Drew T 876dc7f053 feat(phase-28 T5): resident 21 -> 14 stubs (7 banked, 90.34%) + fix match_one's fake isolation
Ultracode wave: 16 isolated drafters over the resident's non-jtbl stubs (the 5 jtbl deferred —
they need the rodata-island carve, §53). Drafts only; the whole-binary byte-gate arbitrated after.

- BANKED 7/16, byte-gated: func_800CEFD0(77) func_800D0D7C(45) func_800D1B80(22) func_800D1E28(37)
  func_800D1FC8(62) func_800D29F8(172) func_800D2D10(39).
  Resident REAL 122 -> 129, stubs 21 -> 14, byte-ident 124/145 (85.52%) -> 131/145 (90.34%).
  FLEET instr 9017152 -> 9017606 (+454 ins). R22 make clean && extract-all && check-all ->
  140 passed, 0 failed of 140 (the first R22 was killed by a terminal crash and RE-RUN, not assumed).
  Ground truth on 14 agrees 3 ways: source grep, splat-emitted stub .s count, progress.py.

- §52b's LAW, MEASURED AGAIN INDEPENDENTLY: the agents self-reported 11 match_one MATCH; the
  whole-binary gate banked 7 (64%). All 4 blocked MATCHes died on `conflicting types`
  (D_8010EDEC / D_80115110 / func_800D1984 / cdFileLocTable) — the loose-typing def-side wall, NOT
  codegen. gate_stage's recovery banked 0/5 on them. A match_one MATCH is a CANDIDATE (G3/P9).

- FIX — match_one's isolation was FAKE, and its own docstring was the false spec. It promises
  "Fully isolated (own temp dir) so many run in PARALLEL with no shared build -- a real asm-differ
  loop for an agent to iterate against", while `--work` defaulted to the SHARED '.run/match': every
  concurrent caller compiled into the same t.c/t.o. FOUND BY AN AGENT MID-WAVE, the only way it can
  be found — it read another agent's function out of its own scratch ("found another agent's
  func_800D2650 in my t.c") and reported it. Every other agent steered by a loop that could hand it
  someone else's compile: a CONFIDENT WRONG verdict, worse than a crash. Default is now a private
  .run/match/<fn>.<pid>; the default IS the promise. (Some agents had already worked around it by
  passing --work themselves.) The byte-gate was never at risk — it is the sole arbiter — but the
  iteration loop the agents steer by absolutely was.

- The 14 remaining: 5 PLUMBING (loose-typing) + 4 DIFF (genuine codegen: func_800D2650 close=4,
  func_800CFAD0 close=5, func_800D0E30 close=12, func_800D27DC close=48) + 5 jtbl deferred.
  Dossier next (T5b) — the agents' per-function residual analyses are the durable asset (R30).
2026-07-16 01:41:57 -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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