- targeted dedup_propagate --addr per core (NOT --auto-from), --recover for stragglers:
0x8014ADE0 -> 138 overlays byte-identical
0x801325B8 -> 134 (ov_SC07_011 byte-diverges -> auto-excluded, kept x1 — what --recover is for)
0x801387B8 -> 138 overlays byte-identical
= ~410 member-instances; 3 new dedup groups (1840 -> 1843), C1 coverage 233795/233795.
- 2 of the 5 banked cores (func_8014E284, func_80137DD4) stay ×1: "not self-contained (local types)"
-> blocked on the build_engine_types type-lift (the §19/§20 propagation cap). Carried.
- R22 clean-fleet 140/140 BYTE-IDENTICAL; audit-binaries OK; dedup 1843/0; 0 NON_MATCHING (G4).
Fleet instr 71.0 -> 71.4% / fn-count 86.30 -> 86.42% / distinct-code 53.3%.
- SELF-CORRECTION (R14/R35), now fixed in cookbook §55c + CURRENT_PHASE: my earlier claim that this
propagate "needs ~2h+" was WRONG. That timing was taken while the tree still carried the partial
damage of a killed --auto-from (90/140 overlays broken), so every member-gate was failing/retrying.
On a HEALTHY tree a targeted --addr propagate is ~233s/core (all 3 = ~27 min) — ~20x faster. Only
--auto-from is genuinely fleet-slow. A timing taken on a broken tree measures the breakage, not the
tool — recover the tree FIRST, then measure.
- cookbook §55: the wave's new byte-proven levers (§49-variant birthing-boost suppression via
reg_n_sets 1->2; sched1 birthing/LUID + "cc1 -dL" movable introspection; switch-tree vs jtbl
CASE_VALUES_THRESHOLD=5; block-scope-extern beats *(T*)&sym) + the GATE-ORCHESTRATION law
(--no-propagate per group then ONE targeted --addr; commit banks BEFORE propagating; a reverted src
needs a re-extract; gate_stage's default harvest_verified.txt accumulates -> phantom banks).
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.