Drew T fca3839049 feat(phase-33): C1 the history-rewrite tooling — tools/public_rewrite/ (git-filter-repo 2.47.0), PROVEN by two trial rewrites on a scratch bare clone
- hash_dict (4,420 commit objects -> commit:NNNN / twin / orphan; 150,280 prefixes; 0 ambiguous; 0 collisions with 1,480
  cited content hashes; scratch mailmap), scrub (12/12 self-test; HEAD sample 731 distinct tokens == git's own lookup),
  gate_scan (+ expected_offenders.txt fixture: the R39 negative control, PASS over 16.8 GB in 2 m 25 s; rom_blob_ids =
  content/signature hits U purge-path blobs not shared with any other path), run_filter (module API; --force only for the
  deleted tag), verify_rewrite (pairwise proof + no purge path survives + pruned set == derived purge-only set),
  build_commit_map (0 old hashes asserted; unchanged commits exempted), resolve_tokens, absent_scan (positive control on the
  current repo: FAIL 82,362), probe_github.sh (skips unchanged commits)
- trial #1 found two defects the plan had not foreseen: the EMPTY blob in the strip list (--strip-blobs-with-ids then
  undid every "file emptied" change in history and pruned a restore commit) and the byte-identical Initial commit keeping
  its hash; both fixed with controls
- trial #2: filter 269 s, exactly 1 pruned, verify 4,029 pairs / 0 failures, map 4,030 rows, absent_scan + gate PASS on
  the clone, 1,231 tokens resolved at a trial tip (residue 7: the pruned commit x3, orphans x4), aggressive repack 500 -> 80 MB
- SETUP P33 C1 section + rows (R21); runbook §3/§5/§6/§10 measured; requirements-python.txt; CURRENT_PHASE -> NEXT = C2
2026-09-06 22:37:10 -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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