Drew T fa7b9d4c71 feat(phase-30 S45 L3): the emulator tour — all 28 script modules + MAIN/3 onboarded; fleet 212, R22 212/212
- THE TOUR (Drew driving the retail debug menu; mode-7 hammer over the Redux web API):
  all 28 script modules captured live at four byte-verified per-chapter slots
  (SC03/73-79 @0x801EF468 ch2-period, SC03/132-138 @0x801E25E8 ch3, SC04/24-30
  @0x801E7B28, SC05/23-29 @0x801ED988); the routing law: debug-menu AREA selects the
  chapter, each CITY interior streams its own module (member k <-> interior k).
  md_MAIN_011/DISELECT byte-proven 24,236/24,240 in RAM; slots A/B/boot R34-verified live.
- MAIN/3 DISCOVERED: the main-menu module (id 0x39, 121,884 B), mis-bucketed as data by
  BOTH audit oracles; live byte-proven @0x800CEDF8 (42,632-B exact prefix); onboarded.
- 29 onboardings BYTE-IDENTICAL on first build -> fleet 212; R22 212/212 after three
  md_MAIN_003 catches: the A4 DsMix leak; an extract-order-sensitive splat boundary
  (bytes: a 1-word data sentinel in .text + fn at +4 -> pinned in symbols file);
  corpus.stubs now treats D_*/jtbl_* INCLUDE_ASM as blob includes (mirrors progress.py)
- module-id census (offline, disc-wide): 77 id-law code payloads, 0 further misses;
  SC03/55 = confirmed DATA. audit-disc: UNCLAIMED 34 -> 6, residue 0 — the 6 carry
  byte-checked negative evidence; next tier = the CD-read tracer
- docs: memory-map §S45 (slots + routing + debug-menu ops), disc-completeness S45
  addendum, decision-log R31 entry, docs/debug-menu-list.txt (Drew's transcription)
- .run/s45 evidence allowlisted (tour logs/scripts/rosters); 104 ram dumps LOCAL-ONLY
- new baseline: 93.8% instr / 95.68% fn / 87.2% distinct over 212
2026-08-07 14:03:51 -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

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 in ov_SC01_077 and propagated ×134 via tools/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.

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