- CALIBRATION (25 stratified targets: 12 head-by-weight + 13 sampled across the band, so the
measurement captures the DECAY, not just the head): 28 agents -> 22 claimed -> gate BANKED 22/25
(88%) -> propagated 67 member-matches / 13 failed across 38 overlays. 89 instances.
**22,937 templatable instructions banked in one wave.**
HEAD 9/12 -> 19,492 of 28,584 templ ins
BODY 13/13 -> 3,445 of 3,445 templ ins (the small ones are EASY; all 3 misses were 611-793 ins)
- FIRST SONNET DATA (§136i ladder's new middle rung): **Sonnet 6/6 · Haiku 6/6 · Opus 10/13.**
The two cheap tiers went 12/12 and Opus absorbed every hard failure — consistent with correct
size-routing rather than luck. Small n; the controlled A/B stays parked (task #12).
- THE PROJECTION for the >=95% instr bar (Drew's decision input): 411 of 1,872 families cover the
212,594-instruction gap = ~19 waves optimistic, 20-30 realistic. Mean templ ins/family decays
1,844 (top-25) -> 1,046 (top-100) -> 525 (top-400) -> 193 (band-wide), so early waves look like
this one and later ones bank MORE functions for FEWER instructions.
- DECISION (Drew): NO phase close — keep grinding. Campaign tracked as task #15.
- Carried failures -> next lanes: func_8017D174 (793 ins, closeness 5 after ~90 variants; diagnosed
a backward-scheduler priority race -> permuter, correctly NOT ledgered a wall), func_80186E24
(611 ins, 133 of 139 diffs pure register numbers -> a natural §137 test), func_8017E2EC.
- §136c sibling-first paid again: func_8017DF84 (766 ins) MATCHED because a banked byte-matched twin
existed in the same TU; its 697 index-diffs traced to ONE root cause (a bare 0xFFFFFF literal that
loop.c hoisted to the OUTER preheader, stealing $s3) — closed by binding it to a local declared as
the FIRST statement of the inner loop body. Verified via rtu_match (real-TU), not just match_one.
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.