- THE FLOOR MOVED: permuter_ils on the S42 draft -> masked 65->44 (cycle 1, flat over 5 warm restarts); re-measured in match_one terms 63 -> 42 mismatched, 947/947 ins. First movement after ~40 hand probes, and it came from repairing an instrument (S43-1), not from new C. Draft preserved + allowlisted: .run/s43/func_8017C6F4.ils44.c; logged at closeness 42. - THE S42 "rumour" CLAIM WAS WRONG (R14): the 2026-07-01 row HAS an artifact, it IS on disk, and it reproduces exactly (14 mismatched of 15 target ins, SIZE-MISMATCH/redraft). It is a near-worthless draft on a DIFFERENT BODY: 0x8017C6F4 is 15 ins in ov_SC03_010/011/013 and 948 ins in ov_SC03_126/003 + ov_SC04_021 + ov_SC05_019 (§148-E, ledger side). - THREE ledger defects fixed: (1) load_best keyed on ADDRESS ALONE -> the two bodies merged and the lower ABSOLUTE closeness won, so 14-of-15-wrong (7% correct) masked 63-of-947 (93%); now sub-keyed by known nins, legacy rows unchanged. (2) binary=null defaulted to ov_SC01_077, where the fn does not exist AT ALL, and "not an open stub" was read as "banked" -> today's result was invisible to render/grinder/target-selection (absent != done, R32/R34); now derive binary from the draft path + only drop when closed everywhere it exists. (3) `log` had NO --binary flag -- the root cause of every null; added + derived in append_record. - IMPACT DERIVED, NOT ASSERTED (R37): replaying the pre-fix selection = 836 -> 837, 1 appeared (func_8017C6F4 nins=947), 0 vanished. One row today; the mechanism would eat every future one. - PROBED AND NOT BUILT: relative-closeness ranking (only 24/836 rows carry closeness+nins, and the two orderings agree 14/15 on those). Documented in the log instead.
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.