T51's payoff. The invocation is IDENTICAL to the T49/T50 runs; the only variable is T51's decl scoping. T49/T50 (pre-T51) 4 banked / 133 gate-fail (and all 4 were SC07 — a different cause) T52 sample (8) 8 BANKED / 8 52s T52 rest (124) 124 BANKED / 124 13m04s TOTAL 132 / 132, ZERO failures So the 133 "gate-fails" were never a codegen wall — they were one file-scope declaration per sibling TU. Fifth time this phase a wall has resolved to tooling/plumbing. GATES (from a genuinely clean tree): R22 clean-fleet `make clean && extract-all && check-all` -> 140 passed, 0 failed of 140. `make tools-health` OK — corpus 0 PHANTOM + 0 TRUNCATED, cdecl, audit-binaries, report/lint/dedup 1886 validated / 0 failed (C1 239604/239604). 0 NON_MATCHING (G4). METRICS (reconciled against make report, not asserted): instr-weighted 85.5% -> 85.7% 11240111 -> 11258063 = +17,952 ins distinct-code 76.1% -> 76.4% 67687 -> 67812 unique fns (+125) fn-count 90.62% -> 90.65% 320524 -> 320656 = +132 functions INCLUDE_ASM stubs 33189 -> 33057 = -132 +17,952 templated instructions against T50's ~18,000 estimate. distinct-code gains 125 not 132 because seven siblings are byte-identical to code already counted unique. ALSO SETTLED: - item 3 is now byte-confirmed, not just inspected: [gather_externs] warned "func_80135D20 ... the sibling will not compile" on ALL 132, and all 132 BANKED. A 100% false-alarm rate on this family, actively masking real causes. cdecl._mask is the fix (T51 used exactly that). - the T51 pre-pass is now worth folding into jtbl_family_bank; T51 withheld that pending a measured payoff, and 4/137 -> 137/137 is it. Next task. config/ (per-overlay splat.*.yaml + overlays.mk, written by the carve) is staged alongside src/ — the `git add -A src/` omission this phase already recorded once.
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.