- seed: the Opus NEAR-6 draft (.run/P32/t3/opus/func_8001BC6C.c; §500-C REGALLOC-PERM $v0<->$v1 across the six OT-chain insns, local-alloc qty_compare one span unit). permuter_ils 8x150s -j3 --klass REGALLOC: cycles 6/7/8 = 6, 5, 1 (output-1-1) - R63 read of the "1": three mutations — (a) `idx` computed AFTER `color`, (b) an early dead `tag = (a1 << 8) | k;` before k's assignment, (c) `(D_800B9A02 & 0xFFu) << 14` — and (c) turns the target's `lhu` into an `lbu` (semantically WRONG: the masked score rewards it; second witness after S80). (a)+(b) alone = leaf MATCH 69/69; (a) alone 8, (b) alone 21 - well-defined re-spelling: `k = 0; tag = (a1 << 8) | k;` at the top (I1) MATCHES; k-initialised-first (15), tag=a1<<8 (19), tag=a1 (8), tag=(a1<<8)|K (20), tag=0 (8), tag-then-k (8) all regress — the lever is the early BIRTH of the tag/k pseudos (§47 live-length: qty_compare = floor_log2(n_refs)·n_refs·size/(death−birth)), documented in the source comment - rtu_match MATCH 69/69 in src/800.c; gate_main slate_main3: "slate 1 -> 1 compatible … BANKED 1 of 1 … 143dbb89 BYTE-IDENTICAL", EXIT 0 (.run/P32/t3s3/gate/gate_main3.log); main open 7 -> 6 (5 pinned walls + func_80039308 NEAR 17) - func_800CD674's ILS plateaued at the SAME $a3<->$t1 pair (output-2-1 = 2 rows, no drift) — ledgered with its cost (R41) - variants kept under .run/P32/t3s3/p1bc6c/ (the 11 spellings 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.