26 agents (5 derive + 21 adversarial refute), 1.73M subagent tokens. Two guards, because a false REFUTED deletes a working lever and is worse than a stale line number: - MECHANICAL FABRICATION CHECK (.run/verify_regalloc_findings.py, NEW): every claim had to carry a verbatim source_quote + file + line; I re-opened each file at each line and compared. 184 checked, **0 FABRICATED** (27 exact, 153 NEAR = quote real but line arithmetic off by +2..+19, 4 declared unverifiable). Distinguishes NEAR from FABRICATED because the 2.8.1->2.7.2 drift (+300..+600 in reload1.c) can land a lookup inside a DIFFERENT function and still read plausibly. - ADVERSARIAL SECOND STAGE: every REFUTED claim went to an independent agent told to refute the refutation, defaulting to upholding the map. **Of 21 REFUTED, 14 OVERTURNED, 7 stand.** The raw audit output would have deleted 14 CORRECT levers (RC-6's verdict, the decoy-qty lever, the <=3-qty creation-order rule, the keepalive-read lever). FINAL: 119 CONFIRMED / 40 LINE-DRIFT / 7 REFUTED-upheld / 4 UNVERIFIABLE. The model is sound. The 7, marked [A23] inline: 1. K4 flag_caller_saves is ON (toplev.c:3387-3394 at -O2), BYTE-PROVEN on the real cc1 — a call-crossing value is not confined to $s0-$s7-or-spill. Added the missing diagnostic: caller-save slots are 4-BYTE-PACKED vs reload spill slots 8-ROUNDED (misreading one as the other sends you to RC-1 + decl reordering, the wrong lever entirely). 2. RC-7's premise false: a frame address is never CONSTANT_P (rtl.h:237-240 excludes PLUS), so it gets a real slot + lw. THIS EXPLAINS T31's byte-tested failure today — cse_expr.md §2's remat recipe could not dissolve func_80132F40's hoist (47->40, never 0) because the promised mechanism does not apply to frame addresses. Independent audit and live byte-test converged. 3. The "init MOVED to just before its use" pass is 2.8.1-only; 2.7.2 deletes the init instead. 4. K2 refs are LOOP-DEPTH-WEIGHTED (reg_n_refs += loop_depth), not per-insn-mention. 5. K1 qty numbers come from BIRTH order, not regno order. 6. RC-15/K2: allocno_live_length is the DENOMINATOR — priority is a density. 7. Pins do NOT kill the S2 boost — independently reproducing yesterday's sched.md finding from a different agent/section, plus the decisive detail that sched.c:423 DOES add the pseudo guard where it wants one, so the omission at :2478 is deliberate. NOT applied: the 40 LINE-DRIFT fixes wholesale — generic quotes match several places, so publishing all 40 risks replacing 2.8.1 drift with fresh 2.7.2 drift. Header carries 12 hand-verified anchors + an instruction to grep before citing. Struck text preserved, not deleted (H5). Docs-only: no src/ or config/ touched, R22 not re-run and not claimed.
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.