Drew T a4bc49a23d feat(phase-30 S8): the x10-99 band closes 23/23; §137 makes REGALLOC-PERM arithmetic, not a permuter job
- S8-3 (23 fresh x10-99 families, 121-328 ins — the hardest band this session): draft 16/23 ->
  capture (1 PLUMBING / 6 DIFF) -> reconcile 1/1 -> redraft 6/6 => **23/23 (100%)**.
  Propagated 206 + 81 = 287 member-matches across 80+54 overlays. R22 clean-fleet 140/140.
  FLEET 95.97% fn / 93.4% instr / 87.5% distinct (77,404 uniq); dedup 1905/0; 0 NON_MATCHING.
- §136b CLOSES AT 15/15 — no function ledgered "genuine byte-DIFF" survived a redraft, all session.
- §137 (NEW, the session's most reusable result): REGALLOC-PERM — a clean 2-register swap — is a
  TWO-COMPILE ARITHMETIC PROBLEM. global.c:allocno_compare ranks by floor_log2(R)*R/L*1e4*size;
  read R and L out of `cc1 -dl -dg` for BOTH contenders AND their ranked neighbours to get the
  admissible priority WINDOW, then place a zero-byte `__asm__ __volatile__("" ::"r"(v))` so L lands
  inside it. func_801833F0: contenders ONE unit apart (1297 vs 1296), window (1228,1296), five
  placements probed, only L=219 -> pri 1232 worked. R and L are FORCED BY THE EMITTED CODE (L is
  recomputed post-sched1), which is exactly why source-reordering is a dead end for this class.
  Converts a class the permuter banked 0 from all session into a deterministic calculation.
  Companion: floor_log2 makes ref-count a STEP function (5/6/7 refs are worthless, you must reach 8)
  — func_8017EFA8 closed 30 register-name mismatches by taking a pseudo 4 refs -> 8 with a dead read.
- §136j — the failure MIX FLIPS WITH SIZE: <=120 ins fails ~70% on declarations; 121-328 ins fails
  86% on genuine codegen. Budget reconcile for the small band, redraft for the big one — and do NOT
  read 70% on a big-function wave as a broken pipeline; that is the expected shape.
- §137a — a gate verdict has a TIMESTAMP. Two "DIFF" ledger entries were STALE (draft rewritten 28
  min after the gate ran, never re-gated); both were already byte-perfect. Compare verdict time to
  draft mtime before redrafting. Plus two offline oracles an agent built: a FULL RELOCATION RESOLVE
  (catches wrong jal/%hi/%lo targets that match_one's mask hides) and a COLLATERAL CHECK (whole-TU
  objdump with/without splice). Together they discriminate all three causes of "match_one says MATCH
  but the overlay SHA differs" without running make.
- §136f addendum — the collider is often an already-banked SIBLING BELOW the splice; locate it by
  arithmetic (draft grows the file N lines, so TU line L reports at L+N).
- cookbook-index 380 -> 382 sections.
2026-08-03 16:25:06 -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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