Oracle (G1, Ghidra types get, /LIBGTE.H, psyq400.gdt): MATRIX = 32 bytes (short m[3][3] @+0x00,
long t[3] @+0x14, 2B pad after m); SVECTOR = 8B; VECTOR = 16B (long vx,vy,vz,pad).
- HAZARD CONFIRMED: the fleet-wide name `MATRIX` held {s32 m[3][3]; s32 t[3]} = 48 BYTES, not a PsyQ
type at all, while THREE other names (MATRIX_c1, MATRIX_c2, MATRIX2) held the true 32B layout. The
canonical name carried an invention; any future reader assuming PsyQ semantics would be misled.
- FIXED by pure consistent rename across 205 files: 48B invention -> MATRIX_L48 (KEPT — ~131 files are
byte-correct against it, and "fixing" it to 32B would change sizeof/array stride hence codegen);
the true 32B layout now owns MATRIX. R22 clean-fleet 140/140 BYTE-IDENTICAL.
- VECTOR left UNCHANGED on purpose: ours is 12B vs PsyQ 16B (missing trailing pad). I first called it
dead — wrong, it has 1 live use (engine_core.h gte_ldlv0((VECTOR*)sp)). Offsets already agree so a
fix is likely byte-neutral, but it is a LAYOUT change and bundling it with a rename would make an
R22 failure ambiguous. Own R22-gated commit, later.
- engine_types.h gains an oracle-sourced GROUND-TRUTH block: real PsyQ layouts, which of our names are
true vs invented, why MATRIX_L48 must not be "corrected", and the draft-time rule (address-suffix
anything you invent — 7 of the 8 collisions this fleet accumulated were bare generic names).
- SCOPE HELD: renamed + documented; did NOT force existing code onto real PsyQ definitions.
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.