Drew T f91a67a6fe feat(phase-7): libgs block 6 linked byte-identical (16 objs / 26 SDK funcs) — session F
- resegment 800b -> [800b pre][libgs6][800b2 post]; psyq_integrate the 16 contiguous
  block-6 libgs objects (GS_110/119/120/121/122/123/127/131/133/134/135/137, PRESET,
  PRESET3, OBJT, OBJT3) at vram 0x80053AF8-0x80057928; make check BYTE-IDENTICAL
- fix the resegment-triggered spimdisasm boundary instability: declare GsMulCoord2/3
  (real MATRIX.o funcs, verified via the PsyQ object, R15 Ghidra-mirror pending) +
  carve the s8 data descriptor table [0x53198,data,53198] (D_80062998 was shadowed by
  a mis-detected func_80062998); ld_interleave FRONT_DATA -> 53198.data.o
- psyq_integrate multi-library support: per-lib NOLOAD section namespacing (.nl_<tag>_*)
  so the 2nd integration's NOLOAD isn't skipped (was discarding OBJT3 .rdata/.bss);
  trial-link includes sibling *_externals.ld (kills the '31 UNRESOLVED' false alarm);
  global NOLOAD re-sort by vram (kills 'dot moved backwards')
- tools/make_libgs_block6.sh: reproducible curated-dir regen (disambiguated 16 objects)
- gated on [ -d .run/obj40/libgs_block6 ]: fresh-clone stub fallback verified byte-identical
- cookbook s9.4 (multi-library integration gotchas); CURRENT_PHASE updated
- next: full libgs integration (other 5 blocks), then Task 6 close-out + Task 7 PhaseEnd
2026-06-15 10:48:08 -06:00
2026-06-10 22:02:07 -06:00
2026-06-10 22:02:07 -06:00
2026-06-10 22:02:07 -06:00

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

Early foundation. Current phase and progress live in phase-ends/ (newest PhaseEnd_*.md = current state). Project methodology, rules, and the full roadmap are in PROJECT_CONTEXT.md. Environment setup is 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.

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