- splat: split 800b2 into [800b2][libgpu][800c]; libgpu block = EXT.o+PRIM.o
(vram 0x80058890-0x80059234, holds LoadClut/LoadClut2 + primitives)
- SYS.o (3109 ins) EXCLUDED — scattered-.bss commons (cookbook §9.1, the GS_001
class): SYS references .bss by section+offset but the original linker scattered
the commons across 0x80078xxx/0x800c5xxx, so no single NOLOAD base reproduces it.
Stays a byte-identical INCLUDE_ASM stub in 800c; documented in docs/psyq-worklist.md
- curated dir .run/obj40/libgpu_used = {EXT,PRIM} (validates the _used mechanism for
the later alias libraries); Makefile LIBGPU_* + gated psyq_integrate + -T
- src/800b2.c trimmed; src/libgpu.c + src/800c.c committed (stub records); the trim's
9 "moved" items were all splat-auto empties (regenerated identically, 0 real lost)
- dual byte-gate PASS: 143dbb89 with libgpu objects AND without (stub fallback)
- LINKED 375 -> 424; REAL still 43; byte-identical 24.32%
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. - 43 functions hand-matched to byte-identical machine code — including the LZSS streaming decompressor — with a decomp-permuter + matching-cookbook "flywheel" to accelerate the next.
- ~50 PsyQ SDK objects (libcd + libgs) linked byte-identical straight from the real PsyQ 4.0 libraries instead of re-decompiling them.
- 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.
Most of 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 next. 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.