Drew T 7d9dd6deca feat(phase-29): func_8014D820 banked (41,952 ins) + conform_decls scalar-narrowing guard
WAVE 2 (9 never-drafted exemplars, ultracode): 9/9 returned, 5 MATCH / 4 near, 2.25M tokens.

BANKED: func_8014D820 (304 ins ×138) — and its agent ROOT-CAUSED the failure I left undiagnosed.
It was never an assembler problem: cc1 exit 33, `conflicting types for 'Ent'` vs
engine_types.h:434, surfaced by the recipe's `set -o pipefail` and MISATTRIBUTED to `as` because
`as` is the last stage in the pipe (Makefile:560). Fixed by moving V4/Desc/Ent to BLOCK scope —
byte-neutral and collision-proof across all 138 member TUs. Vindicates flagging it to the agent as
UNVERIFIED rather than passing my own guess forward as fact (§88e).
R22 clean-fleet 140/140.

NEW GUARD — SCALAR NARROWING IS NOT CALLER-NEUTRAL (byte-proven, and it cost 3 gate cycles):
conform_decls treated all decl type changes alike. A POINTER change is caller-neutral (func_80179B74
conformed 1,600 sites s16*/short* -> u16* and stayed byte-identical fleet-wide). A SCALAR WIDTH
change is NOT: narrowing `s32 a0` -> `u16 param_1` changes argument promotion at every call site.
MEASURED on func_80175DA8: decls reverted -> gate says PLUMBING; conform applied -> gate says DIFF.
The conform did not fix the draft, it changed the CALLERS. Now warned explicitly (not refused — the
draft's sig is still byte-truth for the callee and the gate arbitrates), with the instruction that a
DIFF after this conform means examine the callers (§17a-1 pair), not the body.
Verified the guard discriminates: fires on func_80175DA8 (s32->u16), silent on func_80179B74.

STILL OPEN from wave 2: func_80176218 + func_80175AB8 (DATA-symbol conflicts, D_80078EB4 /
D_8011F7BC -> reconcile_decls) · func_80175DA8 + func_80135EB0 (need the §17a-1 caller pair, not a
bare conform) · 4 near-misses with precise residuals recorded (func_80176734 129 length-drift,
func_80140958 49 inverted-hoist, func_80177B5C 19 sched tie, func_8017C974 83 -> permuter).
2026-07-27 15:38:15 -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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