Drew T baabdd0478 fix(jtbl): end the stale-pad-spec RED class, and check the fleet every pass
THE CLASS. JTBL_PADS is a per-object spec written by jtbl_carve at CARVE time — one entry
per rodata `.align 3`, each 0 or 4 — describing how many jump tables the object emits. That
is a DERIVED property of the current source stored as static config, so any bank carrying a
`switch` (or any bank being reverted) invalidates it and nothing re-derives it. Three of the
five REDs on 08-25 were this one design choice: ov_SC02_005 and ov_SC07_006 from wave dd
banking switch-bearing functions, ov_SC04_018 from the identical symptom with the opposite
cause — a reverted bank taking its table with it.

WHY NOT DERIVE IT. The COUNT is derivable from the assembly stream; the VALUES are not — a
pad records where the ORIGINAL image has an inter-table pad, which lives in the retail
layout, not in our source. Guessing shifts every downstream data symbol: silent corruption,
the worst outcome available. So tools/jtbl_pads_fix.py does not derive. It ENUMERATES the
2^(N-1) candidate specs (first entry 0, rest in {0,4}) and accepts one ONLY if it is the
UNIQUE candidate that rebuilds the binary byte-identical to config/check.<bin>.sha; zero or
two matches restore the original and refuse. R39 negative control: on a healthy binary it
reports "no pad-count drift" and changes nothing.

TWO INSTRUMENT BUGS THIS TOOL FOUND IN ITSELF:
  * JTBL_PADS is a target-specific MAKE VARIABLE, so changing it does NOT make the .o out of
    date. The first run reported "no drift" against a spec I had deliberately broken. It now
    deletes the armed objects before every build — R22's incremental trap in config costume.
  * A failed object build leaves the PREVIOUS binary in build/<bin>/<bin>, so
    `make build; sha1sum build/<bin>/<bin>` reports the OLD artifact as if it were this
    build's — a FALSE GREEN over a build that never linked, which briefly convinced me two
    binaries were fixed. build_sha now deletes the output too and requires make to exit 0.
    Same family as R49: an error inside something shaped like success.

CADENCE: the fleet sweep runs EVERY maintenance pass, not every 4th. A RED fails at BUILD,
so every draft gated against it is rejected regardless of quality and the wave reads as a
drafting failure — detection latency is the whole cost. Gates now finish in ~35 min rather
than 60, so the sweep is affordable each pass. It still FIXES NOTHING by design, with this
single exception, admissible only because it proves itself against the byte gate first.
2026-08-25 12:04:14 -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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