Drew T a0e7ff7f6f fix(phase-26): scope_data_externs ANSI-brace fix + wire §8d into family_sweep --hseq; 780-class diagnosed
- _body_open_brace only matched a `{` on its own line (the K&R shape), so fix() SILENTLY NO-OP'D on
  every ANSI draft — the same silent-skip disease as the four catalogued in §40/§8d, caught because
  the h_seq re-sweep banked 0/780. Now brace-scans forward from the signature (ANSI same-line,
  ANSI own-line, and K&R all work). Load-bearing for func_80178D40's upcoming ×134 bank.
- family_sweep --hseq now applies the §8d scoped stage at staging time.
- HONEST RESULT: still 0/780 — the substantial-band h_seq rejections are a DIFFERENT (sibling) class,
  now fully diagnosed against the bytes:
    gcc-2.7.2 decl-conflict semantics: a VISIBLE file-scope decl + a conflicting later decl (file OR
    block) is a HARD ERROR; a limbo-only block decl (scope closed) + a conflicting later decl is a
    warning. The h_seq drafts carry the EXEMPLAR TU's spellings; sibling TUs legitimately spell the
    same symbol differently (loose typing), and the visible decl is often MACRO-INJECTED — a
    DEFINE_func_* leading extern (§8c), invisible to any col-0 scan (e.g. D_80115158's `short` decl
    enters ov_SC01_000.c via DEFINE_func_8014168C() @4637; the draft carries ov077's
    `unsigned short` -> conflicting types at ANY scope).
  Sub-class (a) no-visible-decl -> §8d demotion (the jr class, proven x133). Sub-class (b) visible
  decl, different spelling -> needs reconcile-to-TU-VISIBLE (rewrite the draft decl to the TU-visible
  spelling + byte-neutral access cast; oracle = col-0 decls above the stub + engine_core.h macro
  externs for the DEFINE_ invocations above). Parked as a designed follow-up task; the 780 members
  are mechanical-recovery fodder once the tool exists.
2026-07-13 21:49:22 -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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