- POOL (derived from the regenerated map): 36 families / 28,829 templatable ins, kind=modal (no member matched ANYWHERE so no sweep could reach them), >=20 members, <=60 ins, non-jr, and NOT ONE exemplar in ov_SC01_077. Hand-calibrated 3/3 one-shot before scaling (Phase-15/18 discipline). - WAVE (ultracode; Haiku drafters + Opus escalation, 24 targets): 31 agents, 0 errors, ~2.0M tokens, 12.5 min. Agents claimed 24/24 MATCH; the whole-binary gate banked 20/24 (83%); propagation +524 members / 0 failed / 91 overlays. 17 of 20 banks were HAIKU, 3 Opus — the cheap-tier-ab-validated call (Haiku == Opus at <=~50 ins, ~4.8x cheaper) held on real work. - WHAT OPUS BOUGHT: (1) a `sh` of a constant with the stored width's top bit set needs a u16 destination — via s16 gcc folds it sign-extended and li emits addiu, via u16 force_fit_type keeps it positive and li emits ori; (2) a schedule-reorder closed by STATEMENT ORDER not the permuter (gcc's list scheduler preserves relative order of disambiguable stores); (3) three loose-typing fn-ptr casts a cheap drafter had misread as delay-slot/permuter residuals. - MY ERROR (R37/R14): I generated the manifest to .run/s6f_wave_targets.json then HAND-TRANSCRIBED the args into the Workflow call, pattern-filling _jr_8017BEBC across overlays where no such split exists (corpus.stubs says _jr_8017AE2C). Three agents lost time rediscovering real paths. The gate driver written after (.run/s6f_gate.py) DERIVES every TU/split from corpus.stubs and asserts nothing. Assert nothing you can derive. - The 24->20 gap is the known match_one->gate gap (standalone compile cannot see a TU decl conflict; Phase 19 measured 88-92% -> 60-71%). 4 carried: func_8018584C, func_80180A4C, func_8017CC80, func_80189B78. - R22 clean-fleet 140/140. Fleet 95.13% fn-count / 92.0% instr / 84.9% distinct (phase opened 92.00 / 87.5 / 78.0).
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.