Applies tools/o0_subsplit.py across every overlay whose 0x8013B568..0x8013C98C -O0
cluster was trapped inside an -O2 jr split. This is the population the phase opened
against, and it has never been buildable-at--O0 before.
135/135 sub-splits applied, 0 tool refusals
140 new -O0 region files; corpus.o0_sources() 137 -> 277
0 of them invisible to the -O0 oracle (verified explicitly -- a SILENT -O0 miss is
the exact failure SS126 warns about: the region would compile -O2 and every residual
it produced would be a pure artifact)
**2,200 open stubs now live in a genuinely -O0 translation unit**
R22 CLEAN-FLEET: extract-all 139/139 (+main); check-all 140 passed, 0 failed of 140.
make tools-health OK: corpus(+resident) 0 PHANTOM/0 TRUNCATED; cdecl ALL ORACLES GREEN;
audit-binaries 140 onboarded, every one a full citizen (R36); dedup-check 1904/0,
C1 coverage 240359/240359; cookbook-index 336 sections.
The transform is byte-neutral by construction (it only moves subseg boundaries and
repartitions source), so the whole batch was gated by one clean-fleet R22 rather than
135 individual builds -- after a single-overlay probe (ov_SC01_000) proved it (R37).
NOTE THE POPULATION CORRECTION (R14, mine): I earlier reported this cluster as "275 open
stubs across 18 overlays". That was WRONG -- the sizing scan ran while R22 was rebuilding
in the background, so corpus.stubs() raised for most overlays and my bare `except:
continue` SWALLOWED the very coverage assertion R32 exists to raise. The true figure is
2,184 open stubs across 138 overlays, which vindicates the T0(f) pin of "2,192 open
members" that I had called stale. The target list for this sweep was rebuilt with NO bare
except, so R32 can do its job.
Drafting fuel confirmed present: cached Ghidra-C seeds exist for the cluster's addresses.
Drafting the 2,200 is crack-wave work (T3), not T2.
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.