Drew T e0dee637b1 docs(phase-31): cookbook §176 — 7 levers mined from all 14 overnight wave journals (26 novel of 81)
Harvested by a 15-agent workflow over every wave's journal.jsonl (where the long analyses live —
notifications truncate them), each cross-checked against the existing cookbook + gcc-2.7.2-map
before being called novel, then synthesized by residual CLASS rather than by function.

- §176-A STATEMENT ORDER AROUND A CALL is the first thing to check for any schedule/delay-slot/
  ±1-length residual. fill_simple_delay_slots backward-scans and never hoists an instruction
  emitted AFTER a call into that call's slot. The arg-register tell: a delay-slot store whose
  address goes through that call's own arg reg PROVES the statement sits before the call.
  func_80186764 7/92-off + pins -> MATCH 92/92 by moving one statement (no pin needed);
  func_80188528 41/102-off, filed 'irreducible tie-break, permuter fuel' -> MATCH 102/102.
- §176-B a small REGALLOC-PERM is usually NOT allocation. B1: a narrow global that is really
  wide_sym+2 must be expressed through the wide object (asm-label alias) or the disambiguator
  sees no dependency; func_80185548 MATCH 77, verified with a full HI16/LO16+R_MIPS_26 resolve
  oracle. B2: pin the short-lived INTERLOPER out of the way, not the contested value;
  func_8018CA74 MATCH 63/63 with a register-choice sweep confirming the mechanism.
- §176-C 🔴 WALL REFUTATION, and I verified the source myself: gcc-2.7.2 sched.c:1704 tests
  call_used_regs[i] where every neighbouring line uses regno+i, so for any 1-word register the
  test is always call_used_regs[0] (, call-used on MIPS). EVERY hard-reg SET in a block
  therefore gets a REG_DEP_ANTI on the last call, while the pseudo arm (sched.c:1732) is guarded
  by reg_n_calls_crossed. A PIN CANNOT SCHEDULE AROUND A CALL — sometimes the correct move is to
  UNPIN. Refutes the universality of sched.md S11 step 1 and the 'always try pins' reflex.
- plus §176-D (CSE levers in reverse), §176-E (two cc1-probed spellings), §176-F (four residual
  verdicts that were lying).
- the section ends with an explicit 'What is NOT banked here' listing 7 mined items judged too
  thin — including two whose functions are still INCLUDE_ASM (lever unverifiable) and one whose
  narrative CONTRADICTS the banked C. Recorded so they are not silently lost.
2026-08-15 09:09:09 -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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