The flag-plant did NOT reach 100% (21 -> 14). This records what is left and WHY, per function, so the next attempt starts from evidence instead of re-deriving it. - docs/resident-dossier.md: all 14 remaining stubs in 3 honest classes + the 5 deferred jtbl. Each entry is the agent's own byte-grounded analysis — the levers tried, the exact gcc pass that blocked it, why it stuck. That analysis cost ~2.4M tokens and IS the durable asset (R30); the 7 banks were the cheap part. Raw verdicts preserved at .run/resident_wave_verdicts.json (R20, force-added past the .run/ ignore since they are not regenerable). - 5 PLUMBING: reached match_one MATCH standalone, failed IN-TU on `conflicting types` (D_8010EDEC / D_80115110 / func_800D1984 / CdReadRequest / cdFileLocTable). The Phase-16 loose-typing wall: the C is byte-correct, the TU cannot hold both spellings. gate_stage's recovery banked 0/5 — this needs a resident-scoped §41 def-side lever, not more drafting. - 4 DIFF: genuine gcc-2.7.2 residuals, each with a NAMED mechanism (func_800D2650 close=4 and func_800CFAD0 close=5 are permuter-class seeds; func_800D0E30 and func_800D27DC carry intrinsic allocno-priority verdicts). - 5 jtbl DEFERRED: need the rodata-island carve (§53 + the Phase-7 workflow), which the resident has no split infra for. Deliberately NOT forced — sweeping a jr function without its carve is EXACTLY how the "≈0% structural families don't template" doctrine was manufactured (T1), and that mistake cost two phases of strategy. - The dossier records the two caveats a future reader needs: the wave ran on a broken match_one (shared scratch — fixed in commit:0652, verdicts may carry that noise, the GATE results do not), and the func_800CEDFC / func_800D33E0 sig_image boundary question (defined in resident.c, absent from the 2nd oracle, while audit-corpus reports 0 PHANTOM/TRUNCATED) -> T7 audit-binaries.
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.