Drew T a8ae190fa3 feat(phase-11): T3 — intra-binary collapse PROOF (one body, two addresses, byte-identical)
- src/shared/clearTbl40.h: CLEAR_TBL40 macro = the matched byte-clear loop body, authored ONCE;
  instantiated at both func_80037004 and func_80037334 in src/800.c (one source -> two vrams)
- matched first try; clean rebuild main -> 143dbb89 BYTE-IDENTICAL WITH the shared C AND WITHOUT
  it (INCLUDE_ASM stub fallback) -> dual invariant proven (R22 clean rebuilds, both states)
- config/dedup.us.yaml: I0_clearTbl40 group registered (h_exact a0744d60…); dedup_integrate
  --check validates it; negative tests (corrupt hash / wrong vram) fail-closed (exit 1)
- tools/progress.py: count dedup-shared members as REAL via the registry (the macro form isn't a
  parseable function def); REAL 52 -> 54, byte-identical 50.24% -> 50.33%; honest measurement (P9)
- tools/dedup_integrate.py: display vram in hex in diagnostics
- the machinery half of the Phase-11 milestone is proven on the byte-verified EXE
2026-06-16 00:56:35 -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

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 now binary-agnostic (one parameterized pipeline builds any binary, proven a byte-exact no-op on the EXE), ready to stand up the overlays. 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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