Drew T e803651f0c feat(phase-20): close — cap tool + T3a %lo crack + 3 byte-proven findings; fleet 58.00%->58.82% (v1.19.0)
- THE CAP TOOL tools/cast_call_sites.py (§17a-1 callee-cast): per draft, callee whose canonical
  TU sig != draft's intended sig -> decl->canonical + call-site cast ((ret(*)(args))func_X)(args)
  (codegen-neutral; gcc folds the cast of a known symbol -> direct jal). Recovered 6 of T6 batch-1's
  33 gate-fails byte-identical (5 x134 + 1 local). Pipeline canon_resident_calls -> cast_call_sites
  -> sig_unify -> harvest_verify --chunk 1.
- T3a CRACKED (not cited): the %lo-folding indexed-global -O0 residual falls to the array-of-STRUCT
  idiom (extern Struct base[], sizeof==stride, base[i].field; NOT *(T*)(&sym+i*stride) which
  materializes &sym). func_8013B7AC banked. Reusable idiom fleet-wide. cookbook §18/§20.
- THREE byte-proven findings (R14): (1) the wave cap is the DEF-side loose-typing wall, not
  callee-conflicts (the §20 "~33" projection was wrong); (2) the -O0 cluster is OVERLAY-LOCAL,
  not reach-134 -> the ×134 rollout is INVALID; (3) data-cast is MOOT (0 real data conflicts).
- T1 typedef type-lift (+0.35%, 9 fns x134); T2 exemplar_miner router; T4 codegen map (cookbook §20);
  T6 batch-1 (+0.28%, 8). dedup 1485->1513/0 failed. check-all 136/136 BYTE-IDENTICAL (R22);
  0 NON_MATCHING (G4). fleet 58.00% -> 58.82%.
- rule R30 (capture context-dependent knowledge before a fresh session). worklog -> logs/Phase20.md.
- bumps 1.18.0 -> 1.19.0
2026-06-21 10:26:34 -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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