Drew T d3f3d8ba22 feat(phase-30 S47-W1b/G2): 3 retries banked, 2 new rules; main signed for the first time
W1b — the 3 targets whose agents died on API rate limiting, retried with cookbook §160 in the
prompt: func_801EFBF4 (reach 12), func_801EFDC8 (12), func_8018CC40 (10, jr). 3/3 confirmed by an
independent verifier, all banked, R22 clean-fleet 213 passed / 0 failed of 213.

func_8018CC40 failed the first gate with `too many arguments to function func_80178970` — which its
own crack agent had PREDICTED in its report, naming the §17a-1 remedy. Dropped the draft's
empty-paren externs and cast 6 call sites instead; banked. Read the agent's integration notes
before diagnosing a gate failure — it has already seen the TU.

Cookbook §161a-c (index 469 sections):
 §161a case 0: break; is LOAD-BEARING when a jump table is indexed from zero. The natural
   case 1..5 makes gcc-2.7.2 pick minval=1, emit `addiu $v1,-1`, and shift every table index —
   58 of 77 mismatched on a byte-perfect body. Tell: the table's FIRST entry points at the
   function's own end address. Family-wide (10 members).
 §161b aliasing a parameter into a local can force a SECOND callee-saved register (+8 frame,
   +3 ins) even when uses are mutually exclusive. Suspect it before reaching for register pins.
 §161c loose-prototype engine helpers: don't fight the TU's (void) decl, cast at the call site.

G2 — THE MAIN EXPERIMENT. family_hseq excludes main as "structurally barren — zero h_exact
overlap". True and irrelevant: an h_exact claim guarding an h_seq tool. There is not even a
sig-main target — main had never been signed for this pipeline. Signed it (2,002 fns, seeded from
splat boundaries via corpus.stubs rather than --bootstrap, which glues functions around jtbl
dispatch and would have corrupted the hashes under test).

Result: main is ~85% singleton work, not 100%.
  internal h_seq families (>=2):  207 families / 748 fns / 11,537 ins (13.7%)
  shapes shared with the fleet:   161 fns / 1,346 ins (1.6%)
  genuine x1 remainder:           ~71,034 ins (84.6%)
IMMEDIATELY ACTIONABLE: 44 classes / 151 main functions / 1,239 ins already have a matched exemplar
in the fleet — free propagation, invisible only because main is not in the map.
Long-term: 748 of main's 2,002 functions (37%) are templatable once one exemplar per family is
cracked, which refutes "2,002 independent cracks" as the planning assumption for the 79k-ins tail.

OPEN, deliberately not done unilaterally: adding a sig-main target and dropping main's exclusion
from family_hseq.load() changes a fleet-shared oracle every targeting tool reads. Needs Drew's call.
2026-08-11 12:31:16 -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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