- sig_image overlay discovery: linear partition (split contiguous code at jr+delay boundaries) + detect_code_end (first run of invalid instrs = the code->data transition; overlay code decodes ~100% valid, data drops to 43-95%). BFS dead-ended — overlays dispatch via function-pointer tables, not jal — so call-graph BFS found ~2 fns; linear partition recovers the whole code prefix - Makefile: sig-overlays: signed 134 overlays -> .run/sig.ov_*.jsonl signs all 134 SCxx 0.4.dec @ 0x80128158 -> .run/sig.ov_*.jsonl (27s) - dup_report --cross: ingest the overlay sigs (sig.ov_* convention) + main/resident; condensed source header (overlay set-sha for reproducibility); cap top-200 per subsection + state totals; compact member sample + #bin column - RESULT (docs/duplicates.cross.md): h_exact 9366 cross-binary groups / 28.5 MB collapsible; h_norm 8957 / 38.3 MB. Top group = a 770-instruction function BYTE-IDENTICAL in all 134 overlays (one match credits the whole fleet) — 'one match unlocks many' quantified; the Phase-12/13 work queue - dedup-check green; committed per-binary digests byte-stable; report deterministic (sorted glob, no Date/random); the EXE<->resident pair still shares nothing (overlay<->overlay dominates)
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.