- T1: docs/psyq-worklist.md — byte-confirmed PsyQ footprint map (psyq_identify over the original EXE): 9 footprint libs (199 placements) ranked ascending difficulty; 3 skip (libmath/libc/libsn = 0 footprint). Findings: the libgs "gaps" are libgte objects; heavy game/library interleaving (800=game+libspu+ libsnd+libetc, 800b~libgte, 800b2=game+libgpu/libc2/libapi/libmcrd/libcard); cross-library aliases (C112, UT_RON/S_IH, S_R/S_W) - T2: tools/progress.py LINKED category — INCLUDE_ASM stubs in integrated library subsegs counted as a distinct byte-identical bucket; linked-subseg set sourced from the Makefile's psyq_integrate calls (single source of truth -> auto-updates per integration, no manifest drift). libcd+libgs: 340 stubs -> LINKED; byte-identical/matchable now 425/2093 = 20.31%. Build unchanged (143dbb89) - phase-ends/CURRENT_PHASE.md: Phase 8 plan + per-task log
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
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. - 43 functions hand-matched to byte-identical machine code — including the LZSS streaming decompressor — with a decomp-permuter + matching-cookbook "flywheel" to accelerate the next.
- ~50 PsyQ SDK objects (libcd + libgs) linked byte-identical straight from the real PsyQ 4.0 libraries instead of re-decompiling them.
- 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.
Most of 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 next. 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.