Drew T 5399845172 feat(psyq_bss_probe): a Phase-8 link exclusion re-derived from the bytes — 3 of 4 objects are not blocked as recorded
The yaml has excluded SYS.o/GS_001.o/2D_BG0.o/VM_NO1.o from the LINKED build
since Phase 8 for 'scattered-.bss commons ... no single NOLOAD base reproduces
it'. Every word of that is true, and it does not imply unlinkable.

psyq_bss_probe derives each object's .bss bases FROM THE BYTES (for each
HI16/LO16 pair against the bare .bss section, the object's immediates give the
addend and the game's give the resolved address, so base = resolved - addend)
and then asks the unasked question: are the offset ranges DISJOINT?

  SYS.o     3,109 ins  2 bases  0x0000-0x0044 @ 0x80078830
                                0x0148-0x0150 @ 0x800c53cc  -> SPLITTABLE at 0x148
  GS_001.o    384 ins  5 bases  interleaved                 -> the genuine wall
  2D_BG0.o    526 ins  NO .bss                              -> reason cannot apply
  VM_NO1.o    305 ins  NO .bss                              -> reason cannot apply

§9.2's escape (weaken the .bss symbol, --defsym it) really cannot reach these —
a relocation against the bare SECTION has no name to defsym — and that is what
made 'unlinkable' look like the conclusion. But a section reference only needs
the section PLACED, and a section can be split.

Completeness checked before believing it (R32): the probe counts .bss refs from
EVERY section; SYS.o's .data has zero, so the two-way split covers every
reference. Placement is derived, not configured — the object is located by
masking relocated fields and requiring a UNIQUE match, which independently
reproduced SYS.o @ 0x80059234 / 3,109 ins, agreeing with both the yaml subseg
bounds and the manifest's psyq_identify count.

Incidental: src/800c.c is 100% SYS.o (its span is exactly the object's .text
size), despite the subseg comment calling it '-O2 game code'.

Cookbook §484; yaml comment corrected in the same change.
2026-09-03 22:07:31 -06:00
…
…
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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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