Answering "did we do S4?" honestly: NO, not properly. The earlier pass re-gated only the NEWEST stored draft per draft-exemplar head (8 banked of 35). S6 then proved that is sampling, not scanning -- its giant's match was the 9th of 31 drafts, and my first pass had reported "closeness 40". Redone with EVERY stored draft run through match_one, over the 39 draft-exemplar heads + Drew's named large-function list (38 targets, 33 with drafts on disk): 14 of 33 targets MATCH from a stored draft (some had 51-57 drafts each) -> 6 banked first pass, +1 after recover_giant = 7 banked -> including func_8018057C (897 ins), which was on the "needs an agent" list The 14 came overwhelmingly from ov_SC01_077 -- exactly the heads where only the newest draft had been tried. The winning drafts sit in .run/_a10_sample-cn-cast-rc/, .run/drafts-wave-cn-cast/, .run/drafts-wave-cn/, .run/ab-exp/opus-cn/, .run/backlog_drafts/ -- i.e. spread across many historical pipelines, which is precisely why "newest" is the wrong selector. 7 still open after recovery (5 near, 2 failed) -- integration classes, drafts kept in .run/s41/rec/. VERIFIED: make clean && make extract-all && make check-all -> 140 passed, 0 failed of 140. Fleet 12483035 -> 12484373 instr; distinct +1,338 / +7 uniq; fn-count +7. instr-weighted 94.9%. audit-digest OK. 0 NON_MATCHING (G4). STILL OPEN from S4: the 263x5 cluster (0x80182fd4 exemplar) sweeps 0/5 with `parse error before 'unsigned'` in the spliced draft -- NOT the missing-type class, undiagnosed, do not assume codegen. And the 2 resident stubs with gate-rejected match_one-MATCH drafts remain untouched. THE RULE (cookbook §146, now paid for twice): SCAN every stored draft, never sample. A head with 57 drafts has 57 chances, and the pipelines that produced them differ in ways that matter.
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 inov_SC01_077and propagated ×134 viatools/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.