Drew T 5e78dccf07 feat(phase-29 §8e): jtbl 8-align pad-spec filter — the 4-giant unblock tooling (fleet-neutral)
- ROOT CAUSE PINNED (the session-2 half-pin was INVERTED; both probes were vacuous, R35):
  cc1 emits .align 3 before EVERY jump table; maspsx passes it VERBATIM (the :435 'drop' is
  an inventory-only pass); as bakes the pad SECTION-RELATIVE; link placement was never guilty
  (SUBALIGN(2) + ALIGN(.,4) place 4-mod-8 carve starts tight). Merging originally-separate
  TUs fires an intra-TU align where the original packed tight -> +4 at rodata 0xCC ->
  image-wide %lo shift. Honest probes persisted: .run/probe_jtbl/ (verdict.md + objdumps).
- NEW tools/jtbl_rodata_pads.py: post-maspsx filter replaces each rodata .align 3 with the
  ORIGINAL's exact pad bytes per a JTBL_PADS spec; fail-loud on table-count drift /
  non-align-3 / non-jtbl rodata content. Byte-proven: verbatim 0xE4 pad-at-0xCC ->
  filtered 0xE0 tight (= the merged carve span).
- jtbl_carve.py: spec-aware same-subseg merge (gap 0 or 4-with-zero-payload-word; else
  NON-CONTIGUOUS -> isolate), interval-arithmetic pad specs (committed values CARRIED,
  never re-derived), JTBL_PADS target-var emission into overlays.mk + revert() restore +
  stale-.o invalidation; the false 'maspsx drops .align' docstring corrected (H5).
- Makefile: $(if $(JTBL_PADS),| jtbl_rodata_pads.py ...) stage in build/src/%.o + file-scope
  empty default (env-shield). jtbl_family_bank.stub_file: duplicate-stub fail-loud (the
  earlier 'ladder failure' was a wrong-TU splice into a stale _a.c stub, byte-witnessed).
- R22 clean-fleet WITH the fix wired: 140/140 byte-identical, tools-health green
  (dedup 1846/0, C1 234205/234205), ZERO new banks -- fleet-neutral by construction.
- cookbook §8e (the jtbl alignment law) + §8a/§8a-pad corrections; decision-log R31 entry;
  SETUP.md tool row; .gitignore allowlist for the probe verdict artifacts.
2026-07-18 02:03:48 -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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