Drew T 7a4abddbfa feat(phase-30 S34): wave 2 — 10 heads + 18 members; the search order had a cross-overlay hole
Fleet 96.24% fn-count / 93.9 -> 94.0% instr / 88.4% distinct. R22 clean-fleet:
140 passed, 0 failed of 140. dedup 1910/0.

WAVE 2: 13 targets / 37,943 templatable ins. 19 agents, 4.5M tokens. Claimed 11
MATCH; the whole-binary gate banked 9, +1 on reconcile (func_8017E5D0 via the
§37/§124 DEFINITION-side alias — the TU declares it `(void)`, the byte-true def
takes a pointer). Reconcile lane now 19/20 lifetime. 18 members swept.

THE FINDING (an agent caught a hole in our own procedure). §136c's search order
— engine_core.h near-twin -> same-TU banked sibling -> the .s — is entirely
SAME-TU or SHARED-HEADER scoped, so no step can reach a banked twin in a
DIFFERENT overlay's TU. But the large template classes live cross-overlay by
construction. func_80188C04 (328 ins) turned out byte-identical to an
already-banked func_801833F0 in ov_SC02_028, and ONE command found it:
`grep -rn "E100000A" src/` — a magic word lifted from the target .s. The body was
then reused verbatim, only file-local suffixes renamed. Promoted to STEP 0 of
§136c, ahead of engine_core.h.

That compounds with the manifest finding this session: the family map's
`exemplar` is an IN-FAMILY pointer, so a family whose twin is banked elsewhere
looks un-cracked — and the pointer can itself name an ALREADY-BANKED instance,
hiding the family from any ranking built on it. Derive open sites from
corpus.stubs over the member list instead. Measured on this wave: ranking off the
map's exemplar gave 16,696 templatable ins; deriving from corpus.stubs gave
41,023, including a 55-ins family open in 138 overlays and a 46-ins one in 133.

HONEST ON THE SWEEP: those two big families templated 18/165. That is the known
h_seq refusal ceiling, not a new wall. One agent reported "all 10 members
distance 0" — that is NORMALIZED distance, not h_exact, which is why
dedup_propagate correctly answered reach<2. Do not read a normalized-distance
claim as an h_exact guarantee.

LEDGERED (real residual, not paperwork): func_8017F7B4 — needed its sibling's
type names AND a data asm-label alias for a u8-shaped symbol, and still refuses.
Plus func_8017C294 (DIFF close=12: 4 register/schedule permutations + a frame
where I can get the 0x138 size OR pEnd's slot at 0x108, not both) and
func_801898E4.
2026-08-04 07:14:28 -06:00
2026-06-10 22:02:07 -06:00
2026-06-10 22:02:07 -06:00

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 in ov_SC01_077 and propagated ×134 via tools/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.

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