Drew T d00dfe363b feat(phase-30 S7): reconcile lane 7/7 — wave 4a closes at 30/33 (91%), +76 members
- RECONCILE LANE: all 7 PLUMBING failures FIXED and banked (329K tokens — ~13x cheaper than the
  drafting wave's 4.44M). Propagated +76 member-matches / 0 failed across 51 overlays.
  Wave 4a final: 30/33 heads (91%) + 327 members = 357 function-instances from 33 drafted targets.
- THE CAPTURE CLASSIFICATION WAS EXACTLY PREDICTIVE: all 7 PLUMBING banked, all 3 DIFF stayed stubs
  (func_8017E978 / func_80184494 / func_80184960 -> redraft lane, their C is wrong). That is what
  makes the ~10-build capture step worth running before any reconcile fan-out. The lane is now
  19/19 across three waves.
- EVERY reconciled draft had a HIDDEN SECOND CONFLICT cc1 never reached (it reports only the first)
  -> "grep the whole TU in one pass" must be in the RECONCILE prompt, not just the drafting prompt.
  One agent additionally assembled the spliced TU and masked-compared its function IN TU CONTEXT
  (67/67) — proving the casts byte-neutral in situ, not merely standalone.
- NEW HAZARD, agent-surfaced (§136a corollary): an agent chose a SHARED scratch path, a concurrent
  agent overwrote it, and its verification silently compiled ANOTHER agent's TU and returned a
  meaningless rc=0. It caught the swap only because the emitted .s lacked its own function. A shared
  scratch path yields a CONFIDENT WRONG VERDICT, and no tool fix reaches it — the choice happens
  inside the agent, so the PROMPT must mandate a process-unique path. This is the Phase-28
  match_one fake-isolation defect recurring one level up.
- R22 clean-fleet 140/140 (third time this session). FLEET 95.52% fn / 92.7% instr / 86.1% distinct
  (76,273 unique fns); dedup 1905/0; C1 240496/240496; 0 NON_MATCHING in any default build (G4).
- .run/s7_extra.txt: wave 4a's idioms compiled into the wave-4b drafting prompt (the promotion that
  measured 83%->93% between waves 1 and 2).
2026-08-03 09:47:45 -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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