THE DEFECT CHAIN (byte-witnessed, both ends fixed):
1. harvest_verify._reload_corpus re-applied the `--src` filter AFTER a jtbl carve. Following a
carved stub to its NEW TU is that function's entire documented purpose, and it was deleting the
very stub it had just followed. Then:
_stubs loses fn -> render() raises KeyError -> UNCAUGHT -> _jtbl_restore(snap) never runs
-> the carve is STRANDED in config/ + src/ -> every LATER group in the same gate run then
built against a tree the earlier crashes had mutated.
line 136 already calls --src "an optional filter, not a location oracle"; this was the one place
treating it as one. Fix: the filter never drops a draft under verification, wherever it now
lives, + an R32 loud report if a working stub vanishes across a reload (which also repairs
_touched/baseline — a carved fn missing from _stubs left its new TU unbaselined, so the revert
path could not have restored it either).
2. .run/s6f_gate.py never checked the child's returncode — it grepped stdout for VERIFIED:/FAILED:
and booked "neither" as NOTHING, printing a clean-looking tally over 10 missing verdicts. This
is the §136a defect I logged against my own capture tool last session, in the gate itself.
Fix: 1:1 accounting assertion (banked+failed+no-verdict == drafts), the child's rc + output tail
on anything unaccounted, and exit 1 — a crashed child may have stranded a carve, so it must
never look like success.
PROOF THE FIX IS NOT COSMETIC: func_8017EA84 (579 ins) now carves and banks BYTE-IDENTICAL. The old
tool reported it as nothing at all.
BANKED 7 (R22 clean-fleet 140/140 from `make clean` + extract-all + check-all):
func_8017EA84 ov_SC02_000 (579) · func_8017FEE0 ov_SC02_026 (299) · func_80181CE4 ov_SC03_111 (491)
func_80183AE0 ov_SC03_112 (240) · func_80184C74 ov_SC06_018 (288) · func_80180F98 ov_SC03_097 (263)
func_801841C8 ov_SC02_035 (44)
MY OWN ERROR, RECORDED (R37/R14): after reverting the stranded carves I re-extracted ONE overlay,
not all 16 — the Phase-20 R22 corollary (a reverted CONFIG needs a `make extract`, not just a
revert) which I know and skipped. Run 2 therefore read WORSE than run 1: three genuinely-banked
functions failed against stale asm. Re-extracting the 16 touched binaries produced the honest run.
A gate result measured against stale asm is not a measurement (R35).
.run/w6_diag.py: run the REAL gate path for one (ov,fn) with the child's full output. s36_capture.py
splices without the carve, which is the wrong path for a table-bearing fn (§61b: the carve must
follow the splice) and produces a failure that is an artifact of the diagnosis.
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.