Drew T ebdef9012b feat(phase-27 T2): make the Makefile fail-closed — the enabling fix for every downstream gate
The roadmap §5 asserted `make report` is fail-closed. It was NOT: .ONESHELL sends each
whole recipe to one `bash -c`, so with no -e only the LAST command's exit survives and
every earlier failure is swallowed. `dedup-check` "gated" purely by being last;
lint_symbol_refs / progress --audit / difficulty / dup_report were non-gates. That is the
26-A audit's own thesis (a loud failure nobody counts is as invisible as a silent one)
biting the audit's infrastructure — and until it's fixed, any R32 assertion added to a
report-invoked tool is swallowed on arrival.

- .SHELLFLAGS := -ec (global fail-closed). ONE documented opt-out: check-env (set +e — its
  contract is accumulate-every-failure-and-report, which -e would truncate at the first
  missing tool).
- check-all:610 grep -c landmine fixed (|| true): grep -c exits 1 on zero matches, which -e
  treats as fatal in a command substitution -> check-all would FAIL exactly when nothing did.
- check-all / extract-all: assert COVERAGE (pass == N), not the absence of a failure marker.
  The old `fail == 0` / `! grep -q` form was a VACUOUS PASS on an empty pipeline (R32).
- new `make tools-health` = audit-corpus + audit-cdecl + report, fail-closed — the deliberate
  pre-matching ritual the roadmap's standing invariant names, and the dependent the two
  derived oracles never had (nothing invoked them). NOT a report/build prereq — audit-cdecl
  cross-compiles every C decl through gcc (~minutes). SETUP §6.3 documents it (R21).

VERIFIED:
- NEGATIVE CONTROL (the proof): a broken lint_symbol_refs makes `make report` exit 0 under
  the old .SHELLFLAGS=-c and exit 2 under -ec. The swallow was real, not theoretical.
- the grep -c landmine + the vacuous-pass both reproduced and fixed in isolation.
- check-env still exits 0 (the opt-out works); recipe sweep found the Makefile already
  -e-aware (set -o pipefail, explicit || true) — line 610 was the only real hazard.
- R22 clean-fleet: make check-all -> 136/136 byte-identical; a forced main re-extract+rebuild
  drove the full splat->cpp->cc1->maspsx->as->ld->objcopy->check pipeline under -e -> 143dbb89.
- audit-corpus 7s / audit-cdecl green / tools-health wired.
2026-07-15 17:56:45 -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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