Drew T 838d7cea34 feat(decomp): parallel gate — 179 fns across 102 binaries (10 workers)
md_MAIN_037    func_800CAF4C
  md_MAIN_028    func_800CAE0C
  md_MAIN_015    func_800CAEC0
  md_MAIN_029    func_800CAEE0
  md_MAIN_013    func_800CAF68 func_800CB6E4
  md_MAIN_020    func_800CAF18 func_800CB034
  md_MAIN_001    func_800CEF04
  md_MAIN_033    func_800CAE0C
  md_MAIN_023    func_800CAEC0
  md_MAIN_003    func_800D06BC
  md_MAIN_043    func_800CD1F4
  md_MAIN_041    func_800CAEC0 func_800CAF08
  md_MAIN_038    func_800CAE0C func_800CAED0
  md_MAIN_047    func_800CCB28
  md_MAIN_046    func_800CCB28
  md_SC03_073    func_801EFBC0
  md_MAIN_040    func_800CAED0
  md_SC03_075    func_801EFBC0
  md_SC03_132    func_801E2D50
  md_SC04_025    func_801E855C
  md_SC04_029    func_801E8440
  md_SC03_137    func_801E2ED8
  md_SC04_026    func_801E82C0
  md_SC05_023    func_801EDEAC func_801EE148
  md_SC05_024    func_801EDEAC func_801EE3E4
  md_SC03_133    func_801E2FF4
  md_SC05_025    func_801EDEAC func_801EE148
  md_SC05_028    func_801EE2C8
  ov_MAIN_012    func_8016829C
  ov_SC01_001    func_80180890
  ov_SC01_074    func_8017D918
  ov_SC01_077    func_80184A68
  ov_SC01_084    func_8017E224 func_8017E890 func_8017E94C
  ov_SC01_009    func_8017FE10
  ov_SC02_026    func_8017D948
  ov_SC02_004    func_8017D8B0
  ov_SC02_031    func_8017F400 func_801829F8
  ov_SC02_035    func_8017D598
  ov_SC02_021    func_8017DC10 func_8017F264
  ov_SC02_017    func_8017FCB8 func_8018287C func_80183940
  ov_SC02_027    func_8017F498
  ov_SC02_011    func_80182380
  ov_SC02_005    func_8017E014 func_8017FDB4 func_801800CC func_80180328 func_801803BC func_80180454 func_80180B90 func_8018112C func_8018118C func_80181388 func_8018141C func_80182098 func_801849E4 func_80185858 func_8018655C func_801880AC func_801886C4 func_8018B5E0 func_8018D574
  ov_SC03_001    func_8017EFD4 func_8017F258 func_80180E68 func_8018166C func_8018247C func_80184A1C func_80186A04
  ov_SC03_012    func_8017DCB4
  ov_SC03_011    func_8017E170
  ov_SC03_014    func_8017BFA0
  ov_SC03_002    func_801813E4
  ov_SC03_024    func_8017BFA0 func_8017DA98 func_80180230 func_80180660 func_801806D4 func_80180748 func_801807AC func_801809F8 func_801817A8 func_80184814 func_80184884 func_80184940
  ov_SC03_007    func_8017E6C0
  ov_SC03_028    func_80185344
  ov_SC03_010    func_8017E69C
  ov_SC03_030    func_8017EEE0
  ov_SC03_091    func_801822CC
  ov_SC03_089    func_80181474
  ov_SC03_093    func_8017F8D8
  ov_SC03_096    func_8017F444
  ov_SC03_097    func_8017EE04 func_8017EF54 func_8017FDBC
  ov_SC03_029    func_80182E84 func_80183E70
  ov_SC03_090    func_801814B4
  ov_SC03_092    func_8017F29C
  ov_SC03_105    func_8017FEA8
  ov_SC03_111    func_8018093C func_80181178
  ov_SC03_116    func_801819F4
  ov_SC03_112    func_8017E9A0 func_80181D08
  ov_SC03_110    func_8017F234
  ov_SC03_114    func_8017CFC0 func_8017DDA0
  ov_SC03_117    func_8017E99C
  ov_SC03_121    func_8017CE3C
  ov_SC03_118    func_8017DA98
  ov_SC03_124    func_8017FB04 func_80180D48 func_80182488
  ov_SC03_125
2026-08-30 09:50:49 -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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