Drew T fdb5813fc1 docs(phase-30 S7): S6c banked ×12 (all in the P27 SC07 quartet); blockers classified 7/3; §136a
- S6c (deterministic, ~0 agent tokens): 12 sibling banks across 3 of 9 jr zero-crack families
  (func_80178D40 890ins 4/4, func_801734BC 4/4, func_8012ACE0 4/4). The other 6 are ledgered:
  5 gate-fail (genuine byte DIFF) + 1 carve-fail (span table starts do not fit the span).
  R22 clean-fleet 140/140 over the whole S6c series.
- FINDING: all 12 banks landed in ov_SC07_006/007/010/011 — the four overlays P27 discovered and
  P28 made citizens (R36). P28 drained their h_exact backlog via dedup_extend; the jr/h_seq
  propagation lane was still owed. R14 GUARD AGAINST OVER-READING IT: the quartet are the top four
  overlays by remaining zero-crack residue (2,190-2,355 ins each vs 500-870 typical) but hold only
  7% of the 2,114 remaining slots — a per-overlay priority signal, NOT a bulk lever.
- BLOCKER CAPTURE for the 10 wave-4a gate failures -> .run/s7_blockers.json: 7 PLUMBING (all
  `conflicting types for func_X`) / 3 genuine byte-DIFF. 70% of "the gate refused" is declaration
  paperwork. New tool .run/s7_capture.py (any overlay/any draft dir; reverts the TU in a finally:).
- MY DEFECT, FIXED AND DISTILLED (§136a): the capture tool first classified on the EXIT STATUS, so
  its `rc == 0 => byte DIFF` branch was UNREACHABLE — `make build` runs `check`, so a draft that
  compiles perfectly and merely differs in bytes also exits non-zero, and all 3 real DIFFs were
  filed as "unknown". Now classifies on the OUTPUT ([FAIL]/got/want vs a non-warning error line);
  the warning-exclusion matters because `conflicting types` also appears benignly for builtins.
- Also probe-discipline: my first S6c probe reported 1/9, which was 1 bank + 8 CORRECT REFUSALS —
  jtbl_family_bank refuses on a dirty config/+src/ (its per-sibling revert restores from HEAD).
  Driver now commits between families. A uniform failure across N functions is a statement about
  the mechanism, not the functions (§134).
- cookbook-index 364 -> 371 sections, --check green. CURRENT_PHASE SESSION-31 checkpoint refreshed
  with the queue re-derived at HEAD (the S30 ROI-floor trigger stays REFUTED — do not close on it).
2026-08-03 09:32:36 -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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