Drew T 6c2fb9f04f fix+feat(phase-24): T5b — S11 CRACKED (func_8014E048 banked) + fleet GetTPage linkage fix
Both concerns byte-verified from a fully-clean tree (ov_SC01_077 d19c9580, ov_SC07_009 2a6499b6
+ 133 overlays). Fleet is 135/136 — the 1 remaining failure is `main`, a SEPARATE pre-existing
Phase-21 breakage (62 dangling INCLUDE_ASM refs, tracked in CURRENT_PHASE, fix in progress),
NOT introduced by this commit.

[FIX (partial) — pre-existing Phase-21 latent breakage, found during T5b's fleet verify]
- A genuinely-clean `make check-all` failed 135/136 (overlays: `undefined reference to func_80058B40`;
  main: dozens of `can't open asm/nonmatchings/800c3/func_*.s`). This commit fixes the OVERLAY side.
- Root cause: Phase-21 xdedup renamed func_80058B40 -> GetTPage in symbols.us.txt (one of the
  +62 PsyQ names) but did NOT update the two shared engine_core.h macros that CALL it
  (DEFINE_func_80139680, DEFINE_func_8012E28C — in all 134 overlays + ov_SC01_077_a). Since
  Phase 21 a clean rebuild couldn't link; incremental builds reused stale .o's and masked it
  (the R22 failure mode) — every "check-all 136/136" Phase 21->23 was incrementally-stale.
- Scope = exactly 1 symbol (static scan of all func_/D_ refs in the shared headers vs symbols).
- Fix: rename the 4 occurrences -> GetTPage (byte-neutral, same addr 0x80058b40 -> identical jal;
  G6 curated-name). ov_SC07_009 link-fail -> byte-identical 2a6499b6.
- Lesson: a symbols.us.txt rename must be propagated to shared-macro bodies AND verified by a
  genuinely clean (make clean + full re-extract) check-all, never incremental.

[FEAT — T5b: the S11 class crack, Fable5 spike]
- The S11 LUID(x)alloc "intrinsic" verdict was MAP-INCOMPLETENESS. func_8014E048 (143 ins,
  reach-134; "not source-steerable" since the map wave; 28-off even after T5's directed permuter)
  -> MATCH (143/143) -> whole-binary BANKED (ov_SC01_077 d19c9580). Derived by reading gcc-2.7.2
  source + RTL dumps (12 experiments .run/gccmap/exp/e1a..e1k.c).
- NEW LEVERS (byte-proven): S12 reused-s32-temp fence (u16 temps DON'T work — combine folds the
  unpromoted-HI zext temps away); S13 head-skip escape (body-local param copies conflict-steer the
  scratch contest; volatile-asm dead-read wedge fence; multi-input dead-read K2 rebalance);
  cse-opaque asm-copy; RC-4b pinned store-temp; RC-10 preference-cascade mechanics.
- Integration reconciles (both T6 classes): engine_core.h caller decl s16*->u16* (codegen-neutral)
  + canonical data decls w/ *(u16*) casts (D_801152A8 u8[] / D_801152AC s16). x134 lift blocked by
  dedup_propagate self-containment (pins/asm) -> T6 target (joins func_80132784).
- Distilled (R30/R16): sched.md §6 (S12/S13) + regalloc.md §F (RC-10 + RC-6/S11 downgrade) +
  cookbook §31 triage update; backlog re-logged (capped); memory updated.
2026-07-03 02:02:26 -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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