Tested whether decision-log A10 ("stored drafts re-gate at 0/958", measured in T1) survives
S38's tool repairs. Three populations, plain re-gate, no draft edits:
fresh wave-6 drafts (diagnosed "blocked on a class") 4/6
stored pool, unbiased sample (every 96th of 1,155) 1/12 <- hit was in a REVERTED overlay
the two REVERTED overlays, targeted 3/17
A10 BROADLY STANDS. ~8% on the general stored pool is not a harvest, and a 1,155-wide sweep
(= 1,155 whole-binary builds) is not justified by it. Do NOT generalise the fresh-draft rate
(4/6) onto the stored pool -- different populations. The honest rule is narrower and cheaper:
after a tool repair, re-gate the drafts THAT DEFECT plausibly touched, targeted by its
blast radius -- not the whole ledger. (R35 applied to the backlog, not just to metrics.)
BANKED (+146 ins): ov_SC06_030 func_80161208 + func_80162CCC; ov_SC07_010 func_801506A4 +
func_8016F0AC. R22 clean-fleet 140 passed, 0 failed of 140 -- which also proves byte-neutral a
fleet-shared engine_core.h edit the bank required (extern s32 func_801506A4(s32,s32) -> the
no-prototype form), reaching all 138 overlays (T2 blast radius).
Fleet 12410129 -> 12410275 instr; distinct +95 / +1 uniq; fn-count +4. audit-digest OK.
Also documents the LEDGER MECHANICS in calibration.md (Drew asked): .run/backlog.jsonl is
append-only and nothing is deleted on bank -- open-ness is DERIVED from corpus.stubs at every
read (load_best drops now-banked rows per-binary, P9) and `make report` runs `backlog.py prune`.
Membership is therefore self-maintaining and currently clean: 863 rows, 0 already-banked, 14
duplicate-addr (was 6,867 rows / 98% banked before Phase-29 compaction). What pruning does NOT
re-validate is the VERDICT on surviving rows -- closeness + residual class are as old as the
tooling that wrote them (Phase 28 found a corrupt one: func_80178004 close=0 -> 91). That is
the staleness that matters, and it is exactly what this probe measured.
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.