Drew T 594a87e173 feat(phase-31): reloc_identity.py — the oracle that disagrees with match_one about SYMBOL IDENTITY (S52)
match_one masks relocations (26-bit jal field, HI16/LO16 immediates), so it verifies instruction
SHAPE and is structurally blind to WHICH symbol each relocation names: a draft calling the wrong
function or touching the wrong global reports a clean MATCH (§174 law 1c; wave K burned 5 gate
attempts on two swapped globals). Until now only the whole-binary gate caught it, and it reports a
hash, not a cause.

But the target .s comment column carries the FINAL LINKED WORD, so the true address behind every
masked field is recoverable arithmetically, and config/symbols*.txt maps it back to a name. This
tool resolves what the DRAFT names, computes what the TARGET references, and compares -- /bin/bash, no
rebuild, and it names the fix instead of reporting a mismatch.

match_one --emit-streams additionally carries mine_relocs (kind/operand per index); existing
consumers read mine/tgt only.

THREE INSTRUMENT BUGS FOUND BY ITS OWN NEGATIVE CONTROLS, each fixed before any verdict was
believed (R35/R39):
- splat-derived func_/D_/jtbl_ names are not in the symbol FILES (their address IS their name), so
  the first run checked ZERO relocations on a draft whose every callee was correct -- a checker
  that looks clean while checking nothing (R32).
- the nearest-symbol fallback used a 0x4000 window and labelled func_8001C9D0 as 'SsGetMute+0xC50';
  a wrong label is worse than none. Tightened to 0x200 with an explicit splat-derived fallback.
- MIPS o32 uses REL relocations: THE ADDEND IS IN THE INSTRUCTION, not the reloc entry. Reading it
  off the operand string reported 0 for every struct-field/array access and fabricated mismatches
  (the +1/+2/+3 signature on func_801F0734 was a byte-array walk, not three symbol errors).
Also refuses to answer confidently when the streams are not index-aligned (shape differs), since a
single inserted instruction shifts every later index -- my own NC produced exactly that phantom.

NC: known-good drafts AGREE (3 and 5 relocs actually checked); a synthetic callee 4 bytes off is
caught while match_one still says MATCH; a misaligned mutant is downgraded to advisory.
2026-08-15 09:42:58 -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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