Items 1-2 off T52's list, plus a third defect found by T53's own testing. TOOLING ONLY — banks
nothing; metrics unchanged by design (85.7% instr / 76.4% distinct / 90.65% fn-count).
1. THE T51 PRE-PASS IS A jtbl_family_bank STAGE (cookbook §103, AUTOMATED)
Order: raw -> scoped -> tu-scoped -> recovered -> reconciled. After the non-invasive stages (it
edits the TU outside the spliced body); BEFORE the recovery stages deliberately — those bend the
DRAFT and T48 measured both at +3 ins for this class, so they cannot succeed here. The stage
re-runs scope_data_fix against the SCOPED TU rather than reusing the raw body: composition-correct,
since the contested symbols no longer have a file-scope decl to be dropped against.
COUNTERFACTUAL, byte-gated on a reproduced blocker (ov_SC01_000 restored to its pre-T51 TU):
raw -> compile error (conflicting types)
scoped -> compiles, FAILS the byte check (§8d drops the decl -> the u8 CSE costs +3)
tu-scoped -> BANKED
That is the evidence the stage does the work — not T52's sweep, which ran on TUs T51 had already
scoped by hand.
Refactor note: a stage editing outside the spliced body must RE-FIND the splice point (the stub
offset indexes the ORIGINAL TU). Each stage now carries its base; every pre-existing stage passes
`orig`, where the re-search returns the identical span — same operation as before, by construction.
2. gather_externs' COMMENT-SCANNING FALSE POSITIVE — FIXED (cookbook §104)
It scanned RAW text, so a symbol named only in the draft's PROSE counted as referenced: the
func_80135D20 warning that fired on 137/137 and was right 0 times. Fix is a two-text discipline —
MATCH on cdecl._mask'ed text, EMIT by span from the ORIGINAL (a masked decl is all blanks, so
"just mask it" would splice whitespace). Same change closes a second, unobserved defect of the
class: a COMMENTED-OUT extern could be selected as the carried decl and spliced in as live code.
MEASURED as a no-op on output (R14): 20 (exemplar, sibling) draft pairs across 4 families, old vs
new -> 20 identical / 0 differing. Only the false warning changed.
3. UNPLANNED — A REVERT THAT DID NOT SURVIVE AN EXCEPTION (cookbook §105)
A wrong exemplar made remap_hseq raise AFTER the carve rewrote config/ and jr_isolate created a
region file; the exception propagated out of bank(), the revert never ran, and the tree kept a
rewritten carve config plus an UNTRACKED region file (git checkout -- src/ does not remove it).
In a 132-member sweep that residue rides into the next member's build. bank() is now a
revert-guaranteed wrapper around _bank(). Negative-control proven: the crashing invocation now
reports {'exception': 2} and leaves git status -- config/ src/ at 0.
"Revert on failure" != "revert on every exit"; the exits are success, gate-fail, refusal, and the throw.
GATES: R22 clean-fleet 140 passed, 0 failed of 140. tools-health OK (corpus 0 PHANTOM + 0 TRUNCATED,
cdecl, audit-binaries, report/lint/dedup 1886/0). 0 NON_MATCHING (G4).
HONEST COVERAGE GAP: no live end-to-end BANK through the refactored loop — all three big families are
137/137 and the only family with live stubs (0x80191c50) has no banked exemplar, so it refuses. The
counterfactual byte-gated the exact splice on all three candidates and the 2-member run exercised
construction/refusal/revert/tally; the next real family sweep is the true end-to-end validation.
MY ERRORS: invoked the sweep with a wrong exemplar+address for a cross-address family (an unmeasured
guess about a members file I had not read — it is what surfaced defect 3); and deleted last_err's
initializer while refactoring, which would have raised NameError on the first clean gate-fail.
cookbook §103 (AUTOMATED) + §104 + §105; SETUP inventory row updated (R21).
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.