The audit's CRITICAL finding, fixed at the root. Both tools now derive the corpus from
tools/corpus.py instead of keeping their own decaying copy of the tree layout.
build_fuel_manifest.live_stubs() — a hardcoded 3-file dict {<ov>.c, _a.c, _o0.c}. ov_SC01_077 has
FOURTEEN .c files, so it saw 30 of 264 stubs AND REPORTED SUCCESS. Everything downstream consumes
this manifest — worklist.py (100% of its rows), wave_targets.py (100% of its pools) — so:
targets 30 -> 263
reach-134 targets 10 -> 127 (the ENTIRE high-ROI band was invisible)
remaining gain 83,305 -> 994,633 instructions
994,633 is the A2 audit's predicted figure TO THE UNIT — a fourth independent confirmation
(auditor -> skeptic -> corpus.py -> this). Four of the five highest-leverage functions in the whole
project sit in split regions no tool could see; the top one, func_80178004 (165 ins x reach 134 =
22,110), had never been nominated by anything.
It rotted SILENTLY: .run/fuel_manifest.json (Jul 8) recorded 130 stubs; the same code today returns
30, because the Phase-26 jr splits moved ~100 stubs out from under a dict literal last edited in
Phase 22. Nobody noticed, because a target that is never nominated produces SILENCE, not an error.
wave_targets.REGION_SUB / asm_for() — a 3-entry dict with a silent fallback to the main subdir.
ov_SC01_077 has TWELVE asm subdirs, so 78 of the 87 targets any --class wave emitted handed a
drafter an asm path THAT DOES NOT EXIST. The drafter then drafts against nothing, and the wasted
attempt is booked in the backlog as a *matching* failure — which feeds reserved_walls() and
PERMANENTLY BLACKLISTS a function that was never actually attempted. A silent skip compounding into
a false wall. Now 263/263 asm paths resolve, 0 missing; asm_for() raises rather than guess.
Also: --region's 3-value whitelist defaulted to 'main', which sees 13 of 264 stubs even with a
correct manifest -> default 'any', free-form.
R33 throughout: the INCLUDE_ASM line is SELF-DESCRIBING (its first argument IS the asm subdir,
because splat wrote it there), so both dicts were second copies of a fact the tree already states.
A dict literal is strictly worse than the filesystem AND it fails OPEN. Never re-introduce one.
No build impact (selection/report tools only); docs/worklist.md regenerated with the honest numbers.
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.