Drew T 5b1de7acaa feat(phase-26): tools/reconcile_tu.py — ask "what can THIS TU see", not "what does the fleet call it"
WRITTEN + VALIDATED, DELIBERATELY NOT WIRED IN (inert; nothing imports it). Wiring + byte-gating is the
first item of the integration fix pass, AFTER the tooling-integrity audit Drew gated it behind.

The successor to reconcile_decls.py for the templating/banking path. Two things are wrong with that tool,
and the second is structural, not a typo (Phase-26 scanner audit):

1. BLIND TO FUNCTION POINTERS. DATA_DECL_LINE_RE wants `extern <type-words> D_x[];`, so the `(` in
       extern void (*D_801DA75C)(void);        <- fn-ptr scalar
       extern void (*D_801812A4[])(void *);    <- fn-ptr array (a dispatch table)
   breaks its type run; the line never matches; the tool SILENTLY SKIPS exactly the symbols that are
   failing and reports success. Blocking func_8017A4AC (536 ins x134 = 287 KB) today.

2. ITS ORACLE ASKS THE WRONG QUESTION. It elects a canonical decl by FLEET MAJORITY. But 34.4% of fleet
   symbols carry >=2 mutually incompatible spellings, so a single fleet-wide answer is PROVABLY WRONG FOR
   SOME TU BY CONSTRUCTION — and it is worse than a skip: it returns an ACTIVELY WRONG decl (measured:
   3,717 symbols) that then collides with the very macro it was meant to conform to.

The only question that matters is what gcc compares the draft against: WHAT CAN THIS TU SEE. So reconcile_tu
reconstructs the TU's visible file-scope decl environment from BOTH §8c sources — col-0 decls AND the externs
INJECTED BY engine_core.h MACRO INVOCATIONS (a DEFINE_func_*() expands at file scope, so its leading externs
are genuine file-scope decls of the invoking TU, invisible to any col-0 scan: 544 visible syms from 1801
macros) — then conforms the draft's decl to it and CASTS AT EVERY USE (gcc folds a compile-time cast of a
known symbol, so the emitted bytes are unchanged; the whole-binary byte-gate remains the sole arbiter).

Carries a COVERAGE ASSERTION (R32): every line that LOOKS like an extern of a D_ symbol must parse, or it is
reported LOUDLY (--strict exits non-zero). A silent skip is a defect, not a no-op.

Validated read-only on func_8017A4AC: resolves D_801DA75C (fn-ptr -> `extern s32` + call-site cast),
D_80126B58 (struct), D_801DA734 (ptr).
2026-07-14 02:10:08 -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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