The first sweep returned "banked 0 / skipped {'pinned-exemplar': 137}" — a SKIP, not a failure. The
§42e guard refuses pinned exemplars to avoid a cc1 SIGABRT, but Phase 27 BYTE-PROVED that crash was
extract_unit dropping file-scope macros (a TOOL bug, fixed by _carry_macros), not a compiler limit.
Re-run with --allow-pins: 133/137 BANKED. R22 clean-fleet 140 passed / 0 failed of 140.
MEASURED: fn-count 318,585 -> 318,720 (+135); instr 84.0 -> 84.2% (+25,423 ins); distinct-code
73.4 -> 73.9% (+127 unique fns).
THE GUARD IS NOW COSTING BANKS — the same shape as sweep_parallel being opt-in: a protection that was
correct when written, whose cause was later removed, still defaults ON. Measured cost on ONE family:
137 skipped, 133 bank fine. Phase 27's roadmap delta already said the PINS class was back on the
table; nothing changed the default. Flipping it is a one-line change, deliberately deferred to a
fresh session — that is exactly how family_sweep got broken twice today.
SC07 QUARTET, third occurrence today, now named: ov_SC07_006/007/010/011 refused again (same four as
func_80176218). NOT broken — func_8014CF04, func_8015D1B8 and func_801789AC all swept them cleanly.
The correlation is the sibling TU (_jr_8016AE5C.c, a different carve layout; these 4 were onboarded
in Phase 27 with code at PAC entry 1). §59: read ONE sibling's real gate result before concluding.
func_80175DA8 0/137 is the §94 TYPE-CARRY signature (local typedef Sp_80175DA8 templated as a body
but not as a type) — the same shape that took func_8016B6BC 0/137 -> 137/137 today. Named next step,
31,878 templated instructions.
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.