Drew T fd80bd7007 feat(phase-30 S47-0a.1): the symbol-KIND fix banks 205 members; the residue crosses over to DIFF
Stage 0a's first defect, and the largest single zero-token bank of the session.

family_remap's kind test asked ONE question — is this address a function in the SIBLING'S OWN sig?
— and defaulted to `D_` on "no". But a body calls outside its image constantly: an overlay calls
resident helpers, an md_* module calls the overlay-range engine. Those addresses are absent from
the sibling's sig, so the test fell through and emitted a DATA NAME FOR A FUNCTION —
`D_800183E0`, `D_800D1EBC`, `D_80171A1C`. None exist anywhere in src/ or config/symbols.us.txt,
while `func_80171A1C` alone has 1,061 references. Measured: 611 member-rows across 45 symbols,
the largest named residue class. "Not in MY sig" means "not mine", not "is data".

Fix — three oracles, strongest first, never a blanket fallback:
 1. the sibling's own sig (authoritative for its image; this is what preserves the Phase-29 T82
    case where a slot is a function in the exemplar and DATA in the member — unioning every sig
    would have re-broken the 251 members T82 fixed),
 2. the always-linked images via extern_fn_addrs() — resident + main, 2,146 addresses whose ranges
    cannot collide with an overlay's,
 3. the exemplar reached it by `jal` — a call target is a function BY DEFINITION, which covers an
    external address neither sig claims (0x80171A1C from an md_* module, 112 rows).
Only a non-call reloc no oracle claims still falls to `D_`.

Result: BANKED 205 member-matches, failures 670 -> 575, derived net = report = 205.
R22 clean-fleet 213 passed / 0 failed of 213.
Fleet 94.4% instr / 88.3% distinct / 96.27 -> 96.33% fn-count; stubs 13,563 -> 13,345.

THE RESIDUE HAS CROSSED OVER: DIFF is now the LARGEST class at 143 of 575 — real byte divergence
outranks plumbing for the first time this session (undefined-ref 611 -> ~8, PLUMBING-other
231 -> 81). The ~5:1 plumbing:DIFF ratio that justified "tooling beats volume" has inverted in this
queue, exactly as the frontier analysis predicted: the declaration-axis vein was one-time.
The new head class is `conflicting types for func_80175414` (27) — the same addresses this fix
started naming correctly, now surfacing the NEXT layer (the symbol resolves; its declared signature
disagrees). That is the conform axis, not the remap axis.

Note for anyone auditing this class: rtu_match MASKS HI16/LO16, so a wrong %hi/%lo symbol still
reports MATCH (the T82 comment records `MATCH (10 ins)` on a member the fleet gate refused). This
defect is invisible to the per-function tool by construction — only the whole-binary gate sees it.
2026-08-11 14:02:38 -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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