Drew T c916115291 feat(phase-29 T3): the §53 has_mid_jr INTERLOCK + worker_wave -O0 build-step fix
- family_sweep §53 INTERLOCK (the Task-3 deliverable): a has_mid_jr family CANNOT bank through the
  carve-less --hseq path — its exemplar's own bank needed a jump-table carve. The sweep now SKIPS them
  LOUDLY, names the right tool (jtbl_family_bank), and states that a 0% from this path is a TOOL
  ARTIFACT, not a wall. Uses the manifest's has_mid_jr (family_hseq already derived it — R33, one
  oracle, shared with dedup_extend; no re-derivation). --allow-jr is the escape hatch.
  WHY: a silent 0% from the wrong tool is exactly what manufactured the Phase-26 "structural families
  ≈0% / don't template" doctrine and steered two phases of strategy (§53, Phase-28 T1). The interlock
  makes the omission impossible to misread.
  VERIFIED (live-fire + negative control, R32/R35): manifest carries 11 has_mid_jr families / 163
  member-slots of 1418 sweepable; --band substantial -> skips 9 families / 155 slots (159 -> 150
  families); --allow-jr -> 159 (does NOT skip). It correctly flags 0x8017bebc (n=115) = B2, the very
  family whose missing carve produced the ≈0% doctrine (0/8 -> 102/115 once carved).

- worker_wave.js: pass --o0 to the match_one self-check for -O0 targets (new `o0` target flag) + an
  -O0 prompt block (§18/§18-P29: the %lo-fold residual and the array-of-struct crack). Without it an
  agent iterates a -O0 target against an -O2 compile and can NEVER match — the same wrong-build-step
  trap that produced the Phase-28 "~3%" swing number (Task 1). Exercised live by func_8013C414.

- byte-neutral: tooling only, no src/config touched.
2026-07-17 02:12:17 -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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