Drew T dcc76228b3 feat(phase-30 S45 p6): 29 novel functions banked from cheap-tier waves; R22 213/213
29 byte-gated matches into ov_SC02_037 (626 -> 597 live stubs), from two Haiku/Sonnet
crack waves on the CORRECTED frontier (live INCLUDE_ASM stubs with cached seeds, not
the already-banked reach-141 shared core).

Gated with BOTH safety guards after a live F1 incident (see below):
  GATE_NO_ARITY=1   — no fleet-shared engine_core.h writes
  --no-propagate    — propagation deferred to its own controlled step
F1 bracketing assertion CLEAN (git status --porcelain src/shared config empty).
R22 clean-fleet: make clean && extract-all && check-all -> 213 passed, 0 failed.

F1 CONFIRMED IN PRODUCTION (docs/concurrency-design.md, found by the Fable5 design
pass hours earlier): gate_stage's arity pre-pass (fix_arity_callers --apply) writes
the fleet-shared header + caller externs; when a draft then FAILS to bank the edit can
survive. func_80146A6C failed its gate yet left a caller signature behind, breaking
141 of 213 binaries (ov_SC07_010: 'passing arg 2 makes pointer from integer'). The
byte-gate held throughout — nothing wrong was banked, it failed closed and loud.
Recovered by revert-to-HEAD + deterministic replay from the on-disk drafts.
Cost of the guard, measured: 2 banks (24 -> 22 on the wave-2 batch).

MODEL-LADDER CALIBRATION (independently re-verified, not agent claims):
  Haiku  4-27 ins: 43/50 = 86%   (~44k tokens/match)
  Haiku 30-49 ins: 14/25 = 56%
  Haiku >=50 ins:   5/25 = 20%   (~177k tokens/match, 4x worse)
=> the documented 'Haiku <=50' band is optimistic; the cliff starts ~30, collapses at 50.
Agent honesty across 100 drafters: 63 MATCH claims, 63 real, 0 false (one apparent
false claim was MY verification missing --o0 on an -O0-cluster function).

CARRIED: the 29 banks are x1 (propagation off); wave-3's 19 verified drafts are
UNJUDGED — their gate ran against the F1-broken tree, so those verdicts were void.
2026-08-07 18:03:17 -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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