- RECOVERY PASS A (wave residue): gate_stage over the 3 big-3 draft dirs recovered 6 sites the bare gate rejected — func_80168664 x3, func_80168F40 x2, func_8012B77C x1. That is 6 of 19 PLUMBING = ~32%, matching the 16-39% range P29 measured. Batch 1 goes 27 -> 33 of 60. R22 213/213 + tools-health green. - HONEST SIZING (correcting my own claim): ~32% is NOT "a one-time fix for a ~50% draft loss". It moves the batch loss from 55% to 45%. Real and free; not transformative. - WIRED (task 9): dedup_extend now gates through gate_stage (the ladder: canon_resident_calls -> cast_call_sites -> sig_unify -> harvest_verify) instead of harvest_verify verbatim. Its 142 candidates failed 0/142 with reasons 118 PLUMBING / 21 CC1-FAIL / 3 DIFF — ~1 in 50 a real byte divergence, the rest declaration conflicts in the TARGET TU, which is exactly what the ladder reconciles. GATE_NO_ARITY=1 is forced for the child: gate_stage's arity pre-pass writes the fleet-shared engine_core.h BEFORE the gate and a failing draft can leave that edit behind — the F1 defect that broke 141 of 213 binaries in S45. The ladder's other rungs are draft-local. --ladder can be disabled to restore the old path. - DOCTRINE (step 3): gate every wave with gate_stage, not bare harvest_verify. Batch 1 needed a second manual pass only because I used the bare gate first. - LEVERAGE METRIC CORRECTED (R14/R35): the behemoth ranking must use LIVE reach (unmatched sharers), not total sharers. func_80144B9C reads 770 ins x 141 = 108,570 by total, but 138 of those are already banked — its true weight is 770 x 3 = 2,310. Same x134 over-count the cookbook records in §25; build_wave_args --rank live exists precisely for this and I used the wrong ranking. Remaining >=400 ins: 57 distinct functions / 77 live instances / 38,968 ins, reach ~1.35 => ~0.3% instr-weighted.
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.