Brave Fencer Musashi (USA): BFM-decomp: Brave Fencer Musashi matching decompilation The BFM-decomp project has produced a matching decompilation of the USA release of Brave Fencer Musashi (SLUS-00726), rebuilding 218 game binaries byte-for-byte from C source using a pinned 1990s toolchain and verifying output by SHA1 hashes against original disc images. The project's author reports the work was carried out by the AI coding agent Claude Code under a governance framework with a static constitution, session protocols and mandatory human review gates for each development phase. The decompilation keeps certain Sony PsyQ library functions and hand-written assembly routines as verbatim bodies to preserve binary matching, excludes Sony library reimplementation from scope, and had its development history rewritten to remove game-derived assets before public release; independent confirmation was not reported. Evidence at a glance Based on the linked sources. The author's reported result and independent confirmation are separate checks. - AI involvement - Reported models: Claude. Tools: gcc-2.7.2-psx, Ghidra, maspsx, asm-differ, decomp-permuter, m2c. The writeup below describes the work attributed to AI. - Reported result - Works. This is the directory's source-based outcome classification. - Independent confirmation - Not reported. - Human work and limitations - The project emphasizes a 'matching' contract where only byte-identical results are accepted. It excludes Sony library reimplementation from its scope. The development history was rewritten to remove game-derived assets prior to public release. Original sources What was done BFM-decomp provides a matching decompilation of the USA release of Brave Fencer Musashi SLUS-00726 . Using a pinned 1990s toolchain, the project rebuilds 218 game binaries byte-for-byte from C source code. BFM-decomp is a matching decompilation project for the 1998 PlayStation title Brave Fencer Musashi SLUS-00726 . The project successfully reconstructs 218 binaries, including the main executable and all engine modules, ensuring byte-identical output verified by SHA1 hashes against original disc images. The author reports that the project was executed by an AI coding agent, Claude Code, operating under a strict governance framework that included a static constitution, session protocols, and mandatory human review gates for each development phase. While the majority of the game code is now in C, the project maintains certain Sony PsyQ library functions and specific hand-written assembly routines as verbatim bodies to ensure binary matching. The project documentation notes that while the code is matched, it remains in a transitional state regarding readability, with ongoing efforts to remove remaining compiler-specific levers and refine type definitions. The project is hosted at https://raw.githubusercontent.com/druthulu/bfm-decomp/HEAD/README.md https://raw.githubusercontent.com/druthulu/bfm-decomp/HEAD/README.md . Reproduce it git clone --recurse-submodules https://github.com/Druthulu/BFM-decomp.git && cd BFM-decomp && make bootstrap && make disc-extract && make clean && make -j"$ nproc " extract-all && make -j"$ nproc " check-all