Drew T 80b89d8a2d feat(phase-23): LLM matching tier + the Fable5 wall-breaker + the gcc-2.7.2 codegen map (v1.22.0)
- LLM TIER (T1-T10.9): tools/serve_local + api_draft + lora_grind + bulk_harvest + the LoRA
  pipeline (v3 model). Local v3 saturated <=15 (~1300 banks, $0). Frontier GLM-5.2 (~$4)
  confirmed the def-side wall INTRINSIC + the idiom well DRY at the leaf (both angles).
- THE PIVOT (07-02): Fable5Max reading the gcc-2.7.2 SOURCE matched func_8014EE14, a §20/§10
  store-vs-load giant "CONFIRMED unsteerable" for 22 phases -> the "wall is intrinsic" verdict
  is MODEL-RELATIVE. Generalized to Opus agents applying §30 (2 more giants, 3-5x cheaper).
- §31 THE CODEGEN MAP: 4 Fable5 agents read the whole gcc-2.7.2 source -> docs/gcc-2.7.2-map/
  {sched,regalloc,loop,cse_expr}.md (935 lines, byte-proven residual->lever catalogs) +
  cookbook §31 (index+triage). Broke hoist-vs-remat/delay-slot/coalescing walls. Correction:
  gcc-papermario is 2.8.1 not 2.7.2 -> tools/reference/gcc-2.7.2/ (SETUP §5.6).
- THE WAVE (8 reach-134 near-misses, Opus + §31): 3 leaf-MATCH by lookup (47-137k tok vs
  200-250k walls) + 5 tight permuter seeds (func_80132784 240->4-off!), zero dead-ends.
- 5 giants/hard-fns banked x134 (func_8014EE14/F2E0/150528/149374/144090); fleet 63.66->64.86%,
  136/136 byte-identical, 0 NON_MATCHING. cookbook §30/§30a/§31. No new governance rules.
- FINDING: matching is SOLVED by the map; bottlenecks are now the permuter (S11 seeds) +
  whole-binary integration (auto-bank leaf-MATCHes) -> Phase 24. worklog -> logs/Phase23.md.
2026-07-02 21:51:25 -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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