Drew T 97cd2739b5 fix(phase-29): the gate manufactured 3 false CC1-FAIL verdicts — carve-refusal, tree hygiene, R32 (§97)
A 15-draft harvest_verify batch reported CC1-FAIL=4 and `final SHA None`. Three of the four were the
HARNESS, not the compiler. Checked the tree FIRST (the MISMATCH is a tree alarm, not a result),
reverted to the committed baseline rather than reasoning about a half-applied state, rebuilt ->
d19c9580 BYTE-IDENTICAL. No banked result was ever at risk: the byte-gate cannot manufacture a match,
but it CAN manufacture a verdict — and verdicts are what the backlog and roadmap are built from.

ORDERING PROVED THE CASCADE (R14): items 1-11 are real (9 PLUMBING, 2 DIFF), all before item 12 —
jtbl_carve REFUSING func_8013B83C (§59(3) non-contiguous same-subseg table). Items 13-16 are four
CC1-FAILs on the SAME ov_SC01_077_o0.o = one refused carve counted four times.

THREE DEFECTS FIXED:
1. `_ok` was computed and IGNORED — a refused carve was spliced and built anyway into a guaranteed
   Error 33, filed as CC1-FAIL. Now a named CARVE-REFUSED class, skipped (one build cheaper).
2. attempt() never restored on failure, so the tree was dirty BETWEEN drafts — and _jtbl_snapshot()
   snapshots the tree AS IT FINDS IT, so a later carve captured an earlier FAILED draft's splice and
   its undo faithfully RE-APPLIED it, after the final _write(baseline). That is the entire
   `final SHA None` mechanism. Invariant restored: the tree is at baseline except while a draft is
   under test (atomic AND bisect branches).
3. The recovery's own `make extract` rc was unchecked (_sh does not raise — §93's sibling). Now loud.
Plus an R32 assertion on the cleanup: at 0 verified a non-empty git status is residue, not a result;
it names the files and the recovery command. It fired correctly on its first real run.

MEASURED RECOVERY (same drafts, clean tree): func_8013B83C -> CARVE-REFUSED; func_801789AC ->
PLUMBING (actionable); func_8017C974 -> DIFF (corroborates its agent's global_alloc spill diagnosis);
func_80140958 -> CC1-FAIL (genuinely its own). final SHA None -> d19c9580; tracked diff empty.

BLAST RADIUS OF §96, HONESTLY: the reconcile_tu span fix unblocked func_80176218 (banked, swept
133/137) and no other draft in the batch. 7 of the 9 PLUMBING are `conflicting types for <the
function itself>` = the DEF-side self-decl axis conform_decls owns — the next lever, now a measured
target list rather than a guess. cookbook §97.
2026-07-27 17:17:54 -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.

S
Description
No description provided
Readme AGPL-3.0 492 MiB
Languages
C 96.6%
Python 3%
Makefile 0.2%
Shell 0.1%