Drew T a6e5abfd39 fix(phase-29): T69 — audit preconditions computed, not discovered; validated against known outcomes
Item 1. audit_header_sigs.py now COMPUTES the safe subset instead of leaving it to a failed gate,
and the two new preconditions took two wrong models to get right (cookbook §112).

PRECONDITION 1 — ARITY: correcting a `(void)` header decl for a 1-param definition breaks the macro's
OWN call site ("too few arguments"). Measured before the batch.

PRECONDITION 2 — VISIBLE COLLISION, and the two wrong models on the way:
  (a) "any disagreeing decl in src/ blocks it" — compares type SPELLINGS, so s32-vs-int and
      u32-vs-unsigned-int count as disagreements. Fixed by comparing type IDENTITY via
      cdecl.compatible. Finding count 61 -> 32 once that noise is gone.
  (b) "any INCOMPATIBLE decl in src/ blocks it" — STILL WRONG. It blocked ALL SIX corrections that
      had just gated 140/140 and banked 685 members. func_80161774 has 1,063 TUs carrying the old
      spelling and correcting it was byte-clean.
  The right model: a macro-body decl is only visible where the MACRO IS INSTANTIATED, so a collision
  needs a TU that BOTH instantiates the macro AND carries an incompatible decl. Measure the
  INTERSECTION, not the population (macro_owners() + per-TU macro-use set).

VALIDATED AGAINST KNOWN OUTCOMES (the control this needed): the six that gated clean -> 0 colliding
TUs each; the one that failed the gate (func_80147364) -> 272. Perfect discrimination.

HONEST RESULT: 32 findings, 13 SAFE — but the safe subset is worth only 15 stubbed binaries. The
high-value targets (func_80147364 at 137, the arity trio at ~410) are all BLOCKED and need
conform_decls or §99 first. The cheap header lever is spent.

No src/ or config/ change: no bank, no metric move.
2026-07-28 23:26:02 -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.

S
Description
No description provided
Readme AGPL-3.0 492 MiB
Languages
C 96.6%
Python 3%
Makefile 0.2%
Shell 0.1%