Found while scoping the jr carve for the 3 newly-onboarded binaries. My scoping said "one
unplaceable construct" — it was the first of four layers. Three are fixed here; the fourth is out
of this tool's scope and leaves the carve blocked.
1. asm_label_aliases: the scan could START inside a #define. `#define gte_SetRotMatrix(r0)
__asm__ volatile ("lw $12, 0( %0 );" ...)` is textually `ident(...) __asm__(...)`, and
cdecl._mask blanks string CONTENT — deleting the `;`s that would stop the greedy [^;{}]*.
The match ran 116 lines and swallowed the real `aF8012EFB8 ... __asm__("func_8012EFB8");`,
so the alias never entered the map and addr_of returned None. jr_isolate_all then refused to
carve (R32, correctly), which presented as 112 isolate-fails that looked like a per-binary wall.
Fixed: _mask_cpp_directives() — a preprocessor directive is the other place a match must not
start. Masking comments/strings fixed the comment case and left this one.
2. _split_macro_body returned a `static inline` internal HELPER as the macro's definition, so
_proto_from_lines hoisted `extern static inline void tail_8012F274(...);` into all 41 regions:
invalid C (multiple storage classes) AND the wrong function — the exported definition sits
below the helper and lost its implied declaration. Fixed: skip static definitions
brace-balanced on the masked body. A static helper needs no hoisted declaration at all.
3. A declaration that WRAPS across continuation lines was taken as one line, so half became a
`;`-less extern and the continuation was read as the definition header, producing
`extern __asm__(""); void aF801466F0(...);` in 22 regions. Fixed: accumulate until the
statement terminates, tested on the masked text. Same wrapped-declaration blindness
family_remap._alias_decl_for records fixing at S33 — never propagated here (§134/§139).
Not fixed, and why: jtbl_rodata_pads reports "consumed 0 rodata .align(s) but 4 pad spec(s) given
— table-count drift vs the carve". The carve moves jtbl-owning functions into _jr_ regions but
leaves the pad specs on the residual gap object. jr_isolate_all's docstring states this class is
NOT isolate-fixable; it needs JTBL_PADS repointing in overlays.mk. 122 jr member-slots stay blocked.
Regression-checked: 1,948 macros parse with 0 malformed externs; alias maps unchanged on three
already-carved overlays. No build impact (splitters run offline). Carve reverted, tree clean.
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.