- libspu and libsnd interleave in 0x3A444..0x4239C (the 800-subseg tail), so they link
as ONE combined region rather than two tangled passes
- NEW tools/make_snd_used.py: build the curated combined dir — merge both libs by vram,
pick the byte-matching object per aliased address (link_object), exclude 4 addresses
that don't reconcile in-region (kept as byte-identical stubs):
0x3C438 S_R/S_W, 0x3D424 S_GRMDT/FB/T — scattered-.bss commons, cross-object (§9.1)
0x3D94C S_IH/UT_RON — false placement (inside libsnd SSSTART.o)
0x3FA64 VM_F (237 ins) — scattered-.bss commons (the one real loss)
- subsegs via gen_lib_subsegs.py (9 snd blocks + 8 sgap game/excluded-stub gaps);
integrate window 0x3A444..0x4239C; region byte-verified 60/60
- src/800.c trimmed at [0x3A444,0x4239C): kept 732 items < 0x3A444 (ALL matched C +
game + the deferred SSGM stub preserved), 0 real-C moved
- dual byte-gate PASS: 143dbb89 with and without the sound objects
- LINKED 710 -> 935 (+225); REAL still 43; byte-identical 48.66% (nearly half the EXE)
- deferred: SSGM.o @0x1BD80 (isolated, matched-C region, 8 ins)
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
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. - 43 functions hand-matched to byte-identical machine code — including the LZSS streaming decompressor — with a decomp-permuter + matching-cookbook "flywheel" to accelerate the next.
- ~50 PsyQ SDK objects (libcd + libgs) linked byte-identical straight from the real PsyQ 4.0 libraries instead of re-decompiling them.
- 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.
Most of 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 next. 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.