Drew T 95909749bb feat(phase-30 S48-T6): recover all 21 "lost" wave-2 drafts from the transcripts — 17 more banked
Drew's question ("can you just analyze the workflow results to get those
drafts back?") was right, and my write-off was wrong. The drafts were never
lost: every agent's tool calls are recorded in the run transcripts, content
included. Recovery is deterministic and cost ~0 agent tokens.

Method (all three passes were needed):
1. Write records -> 20 of 21 had one. Naive extraction gated only 8/21,
   because agents REFINE with Edit and I was treating each edit's new_string
   as a whole file.
2. Replay Write-then-Edit in order per (agent, file_path), snapshotting after
   every mutation, then gate every snapshot newest-first -> 20/21 MATCH.
3. The last one (func_8017DF40) never used Write/Edit — it wrote via a shell
   heredoc. Extracted the heredoc bodies from the bash tool calls -> MATCH.

Whole-binary gate on the 21: 17 BANKED, 4 NEAR.
  md_SC03_073 func_801EFC94 x8   <- a MODULE exemplar, through the path fixed
                                    earlier today (commit:1626)
  ov_SC03_014 func_8017C154 x7  func_8017C6A0 x7  func_8017D1E0 x7
  ov_SC03_118 func_80187180 x8  func_80187B80 x8
  ov_SC06_018 func_80185C2C func_8018DE60 func_801850F4 func_801857CC
              func_801880C4 func_80185DD8 (all x6)
  ov_MAIN_012 func_8017DD28 x5 · ov_SC02_026 func_801814D8 x6
  ov_SC03_093 func_8018171C x5 · ov_SC03_107 func_8017EB70 x5
  ov_SC06_008 func_80180000 x8
NEAR at the binary gate: func_8017DF40, func_8017EEEC, func_80187960,
func_8018A974 — the §52b population (per-function MATCH, binary gate refuses).

Wave 2 now stands at 22 of 28 banked (79%) vs wave 1's 8 of 12 (67%), with
20 of 28 drafted by Sonnet.
2026-08-11 20:56:31 -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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