R36: a newly-discovered binary is not real until every consumer knows it. Onboarding produces a
byte-CLEAN binary (check-all green) that is not yet a CITIZEN — the tools that enumerate binaries
can each be silently unaware of it, and the byte-gate is structurally blind to that (R34).
Not hypothetical: P27 onboarded 4 SC07 overlays byte-clean; P28 found FOUR consumers silently
ignoring them (family_remap.img_path, .run/family_hseq.json, config/dedup.us.yaml, and the overlays'
own .c), hiding ~6,400 already-matched bodies. Every failure was silent.
- tools/audit_binaries.py asserts, coverage-checked BOTH directions (R32), against the config the
BUILD reads (R33 — onboarded = main + resident + every config/splat.ov_*.yaml):
1. dup_report.BINARIES (what corpus/family_hseq/progress all derive from) EXACTLY equals the
onboarded set — a missing binary is invisible to every derived tool; a phantom is invented.
2. every onboarded binary has a byte-derived sig.
3. THE LOAD-BEARING SC07 CHECK: every onboarded OVERLAY's .c includes ../shared/engine_core.h,
or no shared body can ever reach it (main/resident have their own bodies, exempt).
4. every onboarded overlay is represented in the family map (warn — regenerable/may post-date).
INFO: dedup-group membership (0 = onboarded-but-un-harvested, a dedup_extend candidate).
- NEGATIVE CONTROL: stripping the shared include from ov_SC07_006.c makes the gate FAIL loudly and
exit 1 — it catches the exact bug that hid 6,400 bodies for a month. Restored clean.
- Wired into `make tools-health` (the pre-matching ritual) — cheap (config + text scans, no build),
so it sits in the fast lane. Passes today: 140 onboarded, all full citizens.
- Reads config/dedup.us.yaml as TEXT (never a YAML round-trip — the H5 lesson from T4).
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.