Item 3, and it banked the third family. extract_unit located a definition with "the line matches
<type> func_<addr>( and does not end in `;`" — wrong whenever ONE LINE holds both a declaration and a
definition, which the handwritten inline-asm wrappers do:
extern void func_80156044(int, int); int func_80155FF8(int, int) { __asm__ … }
The line does not end in `;`, so func_80156044 — appearing there only in the DECLARATION — was taken
as a definition head. extract_unit lifted the neighbouring WRAPPER instead of the real definition
seven lines below; every sibling already defines that wrapper via its shared DEFINE_ macro, so all
137 failed with `redefinition of func_80155FF8` and it read as a compiler wall.
FIX: ask what follows the PARAMETER LIST, not what ends the line (`_def_head_at`) — `;` is a
declaration, `{` or end-of-line is a definition. Plus the R32 assertion: a unit that defines a
function other than its target cannot template, so refuse LOUDLY (`_foreign_defs`).
TWO TRAPS HIT WHILE WRITING THAT ASSERTION, both caught by regression-checking against families known
to bank: (1) _def_head_at ALONE over-fires — a call whose args wrap has nothing after the `(` on its
line, which "end of line => definition" reads as a definition; it refused THREE families that had
just banked 137/137. (2) The type-prefix test ALONE under-fires — it is what missed the wrapper
originally. The predicate needs both: split the prefix on its last `;`, require the remainder to look
like a return type, then check what follows the parameter list. All five known-banking families
extract byte-identically before and after.
RESULT: func_80156044 0/137 -> 137/137, 0 failed.
GATES: R22 clean-fleet 140 passed, 0 failed of 140; tools-health OK (corpus 0 PHANTOM + 0 TRUNCATED,
cdecl, audit-binaries, dedup 1886/0); 0 NON_MATCHING (G4).
METRICS: instr 86.2% -> 86.3% (11328601 -> 11338739 = +10,138 ins); fn-count 90.84% -> 90.88%
(321335 -> 321472 = +137); distinct-code 76.7% -> 76.9% (67937 -> 68066 = +129).
cookbook §110.
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.