Drew T c7ad41c8a3 feat(phase-30 T6/S11): the propagation lag — EXTEND 31/36, and the PROPAGATE head measured
Continues the S11 lane. Fleet 96.01 -> 96.06% fn-count / 93.6 -> 93.7% instr /
88.0% distinct; dedup 1905 -> 1907 groups, 0 failed, C1 240669/240669.
R22 clean-fleet: 140 passed, 0 failed of 140. 0 NON_MATCHING (G4).

EXTEND (SC07): the 16 volatile-blocked DIFF slots banked on retry after the
data asm-label alias -> lane total 31/36.

PROPAGATE head, measured rather than projected. .run/s8_lag.json re-split: the
checkpoint's "45 classes / 20,837 ins" is really 5 classes carrying 18,545 ins
(89%) and 41 carrying 2,316. Per-class outcome:

  func_80147364  30x137 = 4,110  BANKED x137 (definition-side asm-label alias)
  func_8012f274  29x137 = 3,973  DROPPED — byte-diverges in ~130 overlays
  func_8016ba68  29x134 = 3,886  4 of 138 banked; excluded from ~130
  func_8012a598  24x137 = 3,288  SKIPPED, cause NAMED by the tool
  func_801466f0  24x137 = 3,288  no source found — the S6b D4 gap, still open

  func_80147364's byte-true definition is `(u16, u16)` while 4,046 fleet decls
  say `(u16, s32)`. u16 is a default-promotion type, so the `()` no-prototype
  escape is ILLEGAL (the documented gcc-2.7.2 dead-end) and conforming the decl
  would change caller codegen. The DEFINITION-SIDE asm-label alias gives the def
  a distinct C identifier while emitting the real symbol -- zero blast radius on
  every caller. Probed on ONE member first (1 build, not 137 -- the S29
  discipline): byte-identical 9052dc0e first try; then 137 overlays clean.
  In-tree precedent for the form: 1,725 files.

MEASURED NEGATIVE, recorded not buried: `dedup_propagate --recover` banked only
4 of 138 on func_8016ba68 and dropped func_8012f274 entirely (137 [exclude]
lines). The caller-extern reconcile that is 16/16 lifetime ON DRAFTS does NOT
transfer to PROPAGATION of these two. Cause not yet diagnosed -- probe one
excluded overlay's build output before any further attempt (§136a), do not
re-run the lever hoping.

NAMED NEXT (cheapest first): func_8012a598 skips on `missing file-scope extern
(CARRY-FIXABLE): D_801151D4, D_80126DB8_a, D_80127504` -- the SESSION-18
preamble-backscan class. Its body is 2 statements and `struct BigCopy` is
ALREADY in the shared engine_types.h (L312) with the identical statement already
macro-ized at engine_core.h:16158, so a hand-authored macro (the func_80147364
path) should take it x137 for ~0 tokens.

Process errors recorded in CURRENT_PHASE.md, all three one mechanism -- the
signal sampled is not the thing waited for: (1) a `nohup CMD &` wrapper's exit
read as the fleet check finishing (it stood at 63/140); (2) a corpus.stubs probe
mid-rebuild, which R32's coverage assertion refused rather than answer wrongly;
(3) CORRECTION to the S10 checkpoint's own rule -- `pgrep -x make` is right for
one make and WRONG for a campaign of sequential makes (it fired in a gap and
reported a live campaign done), and `pgrep -f <pattern>` SELF-MATCHES so that
waiter can never exit. Wait on the campaign process or `treelock.sh --status`.
2026-08-03 23:41:34 -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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