These are libapi/libcard C functions in src/800c3.c that were banked as §265 verbatim __asm__ blocks. The triage (.run/S75/triage/report.md) established they carry the §188 shape (`jr $ra` with `addiu $sp,$sp,+N` in the slot) and that the "§332/§188 wall" is the §332b -O2 reorder island, which landed 2026-09-01 -- one day BEFORE four of them were banked as assembly, with the commit itself recording "6 of 53 at closeness 0" stored drafts. Converting them to stubs makes them reachable by every gate again (a verbatim body has no INCLUDE_ASM to substitute, so gate_main drops it as "resolved to NO stub") and is the honest accounting: a stub counts as OUTSTANDING WORK, a verbatim body counted as banked. BYTE-NEUTRAL, PROVEN: make extract + make build BINARY=main -> 143dbb89f34491258bbc27810d0a12ec8b43a8dd BYTE-IDENTICAL. INCLUDE_ASM pastes the same assembly the block transcribed, so it must be -- but "must" is a claim and this was gated, not assumed. Metric moves honestly: VERBATIM __asm__ bodies 173 -> 148, INCLUDE_ASM stubs 34 -> 53. 20 of 24 converted. The 4 refusals are reported, not silent: func_800623A4 / func_80062434 / func_8006252C (800c2_2) and func_8005D8A0 -- the last being the row all three of asm_in_c's detectors missed, which is its own finding. Also fixes verbatim_to_stub to CASE-NORMALISE the address. splat's convention is func_%08X but analysis artifacts carry lowercase (the triage taxonomy does), and asking for func_8005ed4c found 0 of 24 blocks that were all sitting right there. An address is a NUMBER; matching it as a case-sensitive string is R48 in its case-sensitivity form.
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.