Drew T 8fa29f2dda feat(phase-25): T7 F-band wave 3 part 2 — corrected rtu_match fan-out, 7/9 cracked + 266 swept; fleet 73.89->73.97%, R22 136/136
- NEW tools/rtu_match.py: real-TU-faithful, PARALLEL-SAFE per-fn match check. Compiles the WHOLE
  split TU (candidate spliced, INCLUDE_ASM neutralized via -DINCLUDE_ASM(a,b)= + -Isrc/<source>)
  in a per-fn temp dir -> no asm/, no shared overlay build. Closes match_one's isolation blind
  spot (in-TU decl/global-type/memcpy-builtin drift) so a MATCH HOLDS at the whole-binary gate.
- Corrected Ultracode fan-out (wf_80762f2c-822, 9 xHigh workers): 7/9 real-TU MATCH -> all 7
  banked byte-identical (individual + combined d19c9580), ZERO drift (vs wave-2's ~50% attrition).
  Banked: func_8012FCC4 func_80133AB0 func_80134A74 func_80136824 func_8014DD8C func_80168828
  func_8016C188. func_8012FCC4's "irreducible" delay-slot was a wrong-callee-arity bug.
- Swept x134: 266 siblings banked / 266 failed (the 2 //@EDIT families func_80133AB0/80136824
  can't per-sibling-reconcile via family_sweep -> backlog: a --edit-remap enhancement). Batch =
  7 exemplars + 266 = 273 fns.
- func_8014DD8C: engine_core.h DEFINE_func_8014D790 extern void->s32 flip (byte-neutral fleet-wide,
  caller discards return) -- R22-confirmed neutral across all 136.
- 7 durable levers -> cookbook §42c (callee-arity delay-slot, pointer-global *(T**)&, array-decay
  CSE, §17 zero-reg copy, void->s32, register-arg capture, free-floating load hoist). rtu_match -> SETUP §6.
- 2 DIFF -> permuter (func_801670E4 70->48, func_80185BA4 c=65), seeds .run/crack3/wave3/.
- R22 clean-fleet 136/136 BYTE-IDENTICAL from a fully clean tree; NON_MATCHING 7 (0 in default build, G4).
2026-07-10 17:23:20 -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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