Drew T e0a0becfaa feat(phase-27 T4): one cdecl typedef-strip primitive (was six regexes) + surface cc1 stderr
The plan named two defective regexes; the tree had SIX with complementary holes, each
silently recording the resulting compile failure as "not a match" — a plumbing error
wearing a compiler wall's clothes, the exact class the 26-A audit exists to end (R32).

- cdecl.py: the canonical primitive — typedef_names(tu_path) + strip_provided_typedefs
  (draft, provided). Built on tu_statements (robust) NOT tu_scope (which coverage-asserts
  -> would crash the byte-gate on any unrelated unparseable file-scope statement). Splits
  multi-typedef lines (split_statements, depth-aware); covers scalar AND struct typedefs;
  keeps draft-local types. lru_cached.
- harvest_verify.py: strips PER-TU (cdecl.typedef_names of the draft's real target TU) ->
  unblocks the 39 struct-typedef drafts the scalar-only _TD dropped. And SURFACES cc1
  stderr: build() stashes it; a single-draft failure is classified DIFF / PLUMBING:… /
  CC1-FAIL / SKIP -> .run/harvest_failed.classified.txt. A `redefinition` is no longer
  recorded byte-identically to a codegen miss.
- masked_diff.py: strip_scalar_typedefs() (common.h set derived from the header once, R33,
  cached) replaces SCALAR_TYPEDEF_RE.sub for the ISOLATED compile; wired into match_one +
  p16_permute. Fixes the multi-typedef-LINE skip that discarded 42 masked-MATCH drafts over
  whitespace. Unblocks B4's func_8015C32C (redefinition of 's16').
- canon_sig_reconcile / eval_lora / format_finetune keep their own copies — migrate
  per-bank, byte-gated (the audit-prescribed cadence, not a big-bang swap).

VERIFIED:
- HEADLINE known-answer: func_8015C030 -> MATCH (23 ins) UNEDITED via match_one (was
  CC1-FAIL; the multi-line typedef split alone fixes it — a live x134-family draft that
  was being discarded over whitespace).
- unit: 7/7 scalars stripped; a local struct KEPT; a TU-provided Blk16 stripped.
- classifier unit: DIFF / PLUMBING:… / CC1-FAIL / SKIP all label correctly.
- all 5 edited tools import + AST-parse clean.
- R22 clean-fleet: check-all 136/136; main clean-rebuild 143dbb89. (A mid-test c4546248
  "mismatch" was a stale-incremental artifact from concurrent compiles, cleared by a clean
  rebuild — the R22 lesson; edits touch only tools/, src/ stayed git-clean.)
- SAFETY: a strip bug can only fail-to-bank, never falsely bank (INCLUDE_ASM pastes the
  original asm; a wrong draft always changes bytes -> always fails SHA1).
2026-07-15 18:11:43 -06:00
…
…
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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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