITH THE BODY STILL SPLICED.
jr_isolate_all accumulates each object's file-scope decls as the new region's
`ambient` set, so partitioning around an INCLUDE_ASM stub hands the region a
DIFFERENT decl context than the draft's body needs — and the gate then produced a
byte-DIFF rather than a compile error, which is why a batch of these read as
"9 compile / 0 bank" and looked like a codegen wall. §61b's law extends one step:
THE CARVE MUST FOLLOW THE SPLICE — AND SO MUST THE ISOLATION.
The un-splice existed only because the tool is stub-centric (a spliced fn is no
longer in corpus.stubs). New _unsplice_body() handles that properly: it finds the
file that NOW holds the body (isolation may have MOVED it into a fresh region file)
and writes back the stub line for THAT subseg, so the gate re-splices identical text.
BANKED via the corrected path (each whole-binary byte-gated, one per invocation):
func_80135D20 (100 ins, reach 138)
func_801749C8 (105 ins, reach 136)
func_8019059C (673 ins, reach 3 — a giant)
Together with func_80135888 and func_8018F694 earlier: 5 of the 11 preserved
t5wave cracks are now banked.
THE REMAINING 6, honestly classed: 2 genuine DIFF (func_80135260, func_80191C50),
2 CC1-FAIL (func_801365B8, func_80165CA0), 2 §57 self-decl plumbing
(func_801299C8 `prototype declaration`, func_8012AAAC own-name conflict).
⚠️ RETRACTION: the earlier "the ladder converts 0/10, which prices Task 14 stages
2-3" is WRONG and is withdrawn. Three of those ten bank through harvest_verify
alone with the SAME transformed drafts that gate_stage rejected — so that 0/10 was
measuring gate_stage's own interference, not the residuals. Prime suspect is the
arity pre-pass (fix_arity_callers --apply --any-proto edits engine_core.h before
the gate; the §19 regression mode). GATE_NO_ARITY=1 is the ready A/B. Task 14
stages 2-3 remain UNPRICED until that runs.
- R22 clean-fleet 140/140 BYTE-IDENTICAL; tree clean before and after
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.