- BANKED (each whole-binary byte-gated; make check-all -> 140 passed, 0 failed of 140): func_80130D48 ×4 (1,064) · func_8018F3E4 (478) · func_8018B3D0 (478) · 13 × 223-ins siblings of func_8017E6D8 (2,899). distinct-code 3,833,224 -> 3,838,143 = 68.0% -> 68.1%. - TWO OF MY OWN COUNTS COLLAPSED UNDER SCRUTINY BEFORE I ACTED ON EITHER (R14/R35): "func_8017CA80's family = 102 unmatched" was really 13 -- my count tallied family members whose NAME appears as a stub anywhere in the fleet, not instances actually unmatched (a semantics error, not arithmetic). "56,267 ins remappable" was really 8,114 -- 86% was the known -O0 / deferred set (the func_80144B9C whale, the func_8013C414 cluster). I nearly recommended a target on the first number. - THE §77 CARRY GAP IS THE DOMINANT COST OF MECHANICAL REMAP: 23 of 27 first-pass CC1-FAILs. NEW .run/giants/s19_remap_tu.py sources the preamble from the exemplar's OVERLAY TU (the block between the previous top-level `}` and the def), applies family_remap's own substitution map, and adds the two includes match_one never adds -> 21 drafts went 0 MATCH -> 14 MATCH. The 13 223-ins siblings share ONE exemplar, so a single preamble fix cleared all 13. - USEFUL ASYMMETRY: func_8018F3E4/func_8018B3D0 FAILED match_one but BANKED in the whole-binary gate -- the real TU supplies decls the standalone compile lacks. A match_one CC1 FAIL is not a reason to skip the real gate on a remapped sibling. - RESIDUAL 3,195 ins, causes NAMED not guessed: func_8017D5C0 (952) matches standalone, gate reports `conflicting types for memcpy` = the §58 red-herring (a warning from an unrelated TU position; SESSION-14 hit the same label and the true cause needed a hand-splice + real cc1 stderr). func_80166994 ×3 + func_8016A290 ×4 still CC1-FAIL after the TU carry. - FULL R22 DEFERRED DELIBERATELY: make clean wipes asm/, which the concurrently-running BF14 agent reads on every probe. This batch changed only src/*.c (no config), so check-all is sound; the clean R22 must still run once the agent finishes.
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 inov_SC01_077and propagated ×134 viatools/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.