The §9.1 "scattered .bss commons" exclusion class (Phase 8 → P31) is closed 3/3. New tools/psyq_bss_split.py (own ELF32 REL reader/writer) cuts an object's packed .bss into per-base NOBITS pieces: bases derived from the game bytes per HI16/LO16 pair, references walked in offset order into single-base runs, cuts snapped to symbol starts (the linker scattered SYMBOLS), symbols moved, a LOCAL section symbol per piece inserted, relocs retargeted with the addend rewritten in the immediates, self-diffed. It runs inside the one prepare step shared by psyq_link.link_object / psyq_link_region.build_region / psyq_integrate.integrate (prepare_object before classify), re-derived every build. GS_001.o was certified "5 interleaved bases, NOT splittable" by the S77 probe, which grouped by BASE; by RUN it is six symbol-aligned pieces. All seven cuts across the three objects are confirmed by the other objects' by-name recoveries (_que 0x800C5510, _svm_sreg_buf 0x800B9B58, PSDBASEX/CLIP2/PSDBASEY/POSITION/GsDRAWENV). R39 negative control: 235 placed objects across 9 curated dirs, 0 refusals, exactly 3 splits (a libcd .bss+size end pointer refused the first build → reference problems are fatal only when a split is needed). Wiring: yaml 800c→libgpu2, sgap_6→sgap_6+snd12, gsgap3→libgs8 (comments rewritten); LIBGPU_ELF := .run/obj40/libgpu (curated libgpu_used retired); libgs 34 objs/8 blocks (make_libgs.sh +GS_001); snd 63/12 (make_snd_used.py exclusions 4→3). src/800c.c and src/gsgap3.c removed (Sony code hand-matched as REAL/verbatim), sgap_6.c keeps only func_8003FA54; splat-emitted libgpu2.c/libgs8.c/snd12.c stubs for the no-SDK fallback. Verified: main 143dbb89f34491258bbc27810d0a12ec8b43a8dd WITH the SDK objects and WITHOUT them from a fresh extract; make tools-health OK; R22 fleet clean extract-all 212/212 + check-all 213/213. Metrics: main REAL 886→839, LINKED 1,040→1,150, VERBATIM 85→29, stubs 29 (unchanged); game-code weighted 91.1% (40,895/44,870) — both terms lost the 3,667 SDK ins; the remainder is still exactly the 3,975-ins open-stub sum. Verbatim manifest --update 200→33 rows (subtractive). Docs: cookbook §489 (+index), psyq-worklist rows + "S78 task #4", SETUP S79 R21 table, decision-log S79 addendum, accelerators S79, CURRENT_PHASE S79 FINAL 🛑.
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.