Drew T bce8cf3248 feat(phase-29): T0.2b + T0.3 — two levers eliminated for ~0 tokens; the backlog is current but 92% unclassified
T0.2b --normalize-self-decls: CLEAN NEGATIVE 0/123 on func_8013D53C (the family whose failure text
matches the flag's own documented fix). The FREE pool's blocker is a DIFFERENT declaration class than
either tested flag — --fix-def-sig REGRESSED it, --normalize-self-decls no-ops on it. Untested next
candidates: canon_sig_reconcile v3.2 and reconcile_decls (one failure text is a DATA symbol,
"conflicting types for D_800A651C", which neither tested flag targets).

TOOL HYGIENE DEFECT: the flag's transform is byte-neutral by construction, so the non-neutral
backstop never fires and it LEFT ALL 123 EDITS IN PLACE after banking nothing (123 files / 246+ /
246-). Byte-safe but a "git add -A" trap. Reverted; spot-rebuilt ov_SC01_000 + ov_SC07_010
BYTE-IDENTICAL. Candidate fix: on a 0-bank group restore the snapshot regardless of neutrality
(§61's law applied to the success path — "neutral" is not "wanted").

T0.3 triage: 1,622 live entries, P9 filter finds 0 stale (backlog.py's drop-now-matched works).
LEDGER DEFECT (R32): the addr field is null for 1,501/1,622 (93%) — the address survives only inside
the name field, so an addr-keyed consumer silently sees 7%. My own first pass fell into it (read 121,
reported off a 7% sample); name-derivation resolves 100%. Fix flagged, not applied mid-session.
Closeness: 333 at 0, 184 at 1-4, 589 at 5-20. 1,486/1,622 (92%) UNCLASSIFIED — matching
residual_class.py's own docstring. Highest-value next: run residual_class over the unlabelled set so
the close band routes to a lever instead of grinding undirected. Zero tokens.
2026-07-26 13:16:01 -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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