Drew T e92ba14028 feat(phase-30 S47-C): dedup_extend banks 62/129 (first non-zero); gate_stage verified-out fix
C, unblocked by B's declaration conform. 23/23/16 banked across ov_SC03_107, ov_MAIN_012,
ov_SC02_037 — the first non-zero result on this population (S46 got 0/142, then 0/129).
R22 clean-fleet: check-all 213 passed / 0 failed of 213. tools-health OK.
dedup-check 1949 validated / 0 failed, C1 coverage 249295 (= 249233 + 62, independent
confirmation of the count). Fleet 93.9% instr / 87.2% distinct / 95.72% fn-count.

THE TOOL REPORTED "BANKED 0 / 129" AND WAS WRONG. gate_stage's ladder hands the same
--verified-out path to harvest_verify on every rung, and each rung opens it for write: stage 0
banked 23 and wrote them, then a later rung that banked nothing truncated the file to 1 byte.
The in-memory list uses += and stayed correct, which is why the JSON verdict listed all 23 names
while the file said nothing. dedup_extend read the file, printed BANKED 0, and took its
`if not banked:` branch — skipping add_members_surgical, so the registry was missing 62
memberships for functions already spliced in and byte-verified.

- Registry repaired by deriving the banked set from git diff (+DEFINE_func_*), not from the
  broken file. Post-check: 0 missing.
- ensure_include_revert did NOT fire (added_include False, include already present) — the
  P29-S19 defect that once stripped a load-bearing include from 135 binaries stayed closed.
- gate_stage now writes verified_out once at the end from the accumulated truth.

Caught only because bank truth is derived from source (§55b), never from the gate report.
Residue (67) is consistent with the symbols B deliberately left: memcpy 17, ApplyMatrixSV 12,
gte_SetRotMatrix 4, plus 21 CC1-FAIL and 3 DIFF. Not separated: how much of the 62 is B's
conform vs the ladder's own recovery rungs.
2026-08-10 16:35:57 -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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