resident:func_800D00E4/func_800D02D0/func_800D0488 + ov_SC07_002:func_80180248, all byte-verified
from clean rebuilds (resident 8e17e02f, ov_SC07_002 fad71342) and counted from the SOURCE.
ov_SC06_029's two are re-gated separately against HEAD — this agent's worktree predated five banks
there, so its numbers for that binary no longer apply.
TWO OF THE SIX NEEDED NO CARVE WORK AT ALL, AND CARVE-REFUSED WAS AN INSTRUMENT VERDICT.
ov_SC07_002:func_80180248's table is ALREADY inside a carve bound to its own subseg: in stub state
spimdisasm migrates the table into the fn's .s and the object fills the piece exactly, so banking
just swaps that block for cc1's identical one. `island_probe` classified it `tail` on the table's
ADDRESS, `apply()` routed it to build_carve, which resolves spans out of the RAW data asm where a
carved table no longer is -> "not found in the raw data asm" -> harvest_verify booked CARVE-REFUSED.
A verdict about the route we chose, not about the function (R43). jtbl_carve now has a `covered`
verdict (table inside an existing carve bound to the fn's OWN subseg) and a `covered-tpad` wall (the
retail copy carries a trailing §8a pad the matched body won't emit — bankable, needs a `0t<n>`
entry); a fully-covered batch is a no-op before either route.
THE RESIDENT CAN CARVE LIKE AN OVERLAY. Its three tables are adjacent and lead the island
(0x450e0..0x451ac, one span, all in subseg `resident`). The genuinely new part: the resident opens
with `- [0x0, rodata, hdr]`, a 1-word .rodata header BEFORE the code, so its layout is
rodata -> text -> data -> rodata(carve) -> data, which `ld_interleave --order` cannot express (every
listed piece lands after TEXT_START, and hdr.rodata.o would fall into the unchecked `empties` bucket
and be parked after the text, moving every byte). New `--pre` places a leading-rodata piece ahead of
the text; resident_JTBL_INTERLEAVE uses it.
NEW LAW, BYTE-PROVEN (§8b was over-strict — EXTEND the carve, do not isolate): a .rodata carve piece
binds to a code SUBSEG, not a function, and the object's .rodata is the address-ordered
concatenation of cc1's tables for BANKED functions and still-stubbed functions' MIGRATED tables. So
a span may legitimately hold a MIX, and extending a carve across an align-pad word and two unrelated
STILL-STUBBED tables was byte-identical with nothing banked — where the tooling demanded a
jr-isolation. Corollaries, all measured: migrated tables self-align (spimdisasm emits `.align 3` iff
the table's SPAN-RELATIVE offset is 8-aligned), so stubbed tables need no spec; JTBL_PADS counts cc1
tables only, so a mixed span's spec GROWS as each sibling banks; and the zero-word rule is INVALID
across a migrated boundary, because that zero is supplied by the preceding migrated block.
ALSO REPORTED, NOT FIXED (harness gap worth its own change): verify_worktree.provision omits
`.run/sig.<bin>.jsonl` — main clone 259 files, provisioned worktree 0 — and jr_isolate_all's
carve-ownership scan swallows the resulting FileNotFoundError in a bare `except: continue`. Measured:
2603 of 2603 functions raised, the scan found 0 owners, and the run aborted with a CONFIDENT FALSE
verdict ("committed .rodata carve ownership is not 1:1 — stranded/duplicated carve"). Both resolve
instantly once the sigs are present. Any worktree-run isolation before that is fixed reports a
corruption that is not there.
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.