Drew T ce8f7629ae docs(phase-29): T35 — the last 4 codegen-map files audited vs real gcc-2.7.2
Scope enumerated before acting: cse_expr.md, loop.md, sched.md (full pass — T33 landed only a
partial), t7g-giant-harvest.md. 35 agents (9 derive + 26 adversarial refute), 2.48M subagent tokens.

308 findings: 174 CONFIRMED / 99 LINE-DRIFT / 26 REFUTED raised -> 20 UPHELD, 6 OVERTURNED / 9
unverifiable. cse_expr.md had the highest error density (17 refuted of 74); loop.md the lowest (3 of
96) thanks to its pre-existing caveat table.

12 FABRICATED (vs 0 last audit) — DIAGNOSED, not waved through: the agents pasted MAP text into the
source_quote field instead of compiler source. All 12 are CONFIRMED-status and none underpins an
upheld refutation, so nothing was deleted on bad evidence — but they are UNVERIFIED, they sit in
loop.md's biv-elimination area, and loop.md now records that as an open gap rather than a pass (R32).

Headline corrections:
- cse_expr: THE 1000-INSN CSE FLUSH DOES NOT EXIST IN 2.7.2 (added in 2.8.1; grep num_insns -> no
  hits). It drove THREE places — §1's killer table, §6's giant tell, §7's "shift +-insns across the
  1000 boundary" lever. A lever aimed at a counter our compiler lacks, in exactly the giants this map
  serves. All struck.
- cse_expr: §2's "kill THE class reg" is singular and wrong. The audit BYTE-REPRODUCED T31's wall on
  the pinned cc1: expand_block_move (mips.c:2350-2351) copy_addr_to_reg's BOTH aggregate addresses.
  Two byte-proven remedies recorded, with the caveat that field-by-field copy is closed when the
  target's own bytes need the block move (func_80132F40's case).
- cse_expr: assign_temp absent in 2.7.2 and no /s reset on slot reuse (recycled slots INHERIT /s);
  no BUILT_IN_MEMSET; §6's "recompute after a join is never a residual" false at -O2.
- sched: S7's EPILOGUE half false (no live define_expand "epilogue" on MIPS) — re-scoped not deleted;
  insn_cost is DEP-KIND-BLIND so restoring /s anti edges is not free.
- loop: "no memory load is EVER hoisted from a loop containing a call" FALSE — invariant_p checks
  RTX_UNCHANGING_P first; byte-proven that a const int* load hoists to the preheader. Call args are
  emitted LEFT-to-right, not right-to-left.

Remaining: matching-cookbook.md (~52 citations, MIXED provenance) — but a DIFFERENT risk profile,
since its idioms are byte-proven and citations are explanation, so a targeted citation sweep is
proportionate rather than a full audit. Not done; flagged.
Docs-only: no src/ or config/ touched, R22 not re-run and not claimed.
2026-07-28 12:43:06 -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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