- tools/sig_image.py: linear rabbitizer disassembler that signs a flat image (overlay 0.4.dec / resident 1.1) at a vram base, JSONL field-identical to DumpFunctionSignatures.java. h_exact = SHA1 of raw bytes (format-independent — the cross-binary workhorse; overlays share the same vram so same-offset dups are byte-identical). Seeded + jal-closure bootstrap entry discovery. - boundary rule: a function ends at the first 'jr $ra'(+delay) at/after every forward branch/jump target — handles early-return jr AND ignores the trailing orphan jr;nop (double-epilogue) - VALIDATED vs the resident Ghidra oracle: 100% h_exact on the contiguous/non-GTE subset (140/140), ZERO UNEXPLAINED (whenever nbytes agrees, h_exact agrees) — the byte pipeline is exact; 98.6% overall. The 2 misses are non-contiguous Ghidra bodies (D5, inherent to a linear sweep) - h_norm/h_seq emitted as conservative placeholders (= h_exact -> zero false structural matches) until T5 calibrates the normToken/mnemonic replica; overlays aren't signed until T6 (post-T5)
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
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 now binary-agnostic (one parameterized pipeline builds any binary, proven a byte-exact no-op on the EXE), ready to stand up the overlays. 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.