Drew T df7bca2e65 feat(phase-31): tools/reconcile_slate.py — drive a slate to 0-dropped BEFORE the first rebuild
The 68%->95% lever from §176h.C2, mechanized. Reconciliation belongs INSIDE the wave: a banked
draft's declarations become the TU's, so a sibling clash hardens into a file clash and post-bank
recovery is measurably worse (18 parked drafts still MATCH, only 1 survived after their wave banked
vs 5 before).

AUTO-FIXES, each re-verified with match_one and REVERTED if a byte moves (a declaration change is
a codegen change, §176f):
  * COSMETIC-TYPEDEF  two names for a structurally identical struct -> adopt the other. Compared by
    BODY, never by name (OtBlk_80015498 == OtBlk_80016450; Elem12 != B12). This body comparison is
    also the answer to §176h.C's spelled-name limit.
  * SIGNEDNESS / ALIAS / ARRAY-VS-SCALAR -> adopt the TU's spelling, fixing the use site.
  * DEFPARAMS (NEW LEVER) -> adopt the TU's parameter types on the DEFINITION and re-narrow with a
    shadowing local: `void f(s32 a0_p) { s16 a0 = (s16)a0_p; <body unchanged> }`. One textual
    insertion instead of rewriting every use site, and the cast emits the same sll/sra pair.
    Byte-identical on both cases tried.

REFUSES, with named reasons, because these are decisions and not edits: DIFFERENT-STRUCT (two real
layouts for one symbol), IMMOVABLE-TU-DECL (gate_main reverts src/, so it needs its own commit +
rebuild + R22), DEF-SIDE-RETURN (adopting the TU's return type usually costs the match -- measured
on func_8001ABBC), and BROKE-MATCH for anything its own verification rejects.

Measured on wave P's leftover slate: 6 -> 9 compatible, 3 auto-reconciled, 2 repairs reverted by
the tool's own byte check, 7 named for a human.

build_wave_atlas: --rank mass (main's gate cost is per SLATE, so ranking groups by member count
silently collapses a wide band to the smallest functions -- measured 60 cards/2,604 ins where 46
cards/4,829 ins were available), and the selector no longer counts ITS OWN OUTPUT as already-waved
(re-running with identical filters had been shrinking the pool 60 -> 46).
2026-08-16 08:36:36 -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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