Drew T 8479c4491e fix(phase-29): scope_data_externs DROPS a data extern the TU already declares (SC07 type-identity blocker)
THE BLOCKER: the SC07 quartet (ov_SC07_006/007/010/011) refused two families with
`conflicting types for D_800AF634`. Both sides read `S_AF634 []` — the SAME type STRING — so it is a
type-IDENTITY collision: the templated body carries its OWN block-scope `typedef struct {…} S_AF634;`
while the TU's declaration of D_800AF634 comes from a MACRO-INJECTED one (§8c), making two DISTINCT
types with one name. cdecl.compatible cannot see this and correctly answers "compatible".

THE FIX: if the TU already declares the symbol above the insertion point, DROP ours instead of
keeping it. A redeclaration we do not emit cannot collide — with anything, identity or type — and the
TU's own declaration is in scope and authoritative. Strictly better than the previous behaviour,
which was a hard compile error; the whole-binary byte-gate still arbitrates if the TU's type implies
a different access.

AND IT HAD TO REACH BLOCK SCOPE, not just column 0. §8d demotes these externs on the way in, so by
the time a sibling draft is STAGED they are already indented — a col-0-only scan (my first cut) saw
nothing to do on exactly the drafts that needed it. C requires a block-scope `extern` to agree with a
file-scope declaration in scope, so a redundant redeclaration conflicts at ANY scope.

VERIFIED on the failing member: D_800AF634's declaration is removed from the staged draft, and the
re-sweep's error moved past it. HONEST STATUS: the quartet is NOT yet banked — the next conflict is a
FUNCTION decl (`conflicting types for func_80024054`), a different axis (§58c / cast_call_sites)
which the sweep's member staging does not currently run. Not peeled further here: §95's law says
splice once and dump EVERY cc1 error rather than one per gate cycle. Tree clean, nothing banked.
2026-07-27 22:52:48 -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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