Drew T 7df4895e7b feat(main): split src/800.c at the jtbl-span TU boundaries — spans B and C now carve
BYTE-IDENTICAL with NO function banked (gate_main --assert-baseline, clean rebuild),
which is the whole point: the structure lands first and proves neutral, then drafts bank
against it.

One code object contributes exactly ONE contiguous .rodata run, and 800.o's is span A,
so spans B and C each needed their own object:

  800    vram 0x800123F0-0x8002B0B4  -> .rodata span A (0x80072A38-0x80072C70)
  800_b  vram 0x8002B0B4-0x80035270  -> .rodata span B (0x80072E44-0x80073140)
  800_c  vram 0x80035270-0x8003A444  -> .rodata span C (0x800732A0-0x8007344C)

The span owners' address ranges are disjoint and ordered — tables pack tight WITHIN a
TU and are separated by other data ACROSS TUs — so these are (at least some of) the
original translation-unit boundaries. Splitting here is both the fix and the minimum;
any extra split would be speculation.

main's island is now a 7-piece data->rodata sandwich, so ld_interleave moves from
--front/--tail to --order.

THE SPLIT WAS CHEAP, AND MY FIRST ESTIMATE WAS WRONG. I costed it at '2,318 scattered
extern lines' — that is the TOTAL; what matters is how many CROSS a boundary, and that
is 57 of 1,247 declared names (4.6%), of which 19 are typedefs with exactly one
definition each and zero shape conflicts. Zero file-local statics. src/800_shared.h
carries exactly those, derived from the COMPILER's own errors rather than a regex model
of C (R33), and each typedef was MOVED, never copied.

Unlocks 17 functions / 4,471 instructions = 39% of what is left in main, incl.
SaveLoadRoutine (1139) and func_8003388C (663).
2026-09-02 13:27:29 -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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