- mapped the blob vs bytes: word0 data header (0x36); clean code 0x4..0x4610 (145 funcs, zero embedded jump-tables/trap-ops); data tail 0x4610..EOF (pointer tables + 78.5KB zeros) - split: [0x0, rodata, hdr] + [0x4, c, resident] + [0x4610, data, tail] - fix 1: the leading data word sits BEFORE code, which fights section_order; emit it as rodata (no-dot) so section_order [.rodata,.text,.data,.bss] places it first @0x800CEDF8 — a 1-word analogue of main's rodata-island, no ld_interleave needed - fix 2: build_path=build (not build/resident) so splat's .ld object paths match the Makefile's build/asm/** + build/src/** pattern rules (only elf/ld/output in build/resident/) - MILESTONE: make build BINARY=resident -> 8e17e02ff8954d07c979449198f7e1645046b353 BYTE-IDENTICAL (365,404 B, end vram 0x80128154); -G0 confirmed (0 gp refs); R22 clean-rebuild green; main still 143dbb89… (no regression) - src/resident/resident.c (143 INCLUDE_ASM stubs) committed; asm/resident/** regenerated
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
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 now binary-agnostic (one parameterized pipeline builds any binary, proven a byte-exact no-op on the EXE), ready to stand up the overlays. 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.