26 agents over wave U's 64 index_gap reports (7 cluster readers, one adversarial verifier per candidate defaulting to REJECT, seeded with §193 so it could not be re-derived): 14 CONFIRMED, 5 REJECTED, 44 already answered by an existing section (wave T: 9/5/61). TWO OF THE 14 CORRECT WORK BANKED THE SAME DAY, and both are now cross-banner'd: * §194-E — `exemplar` is not merely un-banked (§193-A): it names the card's OWN target on 42/73 wave-U and 36/71 wave-T cards, and the `seed_ref` §193-A shipped is same-binary 0/51, so the card still carried ZERO destination-TU locality. Fixed both ways: a self-pointing exemplar is now emitted as null, and cards carry `tu_ref` — banked functions in the card's OWN .c ranked by symbols shared with the TARGET's .s relocations (62% of wave-T targets had such a neighbour vs 19% for the cross-overlay literal grep). Operand-only extraction: a naive uppercase-word regex read the .s comment column's hex words as symbol names (34 "symbols", 31 of them hex). * §194-N — §193-D's C dial is misstated: the lever is a SURVIVING CODE_LABEL, not "a label between the block and the call". jump_optimize deletes any label with LABEL_NUSES == 0 long before sched1 and rewrites a C user label into NOTE_INSN_DELETED_LABEL, which is not a basic-block boundary. Highlights of the rest: §194-A a zero-byte fence is a one-way wall RELATIVE to the statement being steered (after = emit-first), and the barrier predicate is volatile-or-colon-less, not the "memory" clobber; §194-J back-to-back identical stores are deleted by flow.c's last_mem_set unless volatile; §194-K blinding sched1's alias oracle with a second SET is the first zero-byte dependence-CREATING lever; §194-M a store in a conditional branch's delay slot proves its C statement DOMINATES the branch.
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.