The T45 probe re-filed this as a crack target; it turned out to be a SCOPE problem, and the fix is a new reusable lever. DIAGNOSIS. The draft MATCHes standalone (136 ins) with block-scope `extern u16 *D_801870AC/B0/B8`, which are byte-TRUE (they produce the target's 4-byte pointer loads). The TU carries FILE-scope `extern u8 D_801870B0/AC/B8; extern s16 *D_801870B4;` at lines 3433-3436 — the preamble of the already-banked func_80135168 — and a file-scope decl constrains EVERY LATER function in the TU, so the draft's pointer decls became "conflicting types". Ordering is what makes this asymmetric: the TU's own block-scope `extern u16 *D_801870B0;` at L2829 precedes the file-scope u8 decl and only WARNS; a block-scope decl AFTER it is an ERROR. TWO WORKAROUNDS MEASURED AND REJECTED, both +3 instructions with a rotated callee-saved bank: reconcile_tu (conform to the TU) -> 139 ins vs 136, 123 mismatched cast-at-use (*(u16 **)&D_x) -> 139 ins vs 136, 123 mismatched So the byte-true code genuinely REQUIRES the pointer-typed declaration; the decls had to move. THE FIX (move the decls, never the draft — §85 applied to DATA): scoped those four file-scope externs into their only two consumers (func_80135168 and func_80135480, both of which already use the cast-at-use idiom). Verified in two steps: (1) the decl move ALONE rebuilds ov_SC01_077 byte-identical d19c9580 — declaration-only, no codegen change; (2) the original byte-true draft then banks clean, verified 1 / failed 0. R22 clean-fleet 140 passed, 0 failed of 140. THE REUSABLE LEVER: a FILE-scope extern in a shared overlay TU is a global constraint on every later function in that TU. When a byte-true draft needs an incompatible type for the same symbol, scope the existing decl to its consumers rather than bending the draft — bending it cost +3 here, twice. Family sweep is NEXT and needs the §53 carve path (has_mid_jr: true, 137 siblings, PURE) — family_sweep correctly refused it.
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.