Drew T 96d1324acd feat(phase-29 T14 stage 4): jtbl isolate+carve stage built; the CARVE-MUST-FOLLOW-SPLICE law
DIAGNOSIS CORRECTED: the wave's 10/12 blocker is NOT "§8e-2 table-count drift" (the symptom
the filter reports) but a NON-CONTIGUOUS .rodata carve — the new function's table is separated
from the TU's existing carve by an UNMATCHED function's table, and one object cannot straddle
that gap. jtbl_carve names its own remedy in the refusal message.

RECIPE BYTE-PROVEN (func_80135A4C, 181 ins / 138 members):
  jr_isolate_all --only <fn> ; make extract ; <splice> ; jtbl_carve --func <fn> ;
  make extract ; make build   ->  BYTE-IDENTICAL
(isolation verified byte-neutral on its own first; a config change needs extract, not just build.)

BUILT: gate_stage._jtbl_prepare — per-draft carve + auto-isolate on the §8b walls, logic LIFTED
from jtbl_family_bank (R33: one implementation, two callers — their divergence IS this bug),
snapshot-restore undo, GATE_NO_ARITY A/B guard. Ladder: canon -> cast -> reconcile_tu -> jtbl
-> arity -> gate -> sig_unify -> gate.

IT DOES NOT YET BANK, and that is the finding: THE CARVE MUST FOLLOW THE SPLICE. The
non-contiguity is only DETECTABLE once the body is in the object; while the fn is still
INCLUDE_ASM, jtbl_carve reports SUCCESS and produces a spec that fails when the body lands.
Byte-witnessed both ways (spliced -> NON-CONTIGUOUS 0xaa810/0xaa920; unspliced -> "prepared 1/1"
then byte-DIFF). Innocent suspects A/B'd out: the draft is IDENTICAL through canon/cast/
reconcile_tu, and GATE_NO_ARITY=1 changes nothing. FIX = per-draft prep inside harvest_verify's
splice loop (it owns the splice), not a batch pre-pass in gate_stage.

SUB-FINDINGS: (a) a wholesale `git checkout -- config/` undo is WRONG in a batch gate — it
discarded a previously-banked-but-UNCOMMITTED carve, leaving that bank's source with no subseg
(undefined reference to func_80136C90 at link). Now snapshot-restore + drop only this run's
region files (§61's constraint, which I had written and then not applied here). (b) being in a
_jr_* TU != having a table: only 4 of 8 wave drafts reference a jtbl_.

Tree restored byte-identical; nothing banked. cookbook §61a corrected + §61b.
2026-07-21 21:07:50 -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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