`jtbl_family_bank` fed every module jr member to `jtbl_carve`, which died with
`jtbl_… not found in the raw data asm`; `harvest_verify` turned that into
CARVE-REFUSED and never built. So the verdict named the TOOL, and 12 slots in
the wave-1 propagation read as a carve bug. Probing one member to the byte
level shows it is a LAYOUT the carve model does not cover:
A module binds `.rodata` at 0x0 to the SAME subseg as its code (§154-A), so
the object's rodata order IS the C file's include chain — INCLUDE_RODATA
pieces, then each INCLUDE_ASM'd function's MIGRATED table, in address order.
That reproduces the island exactly while the function is a stub. Matching it
PRUNES its .s, its table leaves the chain, and cc1 re-emits it at the END of
the object's .rodata: build 43,768 vs 43,760 bytes, first diff at 0x144
inside the island's own pointer table.
`JTBL_PADS` does not reach it either — `jtbl_rodata_pads` refuses the object
outright ("unexpected rodata content .include ... D_801EF468.s"): the carve
model covers jump tables, not an island of mixed included data.
- `migrated_tables()` detects the layout by EVIDENCE (table absent from the
data asm, present as a dlabel in the function's own .s), refuses loud with
the measurement and the design that would work (isolate the jr function into
its own subseg so its .rodata is a separate OBJECT, then ld_interleave — the
§8 machinery re-aimed at a LEADING island instead of a data tail), and
refuses a mixed carve set rather than half-carving (R32).
- Regression-checked both ways: overlay stubs classify [], modules classify
migrated.
SIZED (R37): 70 module binaries, 42 with this layout; 1,345 open module
member-slots in sibling families, of which only 44 are jr. The island work is
worth 44 slots — it is NOT the module lane's main gate.
R22 clean-fleet: 213 passed / 0 failed of 213.
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.