Drew T b021812c17 docs(phase-31): cookbook §176i/§176j — the pre-gate check's real boundary, and the cost of stopping a wave
§176i — WHAT A STATIC PRE-GATE CHECK CAN AND CANNOT PROVE. pregate_check validated wave Q's slate
as clean in 0.7s (the first slate all session to reach the gate pre-validated) and the build then
failed twice, both times outside what any text-only check can see:
  1. LINK-time undefined reference: `.L80050F24` lives INSIDE gfx2D_BG0_OBJ_698 and another
     function's .s branches to it -- converting a function to C deletes the local labels its
     neighbours jump to. Statically checkable, but from the .s files, not the .c: scan every other
     .s for label references landing inside a candidate's address range. Worth building.
  2. BYTE mismatch: with the link fixed the binary BUILT and the SHA differed -- the §174 law 1c
     class, which reloc_identity had already named six suspects for.
The division of labour to rely on: text checker for SHAPE, reloc oracle for IDENTITY, gate for
TRUTH. A clean pre-gate is a licence to build, not a prediction of success -- and when the binary
builds but the hash differs, BISECT, because it costs wall-clock and zero tokens.

§176j — STOPPING A WAVE MID-FLIGHT COSTS THE IN-FLIGHT TAIL. Wave Q stopped early: 51/90 verified
(3,631 of 6,249 ins) versus the 96-97% the same pipeline yields when allowed to finish. The loss is
SUSPENDED, not destroyed -- every draft persists on disk, 15 of the 39 unfinished sit at closeness
<=10. Do NOT resume the workflow to recover it (resume re-runs unfinished agents from scratch at
full cost); use a REPAIR-ONLY pass over the <=30 band instead. Decision rule: before killing a long
agent run, price the tail -- stopping converts near-matches into "needs a cheaper second pass",
which is a deferral, not a saving.
2026-08-16 10:02:22 -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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