func_801EDC18 (md_SC05_023) is the largest multiplier remaining — 57 members. The wave agent
abandoned it at "closeness 6" with class SIZE-MISMATCH [redraft]. It was two lines from correct.
THE CODE (cookbook §160a): the target copies 8 bytes with lwl/lwr + swl/swr — gcc-2.7.2's
emit_block_move for a type with ALIGNMENT 1. The draft used a u32 copy (aligned lw/sw), which is
wrong by construction. `typedef struct { char c[8]; } Blk8; buffer = D_801ED98C;` reproduces it.
Six spellings were tried in parallel; two independent agents converged on the same one.
THE INSTRUMENT (§160b) — this is the part worth more than the function. The target .s bundles a
leading `.section .rodata` block (D_801ED98C as two .word) ahead of .text. Those lines carry the
same `/* off vaddr HEX */` shape as instructions, so masked_diff.insns_from_s counted them as TARGET
instructions, while insns_from_object (objdump -j .text) can never emit them. A byte-perfect draft
therefore read `mine=26, target=28, 26 mismatched` — every position shifted by a constant +2 — and
got classified as needing a redraft. 116 of 12,583 .s files in the corpus have this shape, one at
-29 instructions. Every one of them would report a false wall to any agent that tried it.
Fixed: insns_from_s tracks .section and counts only .text. Full-corpus control: 12,467 unchanged,
116 corrected, 0 regressions. Same artifact class as §129a (post-carve jtbl inflation).
THE OWNERSHIP LAW (§160c) — my own error, corrected by the gate. Four sites declare
`extern short D_801ED98C;` and nothing in src/ defines it, so I shipped an extern-only draft. The
gate refuted it: `undefined reference`. The .s block the draft REPLACED was the definition. The
variant emitting `const Blk8 D_801ED98C = {{...}}` banks clean. Never infer ownership from externs.
R22 clean-fleet: check-all 213 passed / 0 failed of 213.
ALSO BANKED — the wave's idiom harvest, which had been sitting unwritten in workflow transcripts
(R16/R30 debt): §160d the ASYMMETRIC INDEX RELOAD (a just-stored narrow field read twice emits
reuse-then-reload; the C is deliberately asymmetric), §160e a stack-layout scheduling rule now
byte-proven on a SECOND independent function (promoting it from coincidence to rule), §160f the
address-only global store via array decl, §160g sibling-search keyed on the CALLEE SET as step 0 of
every wave prompt (one grep turned a 126-instruction crack into a copy-edit).
Cookbook index regenerated: 468 sections.
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.