Drew T 7f70b6850a feat(phase-30 S7): batch 2 + reconcile + redraft — 41 heads + 431 members; §136b closes 8/8
- THREE LANES: wave 4b batch 2 (37 targets, 46 agents, 3.44M tok -> 35 claimed) + the reconcile lane
  on 3 PLUMBING failures (3/3) + a REDRAFT lane on 4 DIFF-ledgered failures (4/4). Combined gate
  BANKED 41; family_sweep propagated 431 member-matches / 29 failed across 79 overlays.
  103 of 107 drafts banked (96%). R22 clean-fleet 140/140 (fifth time this session).
  FLEET 95.77% fn / 92.9% instr / 86.4% distinct (76,824 unique fns); dedup 1905/0; 0 NON_MATCHING.
- §136b CLOSES AT 8/8: every function ledgered "genuine byte-DIFF" banked on redraft — wave 3's
  four, the THREE I classified from wave 4a's capture, and one from batch 1. The classifier is
  right about what it measures ("this draft compiles clean and differs in bytes"); reading that as
  "this function resists matching" is the error. A DIFF verdict is a fact about ONE DRAFT.
- §136a CORRECTED (a reconcile agent refuted me against the bytes): I wrote "70% of gate refusals
  are paperwork, not codegen". WRONG. A declaration conflict ABORTS THE COMPILE, so a PLUMBING
  verdict says NOTHING about the body. Two of three second-round PLUMBING drafts had a real codegen
  residual behind the conflict (func_80188694 DIFF/4 SCHEDULE-REORDER, closed with a §21 zero-byte
  re-tie after six other variants failed; func_8018C638 DIFF/6 ADDRESSING/cse). Both agents ran
  match_one on the untouched draft FIRST and rejected my premise — which is what §135 asks for.
- §136c SIBLING-FIRST IS A DERIVATION SHORTCUT, not just a conflict fix: grep engine_core.h's
  DEFINE_func_* bodies for a byte-verified NEAR-TWIN before deriving from the .s. func_801859D8
  found DEFINE_func_80185978 (identical offset chain, 3 differing constants), reused its expression
  forms verbatim -> FIRST-DRAFT MATCH, and the twin generalizes to its whole 10-member family.
  Search order: near-twin -> banked same-TU sibling -> the .s -> the Ghidra seed LAST (byte-proven
  an entirely different body twice this session).
- §136d, four new gcc-2.7.2 levers from the redraft lane, each with its REFUTED axis recorded:
  RC-12 $0-add opaque copy (cse.c canonical-copy promotion; do NOT pin the pair to real regs);
  jump.c if-then-else -> conditional-overwrite collapse (defeat with TWO SEPARATE CALLS, not a
  ternary); fix the STORE not the load for a load hoisted above a constant-address store (the
  INDIRECT_REF reshape is the wrong half of the /s lattice, 2 -> 32 mismatched); a branchless flag
  is -(a != b) & 0xFF, never a ternary.
- cookbook-index 372 -> 374 sections. Batch 3 staged with all of the above promoted into its prompt.
2026-08-03 11:19:28 -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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