Drew T 936d7d741c feat(phase-33): B5 Ghidra regenerability PROVEN — the RE work as text (config/ghidra/*.jsonl + ROSTER.md), six programs rebuilt from disc + symbol files + that file with PROOF PASS
- ImportAnnotations.java: the S86 OSGi-bundle blocker was 3 javac errors (Long->int unboxing x2, a nonexistent
  LocalVariableImpl ctor -> VariableStorage); "/undefined" resolves to DataType.DEFAULT (it lives in neither type
  manager — main's first proof passed the cmp with failed=13 because the plate-comment rows had set the same function
  comments); ghidra_rebuild.sh now dies unless the import printed failed=0 (R49), writes .proof markers
- ghidra_annotations_delta.py: analysis drift measured and encoded as three counted classes — Error/Analysis bookmarks;
  auto-named DEFAULT functions the rebuild did not create (29 in main's LINKED regions); auto-named rows lagging the curated
  symbol file (10 sep8 + 5 aug31, R15). Result: main 38 hand-authored rows (13 annotated fns incl. 3 the ELF does not
  define, 22 comments, 3 labels); resident/overlays/protos container rows only; the DB holds no hand-authored types
- controls (R39): mutated block row -> PROOF FAIL; synthetic comment/bookmark/label/signature round-trip -> PROOF PASS
  twice (idempotent); the filter keeps the synthetic rows and a hand-renamed name-only diff; fake failed=2 refused,
  resident re-proven; roster --check controls both ways
- proofs, all PASS failed=0: resident 65s, ov_SC01_077 169s, ov_SC06_018 173s, SLUS_007.26 210s, sep8 202s, aug31 206s
- tools/ghidra_roster.py -> config/ghidra/ROSTER.md (--check in tools-health, ignores the per-machine proof column)
- .claude/settings.json hooks $CLAUDE_PROJECT_DIR-relative; ghidra_mcp_start.sh is a silent exit 0 without Ghidra or
  the project (both controlled); SETUP P33 B5 section + 5 inventory rows + §2.8 (R21); CURRENT_PHASE log + checkpoint
2026-09-06 20:32:35 -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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