Drew T 56e2d808ab feat(phase-29): T56 — wire the tu-scope lever into family_sweep; func_80144090 0/136 -> 136/136
T55's two-part next step as one job. +20,944 instructions banked.

1. THE LEVER WAS UNREACHABLE FROM THE PATH MOST FAMILIES USE (cookbook §107)
   §103 was wired into jtbl_family_bank only (T53), and that tool runs for has_mid_jr families.
   Everything else sweeps through family_sweep, which gates via PLAIN harvest_verify by design — so
   the lever existed, was byte-proven, and most families could not reach it. The symptom was
   indistinguishable from a compiler wall: func_80144090 swept 0/136 with `conflicting types for
   D_800A651C`.
   Why it does not violate the plain-harvest_verify rule: that rule exists because gate_stage's
   transforms PERTURB A CORRECT DRAFT (§19/T3). The tu-scope never touches the draft — it moves a
   DECLARATION IN THE TARGET TU. The test is not "is it a transform" but "does it change the draft?"
   Reused the existing undo instead of inventing one: family_sweep already snapshots TUs it edits at
   staging time (--normalize-self-decls) and reverts on a final MISMATCH (not byte-neutral) AND on a
   zero-bank group (§61 undo law — no dead diff). The tu-scope shares that dict and inherits both
   backstops; renamed nsd_snapshots -> tu_snapshots. Default ON with --no-tu-scope to A/B it (the T24
   --allow-pins precedent): byte-neutral by construction, a no-op when nothing collides, auto-reverted
   when it buys nothing.

2. THE DUPLICATE-DECL REFUSAL RELAXED — AND IT DID NOT MATTER
   scope_tu_externs refused N>1 file-scope decls as "ambiguous"; duplicate-IDENTICAL externs are legal
   C, so N identical decls are one decl written N times. Now compares whitespace-collapsed forms and
   refuses only on genuine disagreement. MEASURED, and my hypothesis was WRONG: D_800B9A02 is 3 decls
   in 2 DIFFERENT forms, so it was correctly refused all along — the family banked 136/136 without it.

RESULT: func_80144090 0/136 -> 136/136, 0 failed, with NO change to any draft.

GATES: R22 clean-fleet 140 passed, 0 failed of 140. tools-health OK (corpus 0 PHANTOM + 0 TRUNCATED,
cdecl, audit-binaries, report/lint/dedup 1886/0). 0 NON_MATCHING (G4).

METRICS (reconciled against make report):
  instr-weighted  85.7% -> 85.8%   11258063 -> 11279007 = +20,944 ins
  fn-count       90.65% -> 90.69%  320656 -> 320792 = +136
  distinct-code   76.4% -> 76.4%   +0 (67812 unique, UNCHANGED)
FLAGGING the third row rather than explaining it away: 136 banked functions moved distinct-code by
ZERO, where T52's 132 moved it by +125, and both families are classed PURE. I do not have a verified
cause and will not invent one — either a real property of this family or a gap in the metric. Worth
one probe before that number is quoted again.
2026-07-28 20:15:11 -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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