The blacklist recorded "permuter won, byte-gate rejected => plumbing-bound, never
re-permute" for 22 fns. It was manufactured by a gate that no longer exists.
- R14 ON THE PREMISE, TWICE (before touching anything):
* The roadmap's two named grinder bugs are ALREADY FIXED (commit:0327, commit:0200) — stale line.
* docs/tooling-audit.md:933-937 DOWNGRADED ITS OWN FINDING with three corrections: the
prescribed fix is a NO-OP (deleting the scanner banks zero fns — harvest_verify was
single-TU BY CONSTRUCTION, the defect was mislocalized to it); nothing is being discarded
now (grinder STOPPED since 2026-07-02 — confirmed via .run/auto/STOP); queue magnitude
inflated (1252, not 1298). T2's only real content was the persisted artifact.
- AND THE AUDIT'S SNAPSHOT IS ITSELF STALE (verified in code): harvest_verify is now fully
multi-TU — _stubs derives every stub across every TU from the corpus oracle (:122), render()
splices "each draft into the TU that actually holds its stub", _write() writes multiple
paths, un-stubbed drafts are REPORTED not silently dropped (R32). The gate that manufactured
the blacklist is gone. No harvest_verify change was needed or made.
- THE PROOF IT WAS MANUFACTURED, NOT OBSERVED: of the 22 entries, 8 have since MATCHED anyway
(func_80131D68/80149374/8014FE60/80150528/8016BBE0/80171C64/80174684/8017F290); the other 14
are still stubs and would have been skipped FOREVER on a dead gate's verdict. (16 of 22 were
split-hosted, so harvest_verify never compiled them — the permuter's byte-matches were
discarded UNBUILT. The audit predicted 5 matched-anyway; it is 8.)
- DONE: blacklist -> [] (poisoned copy preserved at grinder_blacklist.json.poisoned-pre-T2);
grinder.py now carries the RULE (R35): a blacklist entry is a verdict from a SPECIFIC GATE
and EXPIRES when that gate changes — purge and re-derive from the fixed gate, never inherit.
A persisted negative verdict is only as good as the instrument that produced it.
- No byte claim (analysis tooling + a scratch artifact only) -> no R22 cycle owed.
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 inov_SC01_077and propagated ×134 viatools/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.