- splat: libc2 C stdlib in 2 blocks — main 16-obj run libc2_1 (BZERO/MEMCPY/STRCMP/ PRINTF/PRNT[jtbl ok]/.../SETJMP) split from 800c, + STRCAT.o libc2_2 split from 800c2; new game-code fragments 800c3 + regenerated 800c2 - region byte-verified 17/17; PRNT.o printf-format jtbl resolves via NOLOAD .rodata - BOUNDARY GOTCHA found + fixed: SETJMP.o .text is 0x80 B (8-align pad), not the 0x78 psyq_identify reports (30 ins) -> the libc2_1/800c3 boundary was 8 B too low, overlapping SETJMP's padded tail; the relink inserted +8 padding and shifted the whole downstream image (56k diff bytes, +8 file len). Fix: boundary = last obj's readelf .text size (0x5CE18), not ins-count. Lesson recorded in docs/psyq-worklist.md - when a library block sits at a subseg start, rm the old .c so splat regenerates it - dual byte-gate PASS: 143dbb89 with and without the libc2 objects - LINKED 528 -> 590; REAL still 43; byte-identical 32.25%
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
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. - 43 functions hand-matched to byte-identical machine code — including the LZSS streaming decompressor — with a decomp-permuter + matching-cookbook "flywheel" to accelerate the next.
- ~50 PsyQ SDK objects (libcd + libgs) linked byte-identical straight from the real PsyQ 4.0 libraries instead of re-decompiling them.
- 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.
Most of 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 next. 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.