Drew T a7f3fce4cf feat(phase-29 T5 wave): 11/12 MATCH, 0 banked — three integration walls named + 12 cracks preserved
Ultracode wave, 12 agents (~2M tokens), over freshly-prefetched ov_SC06_018 exemplars.
11 MATCH / 1 near, INCLUDING ALL THREE GIANTS (710/673/478 ins). Whole-binary gate: ZERO.

Splicing each failure individually (the gate's own label is §58's memcpy red-herring) gave
THREE DISTINCT blockers, none of which the ladder clears:
 (1) §8e-2 jtbl table-count drift -- 10 of 12. "more rodata .align directives than pad specs".
     STRUCTURAL FINDING: fresh crack fuel in a well-matched overlay CONCENTRATES in jtbl-carved
     TUs (the non-carved ones were harvested first), so §8e-2 GATES the next tranche of
     substantial cracking rather than being a straggler.
 (2) §57 self-decl conflict -- the 2 plain-TU drafts ("argument 'arg2' doesn't match prototype").
     normalize_self_decls exists, is wired into family_sweep, and is NOT in gate_stage -- the
     same gap the arity pre-pass had.
 (3) local-type redefinition (from the Task-14 diagnosis set) -- wants the type-lift.
So gate_stage needs THREE stages; only the arity pre-pass landed today.

All 12 drafts PRESERVED at .run/giants/t5wave_* (R20): genuine cracks with per-function lever
notes (cross-jump barrier placement, MEM_IN_STRUCT_P store/load ordering, §43 K&R s16 params,
$s-pins, CSE-break barriers). Do NOT re-draft -- they bank the moment the stages exist.

METHOD NOTE: `make build | grep -i error` missed the real failure TWICE (the jtbl_rodata_pads
line contains no "error" token; and the build failed at a later stage than the warnings I read).
Check rc, read the tail unfiltered -- a filtered build log is a selection tool, and every
selection tool here has eventually lied (R32/R35).

Tree reverted clean; nothing banked. cookbook §61a.
2026-07-21 19:47:05 -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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