Drew T ce79096547 feat(phase-12): T1 — resident PsyQ footprint survey = NIL (resident is custom engine code)
- psyq_identify over 4.7 (conv47, already ELF) AND 4.0 libs vs the resident
  (MAIN.CD/FILE_010/1.1, --vram-base 0x800CEDF8), code window + whole file:
  NIL footprint — 4.7 libsnd 1/226 (4-ins coincidence), libspu 0/134, libgte
  0/509, libgpu 0/61; 4.0 libsnd 2/163 (VM_DON/VM_DOFF 4-5 ins), libspu/gte 0.
  All hits are the §9.5 short-object coincidental class (<=8 ins).
- tool sanity: 4.0 libsnd vs the EXE snd region = 35/163 (works, version-sensitive)
- Ghidra corroboration: DsMix = {FUN_800d1bf8(); return 1;} custom wrapper (NOT
  stock libsnd; R13 tag refuted); resident makes 61 distinct EXE-range jal calls
  vs 37 internal — it CALLS the EXE's SDK, doesn't embed it
- => the resident is ~143 funcs of custom engine code; nothing to link. The
  DetectPsyQ 4.7 was one coincidental signature. Phase-12 plan revised
  (Drew-approved): drop the library-integration tasks; full substantial harvest
  of the resident engine by hand (REAL, not LINKED). Resident unchanged 8e17e02f.
- docs/psyq-worklist.md: corrected resident section with the byte-evidence +
  regen command; phase-ends/CURRENT_PHASE.md: revised task plan
2026-06-16 11:05:22 -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

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 now rebuilds byte-for-byte from source (SHA1 8e17e02f…) — the second binary reconstructed exactly, after the EXE.
  • 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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