Drew T 9e44612c2a feat(jtbl): the carve→draft→bank pipeline is automated at the gate — byte-proven ×3, one per class (S59)
The carve stays INSIDE the byte-gate (harvest_verify._jtbl_prep_one, the §61b-proven
order); everything new routes work to it:

* jtbl_carve: island_probe (read-only classifier: tail/covered/island-end/island-blocked/
  island-pads/main-manual), --island-split (the one-line §260 insert, end-adjacent only),
  and apply() now recognizes a completed island split as a no-op success instead of the
  historical refusal.
* harvest_verify: _ISLAND_WALLS branch — on the §154-A refusal the gate isolates (body
  still spliced), inserts the split line, re-extracts, re-carves. Snapshot-restore covers it.
* jtbl_lane.py (new): probe → draft (--draft-dir or api_agent) → gate via the exact
  sweep_parallel worker call, HOLDING the campaign draw lock across gate+commit → commit
  named per-binary paths. One jtbl target per gate invocation (§61c).
* build_wave_atlas: probe filter + one-jtbl-card-per-binary cap (inert unless
  --levers jtbl-carve). idiom_serial: refuses the jtbl-carve lever (R43; its pre-carve ran
  the refuted order — S58: 8 attempts, 0 banks).

Proven end to end with the live campaign running (banks committed separately):
  commit:2661  ov_SC03_014/func_8017DCC0  tail: §8b adjacent merge + §8e pad recovery,
             jr_8017AE2C.o .rodata 0x14→0x28 TIGHT, sha d84b01a2 green
  commit:2663  md_SC03_076/func_801F218C  covered: §260 STAGE 2 — sha 9a165e36 identical
             with the table COMPILER-EMITTED; the first md_* jr bank ever
  commit:2664  md_SC03_135/func_801E5358  island-end: the FULL split done BY THE GATE on a
             virgin module (~1.1s, R40-checked), sha b901fda5, md.o 0x27c→0x268 + jr.o 0x14

Census (245/245 members probed, R32): 181 members / 26,445 ins reachable unattended;
main 47 parked (gate_main cadence), island-blocked 10 (stack order), island-pads 6
(needs §8e pads for modules.mk), no-jtbl 1 (atlas mislabel).
Design + failure semantics + campaign hook: docs/tool-designs/jtbl-automation-s59.md;
cookbook §260-A.
2026-08-24 12:31:14 -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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