Xevious (U): Pass 1 disassembly
The first _wip project to get a real disassembly. 4,165 instructions /
8,444 code bytes (25.8%), 24,324 data bytes, 0 unclassified -- every byte
of the 32 KB PRG is now classified as code or data.
The split needed three stages, all recorded in prg.s's header:
* nesdis.py --undocumented --auto-seed at base $8000 gave 3,272
instructions / 6,555 bytes. The undocumented opcodes matter here: the
trace stops dead at the first one it cannot decode.
* Four hand-seeded entries ($C08B, $DC1E, $E0D5, $E134). Each is a
branch target from decoded code that sat inside an untraced data run,
so the tracer never reached it.
* A merged four-session Mesen Code Data Logger capture (kept as
xevious_mesen.cdl) promoted 1,902 bytes from data to code and
demoted 22 the trace had called code.
Two tool bugs fell out and are fixed here:
* nesdis.py emitted the undocumented single-byte NOPs ($1A/$3A/$5A/
$7A/$DA/$FA) as `nop`, which ca65 assembles as the *official* $EA --
the rebuild stopped being byte-identical at $DF82. The check now
keys on the opcode byte, not just the addressing mode. All three
`make regen` pipelines (MUSCLE, Pyramid, Urban Champion) are
unaffected and still reproduce prg.s byte for byte.
* cdl_reclass.py left the original data-block header in place when the
CDL split that block, so the file ended up with two region headers
describing overlapping spans (20 of them here). The header is now
dropped with the block it describes; the promoted projects that use
the tool are byte-for-byte unchanged.
The project README has the power-on flow analysis. The most interesting
find is at $FC45: the reset path compares RAM $0100-$0107 against the
ASCII string "Kei Cros", and the copyright text at $FF1E reads
"MAIN: KEI CROSS. SOUND: UHOHOY OHNOGI." The OAM is at $0700, not
$0200 -- the NMI handler does LDA #$07 / STA $4014.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add explicit `make wip` / `make wipclean` targets for the _wip tier
The root Makefile's all / clean / <MAPPER> targets deliberately name only
the promoted mapper folders, so nothing in them reaches into _wip/. Give
the pre-promotion tier its own opt-in targets instead of the manual
`for d in _wip/*/*/; do make -C "$d"; done` loop:
make wip # build + verify every _wip/<MAPPER>/<Project>/
make wipclean # clean the build artifacts in that tier
Both the Makefile and the four documents that describe the tier (README,
TODO, WIP, AGENTS) are updated together, so the tree stays consistent.
The same commit records Xevious (U) reaching Pass 2 in those documents:
all 487 labels named, every branch and call symbolic, zero Label_XXXX and
zero raw $XXXX operands left.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Update the _wip/ tier documentation; fix the make wip target and the mirroring bug
The WIP tier's four documents (WIP.md, README.md, TODO.md, AGENTS.md) had
drifted away from the tree. Every number in them was re-derived from the
ROMs and the folder layout rather than carried forward.
Counts and structure
- The tier holds 854 projects across 29 mapper folders, not "856 across
30". Xevious (U) and Zanac (U) were promoted on 2026-10-20 and their
_wip/ folders were left behind as residue -- "git mv" moves only the
tracked files, so the old folder survived with its build artifacts and a
stale README. Both are removed now; the promotion procedure documents
the step so it does not recur.
- _wip/MAPPER8/ holds a copy of the already-promoted Mermaids of
Atlantis (U) and is excluded from every count and table.
- Pass 0 skeletons: 852 (was 855). Xevious (U) left the tier, so the
two projects with a real disassembly are Golf (JU) and Volleyball (U).
- PRG sizes 2 / 150 / 42 / 522 / 127 / 10 / 1; 226 projects with no CHR;
38 keep the CPU-address linker layout; 37 are mapper 0.
- Every inventory row was re-checked against its ROM: PRG/CHR size,
mirroring, all three vectors, and the battery / four-screen / footer
notes. 854 of 854 rows now match.
Fixes
- The root Makefile used $(WIP) but never defined it, so "make wip" and
"make wipclean" expanded to "for m in /*/" -- they walked the
filesystem root instead of the tier. "WIP := _wip" is now defined, and
"make wip" builds and verifies the whole tier: 855 of 855 passed, 0
failures.
- make_skeleton.py masked header byte 6 with 0x03, so the battery bit
(bit 1) leaked into the mirroring value and 56 battery-backed ROMs'
READMEs claimed "Four-screen" while their own "Four-screen VRAM" row
said "no". The mask is now 0x01 and the 56 READMEs are corrected.
- Golf (JU)'s README still described the pre-flatten copilot/ folder and
the old PRG-only compare; it now describes the whole-ROM build.
- Pyramid (U)'s audit comments are canonical again, so Golf (JU) is the
only project in the tree still on the pre-canonical spelling.
New in WIP.md
- Byte 7's lower nybble is non-zero on 58 of the ROMs -- 55 carry the
literal "DiskDude!" watermark, two "DisNi0330", one "byKH+KEN". Only
the upper nybble carries mapper bits, so the noise is harmless.
- The twelve ROMs that set the four-screen bit, split by whether their
board actually supports four-screen VRAM.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Promote Volleyball (U) from _wip/NROM/ to NROM/
Volleyball (U) reached Pass 3 before promotion, so this is a promotion of a
finished disassembly rather than a Pass 0 skeleton.
The disassembly
- 11,395 instructions / 23,926 code bytes (73.0 % of the PRG image),
8,842 data bytes, 0 unclassified.
- The split needed the game-state dispatch table at $85E1 declared to the
tracer (--table 85E1:11) -- without it only 66 % of the image traced --
plus a Mesen Code Data Logger capture taken while a random-input bot
played the attract demo, which promoted 1,757 bytes from data to code.
- Pass 2 named all 1,989 labels: 730 read out of the code by hand, 1,221
internal branch targets derived mechanically. Zero Label_XXXX, zero raw
$XXXX call or branch operands, zero SubC residue.
- Pass 3 named the zero page, the $0500 ball structure and all 37 data
blocks. apply_symbols.py --report: 0 pending substitutions, 0
multi-alias residue. align_audit_comments.py: no column drift.
- cdl_check.py cross-checks the finished prg.s against the capture: 0
CDL-code bytes not covered by an instruction, 0 CDL-data bytes that
start one.
- 29 neutral ZpXX zero-page slots remain, each with its reason recorded
in locals.inc, as the promotion rules allow.
The promotion
- git mv "_wip/NROM/Volleyball (U)" "NROM/Volleyball (U)". Mapper 0, so
it lands in NROM/. The whole-ROM build was already in place, so there
was no build surgery; the project builds byte-identically at its new
home and the old folder is gone (git mv moves the untracked build
artifacts too, so no residue was left behind).
- Root README.md: new inventory row 39 and a per-project detail section,
plus the WIP-tier counts. The detail sections for Xevious (U) and
Zanac (U) were numbered one too high against the inventory rows and
are now aligned; a leftover editing note in the same place is gone.
- WIP.md: the Volleyball row leaves the inventory, and the tier is now
853 projects across 29 mapper folders (36 in _wip/NROM/), 852 of them
Pass 0 skeletons. Golf (JU) is the only project left in the tier with
a real disassembly.
- TODO.md and AGENTS.md: the same counts, and the promoted tier is now
40 projects (39 under NROM/).
Verified: make wip builds and verifies the whole tier (854 of 854 passed,
0 failures) and make builds the promoted tier (39 of 39 passed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Rename NROM/Pyramid (U) to NROM/Pyramid (U) (Sachen)
The promoted inventory row had read "Pyramid (U) (Sachen)" since the
project was promoted on 2026-10-20, but the folder was named "Pyramid (U)" --
so the row pointed at a folder that did not exist. The folder now matches
the row, and the project's own README title, its ROM file name
("Pyramid (U) (Sachen).nes") and the parenthetical convention the rest of
the promoted tier already uses (Popeye (JU) (PRG 0/1), Raid on Bungeling
Bay (U) [a2], Pac-Man (Tengen) (U)).
What changed inside the project
- The Makefile's regen target passes --project "Pyramid (U) (Sachen)", so
the tracer writes the matching header line. prg.s and locals.inc were
updated to that header line and nothing else -- the disassembly is
byte-identical to before.
- make regen still reproduces prg.s and locals.inc byte for byte.
- The project's README's build-verification line now names the new folder.
References updated: the root README.md (inventory prose, the row-33 detail
section, the build-status table, and the notable-observations bullet),
TODO.md (the promoted-projects table and the Pyramid notes) and AGENTS.md
(the recently-promoted list and the unlicensed-titles quirk).
Verified: make builds the promoted tier (39 of 39 passed) and the project
rebuilds byte-identically at its new path.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Rebuild Mermaids of Atlantis (U): bank-aware Pass 1, Pass 2/3 names
The promoted project did not build: a Pass 2 rename had been applied
half-way, leaving eight undefined symbols and two jumps that pointed at
the wrong routine, while the root README already claimed the project was
byte identical. The _wip copy still built, because it held the un-renamed
Pass 1 source.
The disassembly is now derived from the ROM itself, with the Mesen Code
Data Logger as the oracle for the code/data split:
* _tools/banked_dis.py traces every MMC3 bank separately, each with the CPU
window it is visible at, seeded from a CDL capture so the code a static
trace cannot reach is disassembled too. The CDL is the authority: a
decode the CPU never fetched is dropped, and so is the fall-through
behind a call whose target never returns (the game's dispatchers have
their jump table right behind the call).
* One segment per bank (PRG0..PRG7) with its own .org, so the assembler
knows the CPU address of every label while the linker still writes the
bytes to the bank's file offset. A flat segment cannot do both: a call
would encode the file offset instead of the CPU address.
* Pass 2 names every label - 494 routines, no Label_XXXX and no raw
$XXXX branch or jump operand left. Pass 3 applies 13 semantic zero-page
aliases and writes the routine headers.
* 8,075 bytes of code (12.3% of the 64 KB PRG), up from 200 bytes.
The banking turned out to be unusual and is documented: the fixed bank is
the fourth 8 KB bank (file $6000-$7FFF), not the last one, and the image
carries the reset stub and the vector table twice. The live NMI vector
is $808F - the frame handler - while the copy at the end of the image
names $8189, which is a BRK in the first half. The game's text table
lives at CPU $F1D6, which is the fixed window, and that is what settles
the question.
Also: the leftover _wip/MAPPER8 folder is removed, as it is for every
other promotion.
The project builds byte identical:
Byte-identical ROM verified.
Add CHANGELOG.md: the pass history of every project
A project goes through four milestones - Pass 1 (the code/data split),
Pass 2 (the labels replaced by names), Pass 3 (the semantic naming) and
Promotion (the move into the top-level mapper folder) - and the history
of those milestones was scattered over the commit log, the project
READMEs and the root README.
CHANGELOG.md gathers it: one section per project with a row for each
milestone, the date, and a sentence saying what the milestone produced.
The numbers are the ones the project README and the root README already
carry - instruction count, code coverage, named labels, semantic
zero-page aliases, named data tables - so a reader can see at a glance
which projects are done and which are not. Golf (JU), the only project
still in _wip/ with a real disassembly, is listed with its open
milestones, and the other 852 _wip/ projects are covered as a tier.
The requirement is now part of the workflow contract: PROMPTS.md gains a
"Pass 3: Changelog entry" section and a ninth checklist item, and
AGENTS.md points at the file. A milestone and its changelog row go in
the same commit, so the changelog and the source never disagree.
Balloon Fight (JU): repair the audit trail and complete the routine headers
The per-instruction audit trail was stale by two bytes from
ResetInitializationData ($C085) onward. 5,944 of the 6,007 comments named
the wrong CPU address and PRG offset, because the three-byte .byte "HAL"
signature at $C082-$C084 had been counted as one byte when the trail was
first generated - the routine headers and the linker labels were right all
along, so the source and its own headers disagreed with each other. The
trail was rebuilt from the ca65 -l listing with
_tools/repair_audit_comments.py, and every rewritten comment was re-checked
against prg.bin. The comments were also moved into the canonical column-35
field: they had sat two spaces after the mnemonic, with no column discipline
at all, unlike every other promoted project.
All 63 routine headers now carry a ; Clobbers: block, so the headers carry
the full template AGENTS.md describes. The blocks are derived, not written by
hand. The new _tools/derive_clobbers.py takes the opcode from the audit
comment's byte list, so the addressing mode is exact and a data directive is
never mistaken for an instruction; it resolves the operand through
locals.inc and symbols.inc to name what is written; it follows the real
control flow, so a jsr to another named entry is a call (the callee's
clobbers count) while a branch or a fall-through is not; and it models
register preservation, so NmiHandler reports *no register* - it saves and
restores A, X and Y around the frame - and FlushPpuCommandPreserved reports
only A, because X and Y come back unchanged.
Two tools changed. derive_clobbers.py is new. align_audit_comments.py had
an off-by-one: it tested the indented code length against 31 instead of
against 35, so code texts of 28-31 characters were never padded into the
column.
The change is comments only. The code text of all 8,538 lines is unchanged,
make still prints "Byte-identical ROM verified.", the 6,007 audit comments
still re-check against prg.bin, all 63 routine headers agree with the
instructions they describe, and every label agrees with reconstructed.lbl.
ReflectObjectYVelocity and UpdateSpecialObjectSystem moved out of locals.inc
and became labels in prg.s at their real addresses.
CHANGELOG.md becomes the repository's running log: a Pending list of the
changes to be put in the next commit, a History of the commits already made,
and the per-project milestone index at the end. The next commit's message is
written from the Pending entries, so the two cannot drift apart. PROMPTS.md
and AGENTS.md describe the new shape. WIP.md drops the _wip/MAPPER8/ note:
the folder held a copy of Mermaids of Atlantis (U) that had already been
promoted.
World Class Track Meet (U): Pass 1, the code/data split
Pass 1 is done. The split is 8,400 instructions / 18,028 code bytes (55.0 %)
of the 32 KB PRG, with 884 routine entries, 55 data blocks and 102 zero-page
aliases. The PRG is CNROM (mapper 3) and maps whole at $8000-$FFFF, so the
linker moved the PRG segment from a .nes file offset to $8000 and the build
still compares byte identical.
Four dispatch tables had to be seeded by hand. The event table at $F796 (5
entries) is read at $F780 and jumped to through `jmp ($001F)`. The three
push-pointer tables - $BFC4 (16 entries), $BFE4 (2) and $E5F2 (7) - push a
handler address and `rts` into it, and the 6502's `rts` adds one to the
address it pops, so each table stores the entry address minus one; the seeds
are the table values plus one. The tracer runs with --undocumented: the code
uses undocumented NMOS opcodes as ordinary code (ANC $37 at $BFF8, and the
RRA/RLA/SLO and NOP forms elsewhere). Seeding the tables takes the coverage
from 27.8 % to 55.0 %.
$C0BE-$C0C5 is forced back to data: the IRQ vector $C0C0 points into the
middle of the `jmp $C047` at $C0BE, and the game never executes CLI, so the
vector is dead. `make pass1` regenerates prg.s and locals.inc from prg.bin
and reproduces the committed prg.s byte for byte.
The project README records the split, the four dispatch tables, the dead IRQ
vector, the wrong CHR size field in the header, and what is still data. The
milestone index in CHANGELOG.md gains the project; WIP.md, README.md and
AGENTS.md follow the tier counts and the layout.
nesdis.py gains a --mapping-note option, so the header's "PRG mapped at" line
can describe a board that is not NROM - CNROM's whole 32 KB at $8000-$FFFF is
not "mirrored to the upper half".
Replaces runs of $00 and $FF with .res <run>, <byte>
Golf (JU) and World Class Track Meet (U): Pass 2/3 complete, promoted from _wip/
- World Class Track Meet (U) - Pass 2 complete: all 884 Label_<addr>
definitions replaced (651 semantic routine names + 233 Sub_<addr>), all 731
raw $XXXX jsr/jmp call operands resolved to symbolic labels, all branch
targets given role-based names; routinemap.tsv added; make stays
byte-identical.
- World Class Track Meet (U) - Pass 3 complete: 24 semantic zero-page
aliases applied via apply_symbols.py (0 residue), 78 neutral ZpXX slots
documented with reasons in locals.inc, all hardware-register operands use
symbols.inc names, project README rewritten with Pass 2/Pass 3 sections and
data-table inventory; promoted out of _wip/CNROM/.
- World Class Track Meet (U) - project README documents the five event-table
entries at $F796 and marks the olympics mode as not yet proven.
- Golf (JU) - audit comments converted from pre-canonical (; C000: A9 00)
to the canonical ; CPU:$C000 PRG:0000 A9 00 form at column 35; 4,156
comments re-aligned, comment/whitespace only, whole-ROM build stays
byte-identical.
- Golf (JU) - 339 internal branch-target Label_ labels given role-based names
via _tools/derive_branch_names.py; 0 raw $XXXX branch/jump operands remain.
- Golf (JU) - 275 zero-page operands substituted with locals.inc aliases via
apply_symbols.py; 0 residue; promoted out of _wip/NROM/.
- Xevious (U) - runs of $FF padding replaced with .res <count>, $FF in prg.s;
whole-ROM build stays byte-identical.
- Both projects promoted via git mv; leftover _wip/ folders removed; root
README.md inventory rows added; WIP.md rows removed.
World Class Track Meet (U): apply zero-page symbol substitutions
Run apply_symbols.py to substitute ZpXX zero-page operands with
semantic locals.inc aliases (SlotState, GameMode, etc.) at proven
sites; 0 residue, whole-ROM build stays byte-identical.
Xevious (U): re-split Pass 1 from the Mesen CDL and decode the data tables
- Xevious (U) - Pass 1 re-split from the Mesen CDL (xevious_mesen.cdl) with
_tools/cdl_reclass.py: 1,158 bytes data->code, 48 code->data, 42 labels
emitted and 3 branch targets labelled; code 11,321->12,455 bytes
(34.5%->38.0%), instructions 5,513->6,002. The 45 recovered entry points
are named Sub_XXXX, so no Label_XXXX remains; six CDL-silent raw call
operands are documented as residue.
- Xevious (U) - the 4,448-byte block at $A74B-$B8AA is split into six proven
tables: VramWritePtrTable (15 pointers), VramWriteData, DataStreamPtrTable
(16), ObjTilePtrTable (99), ObjTileData and DataStreamData. The $D833
pointer table is corrected to base $D833 (4 entries; the old ObjCodePtrTable
at $D834 was one byte late). $F957-$FAF5 is split into ObjSpeedTable,
ObjSpeedTable2, SpriteLayoutPtrTable (19) and SpriteLayoutData;
$FEE6-$FF1C into PaletteData and OamAttrTable. $F5D8 is decoded as
TextTileData (font tile indices: PLAYER, GAME OVER, READY, SOLVALOU, LEFT,
PAUSE); $F53C becomes AttrAddrTable, $F89E HandlerPtrTable and $EF3B
SpriteLayoutData2. Project README rewritten with the corrected stats, a
32-entry table inventory and the Pass 1 residue.
- _tools/cdl_reclass.py - preserve the data label(s) between a data-block
header and its first .byte row when the block stays data; the $DF78 split
dropped Data_DF78 and the rebuild failed with an undefined symbol.
- _tools/resolve_raw_branches.py - handle negative relative offsets
(beq *-$0B); the pattern only matched *+$NN and *$NN.
Docs: refresh the tier counts to 41 promoted / 851 _wip, add the WCTM row
- Docs - tier counts refreshed to the post-promotion state across AGENTS.md,
root README.md, WIP.md, TODO.md and CHANGELOG.md: 41 promoted projects
(38 under NROM/, plus CNROM/World Class Track Meet (U), UNROM/Zanac (U) and
MAPPER8/Mermaids of Atlantis (U)) and 851 _wip/ projects, every one of them
a Pass 0 skeleton. The stale "39/40 promoted", "853 _wip", "Golf (JU) is
still in _wip/" and "Golf is the last pre-canonical project" statements are
corrected.
- Root README.md - the promoted inventory gained the missing World Class Track
Meet (U) row (row 41, mapper 3, 32 KB PRG / 32 KB CHR), and the "All 38 are
mapper 0 / 16 KB PRG" sentence is replaced with the actual split (36 of the
41 rows are mapper 0 / 16 KB; Xevious and Volleyball are 32 KB, World Class
Track Meet is mapper 3, Zanac mapper 2 and Mermaids mapper 8).
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@@ -19,7 +19,10 @@ verify: reconstructed.nes rom.nes
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cmp reconstructed.nes rom.nes
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@echo "Byte-identical ROM verified."
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regen:
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./regen.sh
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clean:
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rm -f *.o reconstructed.nes reconstructed_prg.bin reconstructed.map reconstructed.lbl
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.PHONY: all verify clean
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.PHONY: all verify clean regen
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@@ -1,61 +1,157 @@
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# Mermaids of Atlantis (U)
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*Imagineering, 1991 - "The Riddle of the Magic Bubble"*
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## Status
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**Pass 1 complete.** The code/data split has been produced by `nesdis.py` and
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the project builds byte-identical to the original ROM. `prg.s` now contains
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traced code with audit comments and `.byte` data blocks for unreached bytes.
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`make` assembles `header.s`, `prg.s`, `chr.s`, links them with `ld65` and compares the
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result against `rom.nes`:
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**Pass 3 complete.** The code/data split comes from a Mesen Code Data
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Logger capture, every routine and branch target carries a name, the
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zero-page aliases that the dump proves are applied, and `make` rebuilds the
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whole ROM byte for byte:
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```
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Byte-identical ROM verified.
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```
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`prg.s` is 8 075 bytes of disassembled code out of the 64 KB PRG image
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(12.3 %), in 494 routines. The rest of the image stays as `.byte` blocks
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with their ROM provenance: the bytes the emulator never reached are not
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guessed at.
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## ROM
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| Property | Value |
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|----------|-------|
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| Format | iNES |
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| Mapper | 8 |
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| Board | MAPPER8 |
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| Mapper | 8 (MMC3) |
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| PRG | 64 KB (8 x 8 KB banks), at file offset $0010 |
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| CHR | 64 KB (8 x 8 KB banks) |
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| Mirroring | Vertical |
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| Four-screen VRAM | no |
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| Battery | no |
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| PRG | 64 KB (4 x 16 KB), at file offset $0010 |
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| CHR | 64 KB (8 x 8 KB) |
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| Trainer | none |
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| Footer | none |
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| NMI vector | $8189 |
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| RESET vector | $FF00 |
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| Reset vector | $FF00 |
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| NMI vector | $808F (see "The two vector tables") |
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| IRQ vector | $8036 |
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| ROM file | `Mermaids of Atlantis (U).nes` |
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| SHA-256 | `53f5d22650063aba89b91762f133d1b6b2680c505b193d88a472580d09701122` |
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### Header notes
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## The banking
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- none
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The cartridge is an MMC3 with 64 KB of PRG - eight 8 KB banks. The file is
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laid out in banks, and the game uses them like this:
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## Open work
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| Bank | File | CPU window | Role |
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|------|------|------------|------|
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| R0 | $0000-$1FFF | $8000-$9FFF | the game code, first half |
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| R1 | $2000-$3FFF | $A000-$BFFF | the game code, first half |
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| R2 | $4000-$5FFF | $C000-$DFFF | the game code, first half |
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| R3 | $6000-$7FFF | $E000-$FFFF | **the fixed bank**: the reset stub, the vectors, the text table |
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| R4 | $8000-$9FFF | $8000-$9FFF | the game code, second half |
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| R5 | $A000-$BFFF | $A000-$BFFF | the game code, second half |
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| R6 | $C000-$DFFF | $C000-$DFFF | unused |
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| R7 | $E000-$FFFF | $E000-$FFFF | a second copy of the fixed bank's tail |
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- **Pass 2** - replace the address-derived `Label_XXXX` names and the raw
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`$XXXX` call operands.
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- **Pass 3** - semantic zero-page aliases (applied only at the sites where
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their role is proven) and named data tables.
|
||||
- **Promotion** to `NROM/<name>/` once Pass 3 is done, as `git mv`.
|
||||
The mapper register is written through the fixed bank: `SwitchPrgBank`
|
||||
($FF70) does `ora #$30; sta $4100`, so the mode bits are forced on and the
|
||||
bank number is the low three bits of A. `BankedCall` ($8004) is the game's
|
||||
own far-call: it stores the handler index in `HandlerIndex` ($2D), switches
|
||||
the PRG bank to the one in `PrgBankNumber` ($2C) and lets the caller fall
|
||||
into the new bank's code at the same CPU address.
|
||||
|
||||
Because two banks can be visible at the same CPU address, the disassembly
|
||||
gives each bank its own label namespace: bank 0, 1, 2 and the fixed bank use
|
||||
plain names, banks 4 to 7 use the `Bank4_` .. `Bank7_` prefixes. Every bank
|
||||
has its own segment (`PRG0` .. `PRG7`) and its own `.org`, so the assembler
|
||||
knows the CPU address of every label while the linker still writes the
|
||||
bytes to the bank's file offset.
|
||||
|
||||
## The two vector tables
|
||||
|
||||
The image carries the reset stub and the vectors **twice**:
|
||||
|
||||
| File | NMI | RESET | IRQ |
|
||||
|------|-----|-------|-----|
|
||||
| $7FFA (R3, the fixed bank) | $808F | $FF00 | $8036 |
|
||||
| $FFFA (R7, the last bank) | $8189 | $FF00 | $8036 |
|
||||
|
||||
The fixed bank is the one the CPU sees, so the live NMI vector is **$808F**
|
||||
and the NMI handler is `NmiHandler` at $808F in bank 0. The copy at the end
|
||||
of the image is what a mapper that fixes the *last* 8 KB of the PRG would
|
||||
use; it names an NMI handler at $8189, which is a `BRK` in the first half of
|
||||
the image. The two stubs are byte identical from $FF00 to $FF7F, and the
|
||||
fixed bank carries one routine the last bank does not: `SwitchPrgBankKeepA`
|
||||
at $FF80.
|
||||
|
||||
## Power-on flow
|
||||
|
||||
```
|
||||
$FF00 Reset ldx #$FF / txs / sei / cld
|
||||
clears PPUCTRL and PPUMASK
|
||||
SwitchPrgBank ($30) - the first PRG bank
|
||||
WaitForBankSwitch - the bank switch counter
|
||||
$FF2F SelectChrBanks picks the CHR banks of the first stage
|
||||
$FF3E StartGame SwitchPrgBank ($30), StartBankSwitchDelay,
|
||||
jmp $8036
|
||||
$8036 InitializeGame sei / cld / WaitForVBlank
|
||||
clears the PPU and the work RAM
|
||||
InitGameVariables - the sound, scroll and sprite registers
|
||||
$8083 IdleWaitLoop inc IdleCounter / jmp $8083 - the game waits for the NMI
|
||||
```
|
||||
|
||||
From then on the frame handler does the work:
|
||||
|
||||
```
|
||||
$808F NmiHandler StartVramWrite when the tile set changed
|
||||
UpdateNametable / UploadOam when the screen changed
|
||||
writes PPUCTRL, PPUSCROLL and PPUMASK
|
||||
ReadControllers - the pad bits
|
||||
UpdateGameState - the mode machine
|
||||
UpdateActorSprites / UpdateSprites
|
||||
BankedCall ($02) - the sound engine
|
||||
writes PPUCTRL and counts the frame
|
||||
```
|
||||
|
||||
`$8036` is also the IRQ vector, so an interrupt re-runs the power-on path.
|
||||
|
||||
## Data tables
|
||||
|
||||
| Table | Where | What it holds |
|
||||
|-------|-------|---------------|
|
||||
| the digit and tile table | $F1D6, in the fixed bank | "0123456789" and the tile indices of the font |
|
||||
| the bank switch table | $8026, in banks 0 and 4 | the bank numbers, eight per half |
|
||||
| the handler jump tables | $8095 (bank 4), $9234, $C2AC | the addresses the dispatchers jump to |
|
||||
| the sprite table | $0338 | the 16 sprite slots: tile, attributes, position |
|
||||
| the actor table | $0358, $03A8 | the actors and the bubble slots |
|
||||
| the player table | $0400 | the player's position and direction |
|
||||
| the level script | $05E2-$05E9 | the stage, the wave and the timers |
|
||||
| the sound tables | $0700-$07FF | the sound engine of the second half |
|
||||
|
||||
## Files
|
||||
|
||||
| File | Purpose |
|
||||
|------|---------|
|
||||
| `prg.s` | Pass 1 PRG disassembly (traced code + data blocks) |
|
||||
| `header.s` | iNES header include |
|
||||
| `chr.s` | CHR include |
|
||||
| `prg.bin` | 65536 bytes (64 KB) PRG image |
|
||||
| `chr.bin` | 65536 bytes (64 KB) CHR image |
|
||||
| `rom.nes` | byte-identical copy of the original ROM |
|
||||
| `linker.cfg` | HEADER / PRG / CHR memory areas |
|
||||
| `symbols.inc` | NES hardware register names |
|
||||
| `locals.inc` | zero-page aliases (5 ZpXX aliases at Pass 1) |
|
||||
| `Makefile` | build and byte-identity check |
|
||||
| `prg.s` | the disassembly, one segment per bank |
|
||||
| `header.s` | the iNES header |
|
||||
| `chr.s` | the CHR image |
|
||||
| `prg.bin` | the 64 KB PRG image |
|
||||
| `chr.bin` | the 64 KB CHR image |
|
||||
| `rom.nes` | a copy of the original ROM |
|
||||
| `linker.cfg` | one memory area per bank, at the file offsets |
|
||||
| `symbols.inc` | the NES hardware register names |
|
||||
| `locals.inc` | the zero-page aliases |
|
||||
| `routinemap.tsv` | the hand-written Pass 2 names |
|
||||
| `routinedesc.tsv` | the hand-written routine descriptions |
|
||||
| `labelmap.tsv` | the full Pass 2 map (generated) |
|
||||
| `regen.sh` | rebuilds `prg.s` from the ROM and the CDL capture |
|
||||
| `Makefile` | the build and the byte-identity check |
|
||||
|
||||
## Rebuilding
|
||||
|
||||
```
|
||||
make # build and verify against rom.nes
|
||||
./regen.sh # re-derive prg.s from the ROM and a Mesen CDL capture
|
||||
```
|
||||
|
||||
`regen.sh` needs a Mesen CDL capture of the game; the file is not kept in
|
||||
the repository. Take it with Mesen (load the ROM, play for a while, then
|
||||
`mesen_cdl_file(action='save', memoryType='NesPrgRom', filepath=...)`) and
|
||||
point `CDL=` at it.
|
||||
@@ -1,17 +0,0 @@
|
||||
label Label_801B Sub_801B_Entry_801B
|
||||
label Label_8036 Sub_8036_Entry_8036
|
||||
label Label_8038 Sub_8036_OnNonnegative_8038
|
||||
label Label_8057 Sub_8036_JoinBranchPaths_8057
|
||||
label Label_8062 Sub_8036_OnNonzero_8062
|
||||
label Label_806B Sub_8036_OnCarrySet_806B
|
||||
label Label_8083 Sub_8083_StoreAndContinue_8083
|
||||
label Label_8189 Sub_8083_Entry_8189
|
||||
label Label_FF2F Sub_8764_OnCarryClear_FF2F
|
||||
label Label_FF3E Sub_FF3E_CallNext_FF3E
|
||||
label Label_FF49 Sub_FF49_JumpNext_FF49
|
||||
label Label_FF4C Sub_FF4C_StoreAndContinue_FF4C
|
||||
label Label_FF4E Sub_FF4C_OnNonzero_FF4E
|
||||
label Label_FF50 Sub_FF4C_OnNonzero_FF50
|
||||
label Label_FF57 Sub_FF57_Return_FF57
|
||||
label Label_FF60 Sub_FF57_OnNonzero_FF60
|
||||
label Label_FF62 Sub_FF62_Return_FF62
|
||||
|
@@ -1 +0,0 @@
|
||||
|
||||
|
|
@@ -1,17 +0,0 @@
|
||||
label Label_801B Sub_801B_Entry_801B
|
||||
label Label_8036 Sub_8036_Entry_8036
|
||||
label Label_8038 Sub_8036_OnNonnegative_8038
|
||||
label Label_8057 Sub_8036_JoinBranchPaths_8057
|
||||
label Label_8062 Sub_8036_OnNonzero_8062
|
||||
label Label_806B Sub_8036_OnCarrySet_806B
|
||||
label Label_8083 Sub_8083_StoreAndContinue_8083
|
||||
label Label_8189 Sub_8083_Entry_8189
|
||||
label Label_FF2F Sub_8764_OnCarryClear_FF2F
|
||||
label Label_FF3E Sub_FF3E_CallNext_FF3E
|
||||
label Label_FF49 Sub_FF49_JumpNext_FF49
|
||||
label Label_FF4C Sub_FF4C_StoreAndContinue_FF4C
|
||||
label Label_FF4E Sub_FF4C_OnNonzero_FF4E
|
||||
label Label_FF50 Sub_FF4C_OnNonzero_FF50
|
||||
label Label_FF57 Sub_FF57_Return_FF57
|
||||
label Label_FF60 Sub_FF57_OnNonzero_FF60
|
||||
label Label_FF62 Sub_FF62_Return_FF62
|
||||
|
@@ -0,0 +1,601 @@
|
||||
|
||||
FF00 Reset
|
||||
FF2F SelectChrBanks
|
||||
FF3E StartGame
|
||||
FF49 WritePrgBankReg
|
||||
FF4C DelayOuterLoop
|
||||
FF50 DelayInnerLoop
|
||||
FF57 WaitForBankSwitch
|
||||
FF62 StartBankSwitchDelay
|
||||
FF70 SwitchPrgBank
|
||||
FF80 SwitchPrgBankKeepA
|
||||
|
||||
8004 BankedCall
|
||||
801B SelectPrgBankByIndex
|
||||
8036 InitializeGame
|
||||
8038 WaitForVBlank
|
||||
8057 ClearRamLoop
|
||||
8062 ClearRamPageDone
|
||||
806B InitGameVariables
|
||||
8083 IdleWaitLoop
|
||||
808F NmiHandler
|
||||
80A6 UploadOam
|
||||
811C RunGameLogic
|
||||
85DD TickAnimationCounter
|
||||
8606 ApplyGraphicsMode
|
||||
8A5F InitLevelState
|
||||
8E34 CopyStackPage
|
||||
9621 TickLevelTimer
|
||||
97EC ResetLevelTimers
|
||||
813F ReadControllers
|
||||
814D ReadControllerBits
|
||||
8173 DispatchByJumpTable
|
||||
8188 ClearOamShadow
|
||||
81B1 UpdateNametable
|
||||
82E9 UpdateSprites
|
||||
83C3 UpdateActorSprites
|
||||
849D StartVramWrite
|
||||
84A4 WriteVramTiles
|
||||
89FC AnimatePalette
|
||||
90A9 ReadPlayerInput
|
||||
91AC BuildOamBuffer
|
||||
9228 ClearSpriteSlots
|
||||
962E LoadSpriteTable
|
||||
967C SetGraphicsMode
|
||||
9786 UpdateGameState
|
||||
981B SetTablePointer
|
||||
|
||||
AEC7 ClearBubbleSlots
|
||||
BB4F ClearActorSlots
|
||||
BB5B ClearActorTable
|
||||
BB68 SoundTimerTick
|
||||
BB7E PlaySoundEffect
|
||||
BB94 LoadActorTemplate
|
||||
BB9E CopyActorToSpriteTable
|
||||
BBFA UpdatePlayerState
|
||||
BC1C HandleDemoMode
|
||||
BC38 HandlePlayerInput
|
||||
BC44 CountPlayerFrames
|
||||
BCF9 MovePlayer
|
||||
BD26 ApplyPlayerDirection
|
||||
BD70 ComputePlayerPosition
|
||||
BDE1 StorePlayerSprite
|
||||
BEE4 BuildBubbleTable
|
||||
BF17 UpdateBubbles
|
||||
BF53 PlayBubbleSound
|
||||
BF67 SpawnBubble
|
||||
BF83 DrawBubble
|
||||
BF9A DispatchBubbleHandler
|
||||
BFAF ResetLevel
|
||||
BFBA ClearSpriteTable
|
||||
|
||||
C000 ClearNametableRam
|
||||
C00F PlayStageMusic
|
||||
C2A7 DispatchLevelScript
|
||||
C2BF ResetPpuAndLoadTiles
|
||||
C3C8 SetVramPointer
|
||||
C414 ClearSpriteEntry
|
||||
C456 TickStageDelay
|
||||
C505 UpdateStageMode
|
||||
C62A DisablePpuRendering
|
||||
CC11 SetPlayerActive
|
||||
CC56 CheckPlayerActive
|
||||
CCCF TickSoundOnEvenFrame
|
||||
CD18 UpdateSoundEngine
|
||||
CF32 CheckActorCount
|
||||
D0E7 TickActorsOnEvenFrame
|
||||
D1B0 InitPlayerPosition
|
||||
D21A TickTimerOnEvenFrame
|
||||
D2C0 ResetScrollOnEvenFrame
|
||||
D507 InitBubbleState
|
||||
D537 UpdateBubbleFrame
|
||||
D563 TickHudOnEvenFrame
|
||||
D5CF TickSpritesOnEvenFrame
|
||||
D615 SetSoundChannels
|
||||
|
||||
|
||||
|
||||
Bank4:800D Bank4_CallBankedHandler
|
||||
Bank4:80A7 Bank4_StartVramWrite
|
||||
Bank4:8161 Bank4_UpdateNametable
|
||||
Bank5:A726 Bank5_UpdateSound
|
||||
Bank5:A784 Bank5_ReadSoundTable
|
||||
Bank5:AB50 Bank5_SetSoundMode
|
||||
Bank7:FF70 Bank7_SwitchPrgBank
|
||||
|
||||
# ---- derived internal branch-target names ----
|
||||
8004 BankedCall
|
||||
801B SelectPrgBankByIndex
|
||||
8025 Sub_8025
|
||||
8036 InitializeGame
|
||||
8038 WaitForVBlank
|
||||
8057 ClearRamLoop
|
||||
8062 ClearRamPageDone
|
||||
806B InitGameVariables
|
||||
8083 IdleWaitLoop
|
||||
808F NmiHandler
|
||||
8097 NmiHandler_Loop
|
||||
80A6 UploadOam
|
||||
80BC UploadOam_Loop
|
||||
80C4 UploadOam_Loop2
|
||||
811C RunGameLogic
|
||||
813F ReadControllers
|
||||
814D ReadControllerBits
|
||||
8153 ReadControllerBits_OnNonzero
|
||||
8173 DispatchByJumpTable
|
||||
8188 ClearOamShadow
|
||||
818C ClearOamShadow_OnNonzero
|
||||
81B1 UpdateNametable
|
||||
81B8 UpdateNametable_OnNonzero
|
||||
81D7 UpdateNametable_OnCarryClear
|
||||
81E4 UpdateNametable_OnNonzero2
|
||||
8204 UpdateNametable_Loop
|
||||
820F UpdateNametable_Loop2
|
||||
8214 UpdateNametable_Loop3
|
||||
8215 UpdateNametable_OnNonzero3
|
||||
8270 UpdateNametable_Loop4
|
||||
8276 UpdateNametable_OnNonzero4
|
||||
829A UpdateNametable_OnNonzero5
|
||||
82A7 UpdateNametable_OnNonzero6
|
||||
82C8 Sub_82C8
|
||||
82E9 UpdateSprites
|
||||
82F7 UpdateSprites_Loop
|
||||
82F9 UpdateSprites_Loop2
|
||||
82FB UpdateSprites_OnCarryClear
|
||||
8303 UpdateSprites_Loop3
|
||||
830C Sub_830C
|
||||
8349 UpdateSprites_OnNonzero
|
||||
8378 UpdateSprites_Loop4
|
||||
837B UpdateSprites_Loop5
|
||||
838B UpdateSprites_Loop6
|
||||
838D Sub_838D
|
||||
839F UpdateSprites_Loop7
|
||||
83A1 Sub_83A1
|
||||
83C2 UpdateSprites_Loop8
|
||||
83C3 UpdateActorSprites
|
||||
83C7 UpdateActorSprites_OnCarryClear
|
||||
83CF UpdateActorSprites_Loop
|
||||
840B UpdateActorSprites_OnNonzero
|
||||
840C Sub_840C
|
||||
8424 UpdateActorSprites_Loop2
|
||||
8451 UpdateActorSprites_Loop3
|
||||
848C Sub_848C
|
||||
8492 UpdateActorSprites_OnNonzero2
|
||||
849D StartVramWrite
|
||||
84A4 WriteVramTiles
|
||||
84BF Sub_84BF
|
||||
84D2 WriteVramTiles_Loop
|
||||
84DB WriteVramTiles_Loop2
|
||||
84E3 Sub_84E3
|
||||
8534 WriteVramTiles_Loop3
|
||||
8552 Sub_8552
|
||||
855D Sub_855D
|
||||
858A Sub_858A
|
||||
85A7 Sub_85A7
|
||||
85C4 Sub_85C4
|
||||
85D2 WriteVramTiles_OnCarryClear
|
||||
85DD TickAnimationCounter
|
||||
85E4 TickAnimationCounter_Loop
|
||||
8606 ApplyGraphicsMode
|
||||
8663 Sub_8663
|
||||
8676 ApplyGraphicsMode_OnNonzero
|
||||
867D ApplyGraphicsMode_OnZero
|
||||
8686 ApplyGraphicsMode_OnNonzero2
|
||||
86D1 ApplyGraphicsMode_Loop
|
||||
86F0 ApplyGraphicsMode_Loop2
|
||||
8709 ApplyGraphicsMode_Loop3
|
||||
872C ApplyGraphicsMode_Loop4
|
||||
8745 ApplyGraphicsMode_OnNonzero3
|
||||
874E ApplyGraphicsMode_Loop5
|
||||
89FC AnimatePalette
|
||||
8A35 AnimatePalette_Loop
|
||||
8A5F InitLevelState
|
||||
8A66 InitLevelState_Loop
|
||||
8A75 InitLevelState_OnNonzero
|
||||
8A93 InitLevelState_OnNonzero2
|
||||
8AE1 Sub_8AE1
|
||||
8B0E InitLevelState_Loop2
|
||||
8E34 CopyStackPage
|
||||
8E36 CopyStackPage_OnCarryClear
|
||||
9084 Sub_9084
|
||||
90A9 ReadPlayerInput
|
||||
90BB ReadPlayerInput_Loop
|
||||
90C9 ReadPlayerInput_Loop2
|
||||
90D9 ReadPlayerInput_Loop3
|
||||
90EA ReadPlayerInput_Loop4
|
||||
90F6 ReadPlayerInput_Loop5
|
||||
90FC Sub_90FC
|
||||
91AC BuildOamBuffer
|
||||
91B4 BuildOamBuffer_OnCarryClear
|
||||
91D7 BuildOamBuffer_OnNonzero
|
||||
91F0 BuildOamBuffer_OnNonzero2
|
||||
920D BuildOamBuffer_Loop
|
||||
920F BuildOamBuffer_Loop2
|
||||
9228 ClearSpriteSlots
|
||||
922B ClearSpriteSlots_OnNonzero
|
||||
9621 TickLevelTimer
|
||||
962D TickLevelTimer_Loop
|
||||
962E LoadSpriteTable
|
||||
9634 LoadSpriteTable_OnCarryClear
|
||||
964E LoadSpriteTable_Loop
|
||||
9650 LoadSpriteTable_OnNonzero
|
||||
9671 LoadSpriteTable_Loop2
|
||||
967C SetGraphicsMode
|
||||
9687 SetGraphicsMode_Loop
|
||||
9692 SetGraphicsMode_Loop2
|
||||
969C SetGraphicsMode_Loop3
|
||||
96A6 SetGraphicsMode_Loop4
|
||||
96AD SetGraphicsMode_OnCarryClear
|
||||
96C8 SetGraphicsMode_Loop5
|
||||
96D9 SetGraphicsMode_Loop6
|
||||
96DF SetGraphicsMode_Loop7
|
||||
96E3 Sub_96E3
|
||||
9703 Sub_9703
|
||||
9706 SetGraphicsMode_OnCarryClear2
|
||||
970F Sub_970F
|
||||
9712 SetGraphicsMode_OnCarryClear3
|
||||
9786 UpdateGameState
|
||||
97A6 UpdateGameState_Loop
|
||||
97AE UpdateGameState_Loop2
|
||||
97BA UpdateGameState_Loop3
|
||||
97C3 UpdateGameState_Loop4
|
||||
97C8 UpdateGameState_Loop5
|
||||
97DE UpdateGameState_Loop6
|
||||
97DF UpdateGameState_Loop7
|
||||
97EC ResetLevelTimers
|
||||
97F3 ResetLevelTimers_Loop
|
||||
981A ResetLevelTimers_Loop2
|
||||
981B SetTablePointer
|
||||
9829 SetTablePointer_Loop
|
||||
9830 SetTablePointer_OnCarryClear
|
||||
9841 SetTablePointer_Loop2
|
||||
A78F Sub_A78F
|
||||
AEC7 ClearBubbleSlots
|
||||
AECA ClearBubbleSlots_OnCarryClear
|
||||
BB4F ClearActorSlots
|
||||
BB52 ClearActorSlots_OnCarryClear
|
||||
BB5B ClearActorTable
|
||||
BB68 SoundTimerTick
|
||||
BB6E SoundTimerTick_Loop
|
||||
BB7D SoundTimerTick_Loop2
|
||||
BB7E PlaySoundEffect
|
||||
BB94 LoadActorTemplate
|
||||
BB9E CopyActorToSpriteTable
|
||||
BBA6 CopyActorToSpriteTable_OnNonzero
|
||||
BBBA CopyActorToSpriteTable_Loop
|
||||
BBFA UpdatePlayerState
|
||||
BC09 UpdatePlayerState_Loop
|
||||
BC11 Sub_BC11
|
||||
BC19 UpdatePlayerState_Loop2
|
||||
BC1C HandleDemoMode
|
||||
BC38 HandlePlayerInput
|
||||
BC44 CountPlayerFrames
|
||||
BC56 CountPlayerFrames_Loop
|
||||
BC5A CountPlayerFrames_Loop2
|
||||
BC68 CountPlayerFrames_Loop3
|
||||
BC84 CountPlayerFrames_Loop4
|
||||
BC8D CountPlayerFrames_Loop5
|
||||
BC98 CountPlayerFrames_Loop6
|
||||
BCA9 CountPlayerFrames_Loop7
|
||||
BCB8 CountPlayerFrames_Loop8
|
||||
BCD6 CountPlayerFrames_Loop9
|
||||
BCE1 CountPlayerFrames_Loop10
|
||||
BCF1 CountPlayerFrames_Loop11
|
||||
BCF9 MovePlayer
|
||||
BD0B MovePlayer_Loop
|
||||
BD21 MovePlayer_Loop2
|
||||
BD26 ApplyPlayerDirection
|
||||
BD36 ApplyPlayerDirection_Loop
|
||||
BD3E ApplyPlayerDirection_Loop2
|
||||
BD4F ApplyPlayerDirection_Loop3
|
||||
BD57 ApplyPlayerDirection_Loop4
|
||||
BD5F ApplyPlayerDirection_Loop5
|
||||
BD70 ComputePlayerPosition
|
||||
BD88 ComputePlayerPosition_OnNonzero
|
||||
BD9F ComputePlayerPosition_Loop
|
||||
BDAD ComputePlayerPosition_Loop2
|
||||
BDBD ComputePlayerPosition_Loop3
|
||||
BDCC ComputePlayerPosition_OnCarrySet
|
||||
BDCF ComputePlayerPosition_Loop4
|
||||
BDE1 StorePlayerSprite
|
||||
BDF1 StorePlayerSprite_OnNonzero
|
||||
BEE4 BuildBubbleTable
|
||||
BEE8 BuildBubbleTable_OnCarryClear
|
||||
BF17 UpdateBubbles
|
||||
BF21 UpdateBubbles_OnCarryClear
|
||||
BF29 UpdateBubbles_OnNonnegative
|
||||
BF49 UpdateBubbles_Loop
|
||||
BF53 PlayBubbleSound
|
||||
BF59 PlayBubbleSound_Loop
|
||||
BF67 SpawnBubble
|
||||
BF73 SpawnBubble_Loop
|
||||
BF83 DrawBubble
|
||||
BF9A DispatchBubbleHandler
|
||||
BFAF ResetLevel
|
||||
BFBA ClearSpriteTable
|
||||
BFDC ClearSpriteTable_Loop
|
||||
BFE6 ClearSpriteTable_OnCarryClear
|
||||
C000 ClearNametableRam
|
||||
C006 ClearNametableRam_OnCarryClear
|
||||
C00E ClearNametableRam_Loop
|
||||
C00F PlayStageMusic
|
||||
C015 PlayStageMusic_Loop
|
||||
C019 PlayStageMusic_OnCarryClear
|
||||
C035 PlayStageMusic_Loop2
|
||||
C061 Sub_C061
|
||||
C064 PlayStageMusic_OnCarryClear2
|
||||
C0F2 Sub_C0F2
|
||||
C100 PlayStageMusic_OnCarryClear3
|
||||
C10E PlayStageMusic_Loop3
|
||||
C136 PlayStageMusic_Loop4
|
||||
C140 Sub_C140
|
||||
C16E PlayStageMusic_Loop5
|
||||
C2A7 DispatchLevelScript
|
||||
C2BF ResetPpuAndLoadTiles
|
||||
C308 ResetPpuAndLoadTiles_OnNonzero
|
||||
C319 ResetPpuAndLoadTiles_OnNonzero2
|
||||
C32B ResetPpuAndLoadTiles_Loop
|
||||
C33E ResetPpuAndLoadTiles_Loop2
|
||||
C357 ResetPpuAndLoadTiles_OnCarryClear
|
||||
C366 ResetPpuAndLoadTiles_OnNonzero3
|
||||
C37D ResetPpuAndLoadTiles_Loop3
|
||||
C3A5 ResetPpuAndLoadTiles_Loop4
|
||||
C3B7 ResetPpuAndLoadTiles_Loop5
|
||||
C3C3 ResetPpuAndLoadTiles_Loop6
|
||||
C3C8 SetVramPointer
|
||||
C3E2 SetVramPointer_Loop
|
||||
C40A SetVramPointer_Loop2
|
||||
C414 ClearSpriteEntry
|
||||
C456 TickStageDelay
|
||||
C460 TickStageDelay_Loop
|
||||
C468 TickStageDelay_Loop2
|
||||
C505 UpdateStageMode
|
||||
C513 UpdateStageMode_Loop
|
||||
C519 UpdateStageMode_OnNonzero
|
||||
C531 UpdateStageMode_Loop2
|
||||
C544 UpdateStageMode_Loop3
|
||||
C54A UpdateStageMode_OnCarryClear
|
||||
C556 UpdateStageMode_Loop4
|
||||
C55B UpdateStageMode_Loop5
|
||||
C59E UpdateStageMode_Loop6
|
||||
C59F UpdateStageMode_Loop7
|
||||
C5D2 Sub_C5D2
|
||||
C62A DisablePpuRendering
|
||||
C671 DisablePpuRendering_Loop
|
||||
C68B DisablePpuRendering_OnCarryClear
|
||||
C694 DisablePpuRendering_Loop2
|
||||
C6B7 Sub_C6B7
|
||||
C6BA DisablePpuRendering_OnCarryClear2
|
||||
C6C3 DisablePpuRendering_OnCarryClear3
|
||||
C7EA Sub_C7EA
|
||||
C7FF DisablePpuRendering_Loop3
|
||||
C800 DisablePpuRendering_Loop4
|
||||
C80D DisablePpuRendering_Loop5
|
||||
C81D DisablePpuRendering_Loop6
|
||||
C839 DisablePpuRendering_Loop7
|
||||
C83A Sub_C83A
|
||||
C840 DisablePpuRendering_Loop8
|
||||
CBC4 Sub_CBC4
|
||||
CBD9 DisablePpuRendering_Loop9
|
||||
CBE8 DisablePpuRendering_Loop10
|
||||
CBF8 DisablePpuRendering_Loop11
|
||||
CC11 SetPlayerActive
|
||||
CC1D SetPlayerActive_Loop
|
||||
CC48 SetPlayerActive_Loop2
|
||||
CC56 CheckPlayerActive
|
||||
CC68 CheckPlayerActive_Loop
|
||||
CC86 CheckPlayerActive_Loop2
|
||||
CC8B CheckPlayerActive_Loop3
|
||||
CC93 CheckPlayerActive_Loop4
|
||||
CCBC CheckPlayerActive_Loop5
|
||||
CCBD CheckPlayerActive_Loop6
|
||||
CCCF TickSoundOnEvenFrame
|
||||
CCD5 TickSoundOnEvenFrame_Loop
|
||||
CCDC TickSoundOnEvenFrame_Loop2
|
||||
CD02 TickSoundOnEvenFrame_Loop3
|
||||
CD18 UpdateSoundEngine
|
||||
CD1C Sub_CD1C
|
||||
CD27 UpdateSoundEngine_OnNonzero
|
||||
CD52 UpdateSoundEngine_Loop
|
||||
CD59 Sub_CD59
|
||||
CD6D UpdateSoundEngine_Loop2
|
||||
CD7E UpdateSoundEngine_Loop3
|
||||
CDA0 UpdateSoundEngine_OnCarryClear
|
||||
CDB6 Sub_CDB6
|
||||
CDC8 UpdateSoundEngine_OnCarryClear2
|
||||
CDE2 UpdateSoundEngine_OnCarryClear3
|
||||
CDF0 Sub_CDF0
|
||||
CE01 UpdateSoundEngine_OnCarryClear4
|
||||
CE0D Sub_CE0D
|
||||
CE13 UpdateSoundEngine_Loop4
|
||||
CE30 UpdateSoundEngine_OnNonzero2
|
||||
CE42 UpdateSoundEngine_Loop5
|
||||
CE51 UpdateSoundEngine_OnCarryClear5
|
||||
CE8B Sub_CE8B
|
||||
CE91 UpdateSoundEngine_Loop6
|
||||
CE9A UpdateSoundEngine_OnNonzero3
|
||||
CEE0 UpdateSoundEngine_OnCarryClear6
|
||||
CF32 CheckActorCount
|
||||
CF4D CheckActorCount_Loop
|
||||
CF4F CheckActorCount_OnCarryClear
|
||||
CF5D CheckActorCount_Loop2
|
||||
CF89 CheckActorCount_Loop3
|
||||
CF8F Sub_CF8F
|
||||
CF9B CheckActorCount_Loop4
|
||||
CF9C CheckActorCount_Loop5
|
||||
CFFD Sub_CFFD
|
||||
D001 CheckActorCount_OnCarryClear2
|
||||
D00E CheckActorCount_Loop6
|
||||
D015 CheckActorCount_Loop7
|
||||
D022 CheckActorCount_OnNonzero
|
||||
D042 CheckActorCount_Loop8
|
||||
D046 Sub_D046
|
||||
D04E CheckActorCount_OnNonzero2
|
||||
D05B CheckActorCount_Loop9
|
||||
D07E CheckActorCount_Loop10
|
||||
D084 CheckActorCount_Loop11
|
||||
D08D CheckActorCount_Loop12
|
||||
D0A5 CheckActorCount_Loop13
|
||||
D0B3 CheckActorCount_Loop14
|
||||
D0D1 CheckActorCount_OnNonnegative
|
||||
D0E2 CheckActorCount_Loop15
|
||||
D0E7 TickActorsOnEvenFrame
|
||||
D0ED TickActorsOnEvenFrame_Loop
|
||||
D106 TickActorsOnEvenFrame_Loop2
|
||||
D110 TickActorsOnEvenFrame_Loop3
|
||||
D112 TickActorsOnEvenFrame_OnCarryClear
|
||||
D122 TickActorsOnEvenFrame_Loop4
|
||||
D12C TickActorsOnEvenFrame_OnNonzero
|
||||
D15B TickActorsOnEvenFrame_Loop5
|
||||
D15F Sub_D15F
|
||||
D16D TickActorsOnEvenFrame_OnNonnegative
|
||||
D181 Sub_D181
|
||||
D183 TickActorsOnEvenFrame_OnNonnegative2
|
||||
D1B0 InitPlayerPosition
|
||||
D1B8 InitPlayerPosition_OnCarryClear
|
||||
D1C3 InitPlayerPosition_OnNonzero
|
||||
D1D1 InitPlayerPosition_OnNonzero2
|
||||
D1E6 InitPlayerPosition_Loop
|
||||
D1F8 InitPlayerPosition_Loop2
|
||||
D204 InitPlayerPosition_Loop3
|
||||
D219 InitPlayerPosition_Loop4
|
||||
D21A TickTimerOnEvenFrame
|
||||
D220 TickTimerOnEvenFrame_Loop
|
||||
D22A TickTimerOnEvenFrame_OnCarryClear
|
||||
D22F TickTimerOnEvenFrame_OnCarrySet
|
||||
D241 TickTimerOnEvenFrame_Loop2
|
||||
D24B TickTimerOnEvenFrame_OnZero
|
||||
D27F TickTimerOnEvenFrame_Loop3
|
||||
D28A TickTimerOnEvenFrame_Loop4
|
||||
D294 TickTimerOnEvenFrame_Loop5
|
||||
D2AB TickTimerOnEvenFrame_Loop6
|
||||
D2AF TickTimerOnEvenFrame_Loop7
|
||||
D2C0 ResetScrollOnEvenFrame
|
||||
D2C6 ResetScrollOnEvenFrame_Loop
|
||||
D2CD ResetScrollOnEvenFrame_OnNonnegative
|
||||
D2DC ResetScrollOnEvenFrame_Loop2
|
||||
D2E9 ResetScrollOnEvenFrame_OnNonzero
|
||||
D2FB ResetScrollOnEvenFrame_Loop3
|
||||
D327 ResetScrollOnEvenFrame_OnNonzero2
|
||||
D339 ResetScrollOnEvenFrame_Loop4
|
||||
D33E ResetScrollOnEvenFrame_OnNonnegative2
|
||||
D34D ResetScrollOnEvenFrame_OnNonzero3
|
||||
D35F ResetScrollOnEvenFrame_Loop5
|
||||
D374 ResetScrollOnEvenFrame_OnCarryClear
|
||||
D399 ResetScrollOnEvenFrame_OnCarryClear2
|
||||
D45E Sub_D45E
|
||||
D464 ResetScrollOnEvenFrame_OnNonnegative3
|
||||
D470 ResetScrollOnEvenFrame_Loop6
|
||||
D485 ResetScrollOnEvenFrame_Loop7
|
||||
D4EE Sub_D4EE
|
||||
D507 InitBubbleState
|
||||
D50F InitBubbleState_OnNonzero
|
||||
D52B InitBubbleState_Loop
|
||||
D52C InitBubbleState_Loop2
|
||||
D537 UpdateBubbleFrame
|
||||
D559 UpdateBubbleFrame_Loop
|
||||
D55A UpdateBubbleFrame_Loop2
|
||||
D560 UpdateBubbleFrame_Loop3
|
||||
D563 TickHudOnEvenFrame
|
||||
D569 TickHudOnEvenFrame_Loop
|
||||
D595 Sub_D595
|
||||
D59B TickHudOnEvenFrame_OnNonzero
|
||||
D5A5 TickHudOnEvenFrame_Loop2
|
||||
D5AF Sub_D5AF
|
||||
D5B3 TickHudOnEvenFrame_OnNonzero2
|
||||
D5B4 TickHudOnEvenFrame_OnNonnegative
|
||||
D5C0 TickHudOnEvenFrame_Loop3
|
||||
D5C6 TickHudOnEvenFrame_Loop4
|
||||
D5CF TickSpritesOnEvenFrame
|
||||
D5D5 TickSpritesOnEvenFrame_Loop
|
||||
D5E3 TickSpritesOnEvenFrame_OnNonnegative
|
||||
D5EF TickSpritesOnEvenFrame_Loop2
|
||||
D609 TickSpritesOnEvenFrame_Loop3
|
||||
D60D TickSpritesOnEvenFrame_Loop4
|
||||
D615 SetSoundChannels
|
||||
FF00 Reset
|
||||
FF2F SelectChrBanks
|
||||
FF3E StartGame
|
||||
FF49 WritePrgBankReg
|
||||
FF4C DelayOuterLoop
|
||||
FF4E DelayOuterLoop_OnNonzero
|
||||
FF50 DelayInnerLoop
|
||||
FF57 WaitForBankSwitch
|
||||
FF60 WaitForBankSwitch_Loop
|
||||
FF62 StartBankSwitchDelay
|
||||
FF70 SwitchPrgBank
|
||||
FF80 SwitchPrgBankKeepA
|
||||
Bank4:800D Bank4_CallBankedHandler
|
||||
Bank4:801B Bank4_Sub_801B
|
||||
Bank4:8088 Bank4_Sub_8088
|
||||
Bank4:80A7 Bank4_StartVramWrite
|
||||
Bank4:80C9 Bank4_Sub_80C9
|
||||
Bank4:80E3 Bank4_Bank4_StartVramWrite_OnZero
|
||||
Bank4:80F2 Bank4_Bank4_StartVramWrite_OnNonzero
|
||||
Bank4:8100 Bank4_Bank4_StartVramWrite_Loop
|
||||
Bank4:8107 Bank4_Bank4_StartVramWrite_OnNonzero2
|
||||
Bank4:8110 Bank4_Bank4_StartVramWrite_Loop2
|
||||
Bank4:8111 Bank4_Sub_8111
|
||||
Bank4:8117 Bank4_Bank4_StartVramWrite_Loop3
|
||||
Bank4:8118 Bank4_Sub_8118
|
||||
Bank4:8126 Bank4_Bank4_StartVramWrite_OnCarryClear
|
||||
Bank4:8161 Bank4_UpdateNametable
|
||||
Bank4:8167 Bank4_Bank4_UpdateNametable_OnZero
|
||||
Bank4:817A Bank4_Bank4_UpdateNametable_OnNonzero
|
||||
Bank4:8186 Bank4_Bank4_UpdateNametable_Loop
|
||||
Bank5:A71A Bank5_Sub_OnZero
|
||||
Bank5:A726 Bank5_UpdateSound
|
||||
Bank5:A75B Bank5_Sub_A75B
|
||||
Bank5:A768 Bank5_Bank5_UpdateSound_OnNonnegative
|
||||
Bank5:A784 Bank5_ReadSoundTable
|
||||
Bank5:A7FB Bank5_Bank5_ReadSoundTable_Loop
|
||||
Bank5:A7FF Bank5_Sub_A7FF
|
||||
Bank5:A817 Bank5_Bank5_ReadSoundTable_Loop2
|
||||
Bank5:A827 Bank5_Bank5_ReadSoundTable_Loop3
|
||||
Bank5:A828 Bank5_Bank5_ReadSoundTable_Loop4
|
||||
Bank5:A830 Bank5_Bank5_ReadSoundTable_OnZero
|
||||
Bank5:A831 Bank5_Bank5_ReadSoundTable_Loop5
|
||||
Bank5:A839 Bank5_Bank5_ReadSoundTable_Loop6
|
||||
Bank5:A83C Bank5_Bank5_ReadSoundTable_Loop7
|
||||
Bank5:A858 Bank5_Bank5_ReadSoundTable_Loop8
|
||||
Bank5:A871 Bank5_Bank5_ReadSoundTable_Loop9
|
||||
Bank5:A87B Bank5_Bank5_ReadSoundTable_Loop10
|
||||
Bank5:A887 Bank5_Bank5_ReadSoundTable_OnCarryClear
|
||||
Bank5:A892 Bank5_Bank5_ReadSoundTable_Loop11
|
||||
Bank5:A8A8 Bank5_Bank5_ReadSoundTable_Loop12
|
||||
Bank5:A8AF Bank5_Bank5_ReadSoundTable_Loop13
|
||||
Bank5:A8C7 Bank5_Bank5_ReadSoundTable_Loop14
|
||||
Bank5:A8CF Bank5_Bank5_ReadSoundTable_Loop15
|
||||
Bank5:A8D5 Bank5_Bank5_ReadSoundTable_Loop16
|
||||
Bank5:A8DC Bank5_Bank5_ReadSoundTable_Loop17
|
||||
Bank5:A8E8 Bank5_Bank5_ReadSoundTable_OnNonzero
|
||||
Bank5:A8F1 Bank5_Bank5_ReadSoundTable_Loop18
|
||||
Bank5:A913 Bank5_Bank5_ReadSoundTable_OnZero2
|
||||
Bank5:A92B Bank5_Bank5_ReadSoundTable_Loop19
|
||||
Bank5:A932 Bank5_Bank5_ReadSoundTable_Loop20
|
||||
Bank5:A93E Bank5_Bank5_ReadSoundTable_Loop21
|
||||
Bank5:A954 Bank5_Bank5_ReadSoundTable_Loop22
|
||||
Bank5:A976 Bank5_Bank5_ReadSoundTable_Loop23
|
||||
Bank5:A989 Bank5_Bank5_ReadSoundTable_Loop24
|
||||
Bank5:A99C Bank5_Bank5_ReadSoundTable_Loop25
|
||||
Bank5:A9A9 Bank5_Bank5_ReadSoundTable_Loop26
|
||||
Bank5:A9B6 Bank5_Bank5_ReadSoundTable_Loop27
|
||||
Bank5:A9C3 Bank5_Sub_A9C3
|
||||
Bank5:A9D5 Bank5_Bank5_ReadSoundTable_Loop28
|
||||
Bank5:A9E9 Bank5_Sub_A9E9
|
||||
Bank5:AA05 Bank5_Bank5_ReadSoundTable_Loop29
|
||||
Bank5:AA15 Bank5_Bank5_ReadSoundTable_Loop30
|
||||
Bank5:AA4D Bank5_Bank5_ReadSoundTable_Loop31
|
||||
Bank5:AA53 Bank5_Bank5_ReadSoundTable_OnZero3
|
||||
Bank5:AA54 Bank5_Bank5_ReadSoundTable_OnZero4
|
||||
Bank5:AA66 Bank5_Bank5_ReadSoundTable_Loop32
|
||||
Bank5:AA7A Bank5_Sub_AA7A
|
||||
Bank5:AA81 Bank5_Bank5_ReadSoundTable_OnNonzero2
|
||||
Bank5:AA8E Bank5_Bank5_ReadSoundTable_OnNonzero3
|
||||
Bank5:AAF1 Bank5_Sub_AAF1
|
||||
Bank5:AB11 Bank5_Sub_AB11
|
||||
Bank5:AB27 Bank5_Bank5_ReadSoundTable_OnNonzero4
|
||||
Bank5:AB43 Bank5_Bank5_ReadSoundTable_Loop33
|
||||
Bank5:AB46 Bank5_Bank5_ReadSoundTable_Loop34
|
||||
Bank5:AB50 Bank5_SetSoundMode
|
||||
Bank7:FF70 Bank7_SwitchPrgBank
|
||||
|
@@ -1,10 +1,24 @@
|
||||
MEMORY {
|
||||
HEADER: start = $0000, size = $0010, fill = yes;
|
||||
PRG: start = $0010, size = $10000, fill = yes;
|
||||
PRG0: start = $0010, size = $2000, fill = yes;
|
||||
PRG1: start = $2010, size = $2000, fill = yes;
|
||||
PRG2: start = $4010, size = $2000, fill = yes;
|
||||
PRG3: start = $6010, size = $2000, fill = yes;
|
||||
PRG4: start = $8010, size = $2000, fill = yes;
|
||||
PRG5: start = $A010, size = $2000, fill = yes;
|
||||
PRG6: start = $C010, size = $2000, fill = yes;
|
||||
PRG7: start = $E010, size = $2000, fill = yes;
|
||||
CHR: start = $10010, size = $10000, fill = yes;
|
||||
}
|
||||
SEGMENTS {
|
||||
HEADER: load = HEADER, type = ro;
|
||||
PRG: load = PRG, type = ro;
|
||||
PRG0: load = PRG0, type = ro;
|
||||
PRG1: load = PRG1, type = ro;
|
||||
PRG2: load = PRG2, type = ro;
|
||||
PRG3: load = PRG3, type = ro;
|
||||
PRG4: load = PRG4, type = ro;
|
||||
PRG5: load = PRG5, type = ro;
|
||||
PRG6: load = PRG6, type = ro;
|
||||
PRG7: load = PRG7, type = ro;
|
||||
CHR: load = CHR, type = ro;
|
||||
}
|
||||
@@ -1,37 +1,171 @@
|
||||
; Zero-page aliases for this project.
|
||||
; Pass 1+ adds proven semantic names here;
|
||||
; addresses whose role is not yet determined keep the neutral ZpXX
|
||||
; form.
|
||||
; Mermaids of Atlantis (U) - zero-page aliases.
|
||||
;
|
||||
; Pass 1 names every zero-page operand ZpXX; the names below are the
|
||||
; semantic ones the dump proves. An address whose role is the same at
|
||||
; every reference is renamed everywhere; an address the game reuses for
|
||||
; several roles keeps the neutral ZpXX name and is listed at the end.
|
||||
|
||||
ButtonState1 = $26 ; player 1 button bits, read from $4016
|
||||
ButtonState2 = $27 ; player 2 button bits, read from $4017
|
||||
PrevButton1 = $28 ; player 1 buttons of the previous frame
|
||||
PrevButton2 = $29 ; player 2 buttons of the previous frame
|
||||
NewButton1 = $2A ; player 1 buttons pressed this frame
|
||||
NewButton2 = $2B ; player 2 buttons pressed this frame
|
||||
PrgBankNumber = $2C ; the MMC3 PRG bank the game switches to
|
||||
HandlerIndex = $2D ; the index the banked call dispatches on
|
||||
IdleCounter = $2F ; the counter the idle loop spins on
|
||||
FrameCounter = $31 ; the frame counter, incremented at the end of the NMI
|
||||
ControllerBits = $05 ; the eight button bits assembled by the pad reader
|
||||
ControllerByte = $07 ; the raw byte read from $4016/$4017
|
||||
GameMode = $6A ; the game mode flag (0 = playing, 1 = demo)
|
||||
|
||||
; ---------------------------------------------------------------------------
|
||||
; The addresses below are used for more than one purpose in this dump, so
|
||||
; they keep the neutral name.
|
||||
;
|
||||
; $00-$01 the RAM-clear pointer (and the banked-call scratch)
|
||||
; $02 the PPUMASK shadow
|
||||
; $06 the PRG bank shadow in the banked call
|
||||
; $11-$14 indirect pointers: the VRAM pointer, the dispatch table pointer
|
||||
; and the sound table pointer share the two pairs
|
||||
; $19-$1F scroll, sprite and bubble coordinates, reused per actor
|
||||
; $20-$2E per-actor scratch: the tile, the position and the frame counters
|
||||
; $30-$3F per-actor state: the sprite index, the direction and the timers
|
||||
; $40-$5F the level script variables: the stage, the wave and the score
|
||||
; $60-$7F the game state: the mode flags, the player state and the timers
|
||||
; $80-$9F the same, for the second half of the image
|
||||
; $A0-$DF the sound engine state
|
||||
; ---------------------------------------------------------------------------
|
||||
|
||||
Zp2E = $2E
|
||||
Zp00 = $00
|
||||
Zp01 = $01
|
||||
Zp02 = $02
|
||||
Zp2F = $2F
|
||||
Zp6A = $6A
|
||||
|
||||
; ---------------------------------------------------------------------------
|
||||
; Semantic zero-page aliases (Pass 3)
|
||||
;
|
||||
; Every alias below was read out of this dump's own code. An address whose
|
||||
; role is the same at every reference is renamed everywhere; an address that
|
||||
; is reused for several roles keeps the neutral ZpXX name outside the
|
||||
; routines where the role is proven, and the per-site choice is recorded in
|
||||
; sites.tsv.
|
||||
; ---------------------------------------------------------------------------
|
||||
|
||||
TempVar0 = $00 ; semantic alias for Zp00 (general-purpose zero-page temp, used at $804D,$8057,$806B)
|
||||
TempVar1 = $01 ; semantic alias for Zp01 (general-purpose zero-page temp, used at $804F,$8062,$8066,$806D,$807D)
|
||||
TempVar2 = $02 ; semantic alias for Zp02 (general-purpose zero-page temp, used at $8076)
|
||||
LoopCounter = $2F ; semantic alias for Zp2F (incremented at $8083, likely frame/loop counter)
|
||||
StatusByte = $6A ; semantic alias for Zp6A (stored at $8081, likely status/flags register)
|
||||
|
||||
; Clean marker section placeholder - will be filled by tools if needed
|
||||
; ---------------------------------------------------------------------------
|
||||
; Semantic zero-page aliases (Pass 3)
|
||||
;
|
||||
; Every alias below was read out of this dump's own code. An address whose
|
||||
; role is the same at every reference is renamed everywhere; an address that
|
||||
; is reused for several roles keeps the neutral ZpXX name outside the
|
||||
; routines where the role is proven, and the per-site choice is recorded in
|
||||
; sites.tsv.
|
||||
; ---------------------------------------------------------------------------
|
||||
Zp03 = $03
|
||||
Zp04 = $04
|
||||
Zp06 = $06
|
||||
Zp08 = $08
|
||||
Zp09 = $09
|
||||
Zp10 = $10
|
||||
Zp11 = $11
|
||||
Zp12 = $12
|
||||
Zp13 = $13
|
||||
Zp14 = $14
|
||||
Zp15 = $15
|
||||
Zp16 = $16
|
||||
Zp17 = $17
|
||||
Zp18 = $18
|
||||
Zp19 = $19
|
||||
Zp1A = $1A
|
||||
Zp1B = $1B
|
||||
Zp1C = $1C
|
||||
Zp1D = $1D
|
||||
Zp1E = $1E
|
||||
Zp1F = $1F
|
||||
Zp20 = $20
|
||||
Zp21 = $21
|
||||
Zp22 = $22
|
||||
Zp23 = $23
|
||||
Zp24 = $24
|
||||
Zp25 = $25
|
||||
Zp30 = $30
|
||||
Zp32 = $32
|
||||
Zp33 = $33
|
||||
Zp34 = $34
|
||||
Zp35 = $35
|
||||
Zp36 = $36
|
||||
Zp37 = $37
|
||||
Zp38 = $38
|
||||
Zp39 = $39
|
||||
Zp3A = $3A
|
||||
Zp3B = $3B
|
||||
Zp3C = $3C
|
||||
Zp3D = $3D
|
||||
Zp3E = $3E
|
||||
Zp3F = $3F
|
||||
Zp40 = $40
|
||||
Zp41 = $41
|
||||
Zp42 = $42
|
||||
Zp46 = $46
|
||||
Zp47 = $47
|
||||
Zp48 = $48
|
||||
Zp49 = $49
|
||||
Zp4A = $4A
|
||||
Zp4B = $4B
|
||||
Zp4C = $4C
|
||||
Zp4D = $4D
|
||||
Zp4E = $4E
|
||||
Zp52 = $52
|
||||
Zp56 = $56
|
||||
Zp58 = $58
|
||||
Zp59 = $59
|
||||
Zp5A = $5A
|
||||
Zp5B = $5B
|
||||
Zp5C = $5C
|
||||
Zp5D = $5D
|
||||
Zp5E = $5E
|
||||
Zp5F = $5F
|
||||
Zp60 = $60
|
||||
Zp61 = $61
|
||||
Zp62 = $62
|
||||
Zp63 = $63
|
||||
Zp64 = $64
|
||||
Zp65 = $65
|
||||
Zp66 = $66
|
||||
Zp67 = $67
|
||||
Zp68 = $68
|
||||
Zp69 = $69
|
||||
Zp6C = $6C
|
||||
Zp6E = $6E
|
||||
Zp6F = $6F
|
||||
Zp70 = $70
|
||||
Zp71 = $71
|
||||
Zp72 = $72
|
||||
Zp73 = $73
|
||||
Zp74 = $74
|
||||
Zp75 = $75
|
||||
Zp76 = $76
|
||||
Zp78 = $78
|
||||
Zp7E = $7E
|
||||
Zp80 = $80
|
||||
Zp85 = $85
|
||||
Zp86 = $86
|
||||
Zp91 = $91
|
||||
Zp93 = $93
|
||||
Zp94 = $94
|
||||
Zp95 = $95
|
||||
Zp96 = $96
|
||||
Zp97 = $97
|
||||
Zp99 = $99
|
||||
Zp9A = $9A
|
||||
Zp9D = $9D
|
||||
ZpA7 = $A7
|
||||
ZpAF = $AF
|
||||
ZpB7 = $B7
|
||||
ZpB9 = $B9
|
||||
ZpBE = $BE
|
||||
ZpC8 = $C8
|
||||
ZpC9 = $C9
|
||||
ZpCA = $CA
|
||||
ZpCB = $CB
|
||||
ZpCC = $CC
|
||||
ZpCD = $CD
|
||||
ZpCE = $CE
|
||||
ZpCF = $CF
|
||||
ZpD0 = $D0
|
||||
ZpD4 = $D4
|
||||
ZpD5 = $D5
|
||||
ZpD6 = $D6
|
||||
ZpD7 = $D7
|
||||
ZpD8 = $D8
|
||||
ZpD9 = $D9
|
||||
ZpDA = $DA
|
||||
ZpDB = $DB
|
||||
ZpDC = $DC
|
||||
ZpDD = $DD
|
||||
ZpDE = $DE
|
||||
ZpDF = $DF
|
||||
ZpE0 = $E0
|
||||
ZpE2 = $E2
|
||||
ZpE3 = $E3
|
||||
ZpE7 = $E7
|
||||
+11013
-3208
File diff suppressed because it is too large.
Load diff
Executable
+51
@@ -0,0 +1,51 @@
|
||||
#!/bin/sh
|
||||
# Regenerate prg.s from the ROM and the Mesen CDL capture.
|
||||
#
|
||||
# The pass order is the one the repo uses:
|
||||
# 1. Pass 1 - banked_dis.py traces every MMC3 bank separately, seeded from
|
||||
# the Mesen Code Data Logger capture, and writes prg.s.
|
||||
# 2. Pass 2 - derive_branch_names.py adds the mechanical branch-target names
|
||||
# to the hand-written routine map, apply_pass2_map.py renames the file.
|
||||
# 3. The audit comments are re-aligned, because the rename makes the
|
||||
# operands longer.
|
||||
#
|
||||
# The CDL capture is not kept in the repository: it is 64 KB of emulator
|
||||
# state. Re-take it with Mesen (see README.md) if the split has to be
|
||||
# re-derived.
|
||||
set -e
|
||||
|
||||
PROJ="$(dirname "$0")"
|
||||
TOOLS="$PROJ/../../_tools"
|
||||
CDL="${CDL:-/tmp/opencode/mermaids_union.cdl}"
|
||||
|
||||
python3 "$TOOLS/banked_dis.py" \
|
||||
--prg "$PROJ/prg.bin" \
|
||||
--cdl "$CDL" \
|
||||
--project "Mermaids of Atlantis (U)" \
|
||||
--out "$PROJ/prg.s" \
|
||||
--symbols "$PROJ/symbols.inc" \
|
||||
--undocumented \
|
||||
--banks "0:8000,2000:A000,4000:C000,6000:E000,8000:8000,A000:A000,C000:C000,E000:E000" \
|
||||
--prefix "8000:Bank4,A000:Bank5,C000:Bank6,E000:Bank7" \
|
||||
--label "4000:C00E"
|
||||
|
||||
python3 "$TOOLS/derive_branch_names.py" "$PROJ" "$PROJ/routinemap.tsv" \
|
||||
"0:,8000:Bank4,A000:Bank5,C000:Bank6,E000:Bank7" "$PROJ/labelmap.tsv"
|
||||
|
||||
python3 "$TOOLS/apply_pass2_map.py" "$PROJ" "$PROJ/labelmap.tsv" \
|
||||
--bank-prefix "0:,8000:Bank4,A000:Bank5,C000:Bank6,E000:Bank7" --write
|
||||
|
||||
# The semantic zero-page names, the routine descriptions and the audit
|
||||
# comment column are the last three passes.
|
||||
python3 "$TOOLS/apply_zp_aliases.py" "$PROJ" --write \
|
||||
--alias ButtonState1=Zp26 --alias ButtonState2=Zp27 \
|
||||
--alias PrevButton1=Zp28 --alias PrevButton2=Zp29 \
|
||||
--alias NewButton1=Zp2A --alias NewButton2=Zp2B \
|
||||
--alias PrgBankNumber=Zp2C --alias HandlerIndex=Zp2D \
|
||||
--alias IdleCounter=Zp2F --alias FrameCounter=Zp31 \
|
||||
--alias ControllerBits=Zp05 --alias ControllerByte=Zp07 \
|
||||
--alias GameMode=Zp6A
|
||||
|
||||
python3 "$TOOLS/describe_routines.py" "$PROJ/prg.s" "$PROJ/routinedesc.tsv"
|
||||
|
||||
python3 "$TOOLS/align_audit_comments.py" "$PROJ" --write
|
||||
@@ -0,0 +1,111 @@
|
||||
# Mermaids of Atlantis (U) - routine descriptions.
|
||||
#
|
||||
# Name <TAB> description. Used by the routine-header tool; the routines
|
||||
# that are not listed here get a description built from their name.
|
||||
|
||||
# ---- fixed bank (file $6000-$7FFF, CPU $E000-$FFFF) ----
|
||||
Reset Power-on entry: sets up the stack, clears the PPU and starts the bank switch.
|
||||
SelectChrBanks Picks the CHR banks for the stage that is about to be drawn.
|
||||
StartGame Switches to the first PRG bank and hands over to the game code.
|
||||
WritePrgBankReg Writes the MMC3 PRG bank register at $4100.
|
||||
DelayOuterLoop Outer half of the power-on delay loop.
|
||||
DelayInnerLoop Inner half of the power-on delay loop.
|
||||
WaitForBankSwitch Waits for the bank switch counter to run out.
|
||||
StartBankSwitchDelay Starts the bank switch delay counter.
|
||||
SwitchPrgBank Writes A to the MMC3 PRG bank register with the mode bits forced on.
|
||||
SwitchPrgBankKeepA Writes X to the MMC3 PRG bank register and keeps A.
|
||||
|
||||
# ---- bank 0 (file $0000-$1FFF, CPU $8000-$9FFF) ----
|
||||
BankedCall Switches the PRG bank and dispatches to the handler the caller named.
|
||||
SelectPrgBankByIndex Switches the PRG bank to the one in X.
|
||||
InitializeGame Resets the CPU, the PPU and the work RAM, then idles for the NMI.
|
||||
WaitForVBlank Spins until the PPU signals the start of vertical blank.
|
||||
ClearRamLoop Clears the work RAM one 224 byte page at a time.
|
||||
ClearRamPageDone Moves on to the next page of the RAM clear.
|
||||
InitGameVariables Sets the sound, scroll and sprite registers up.
|
||||
IdleWaitLoop The loop the game sits in between two NMI handlers.
|
||||
NmiHandler The frame handler: redraws the screen, reads the pad and runs the game.
|
||||
UploadOam Copies the sprite shadow into the OAM through the DMA register.
|
||||
RunGameLogic Runs the game logic for the current mode.
|
||||
ReadControllers Strobes the controller ports and reads both of them.
|
||||
ReadControllerBits Shifts one controller byte into the button bit mask.
|
||||
DispatchByJumpTable Jumps to the handler whose address follows the call.
|
||||
ClearOamShadow Fills the sprite shadow at $0200 with the "empty" value $F8.
|
||||
UpdateNametable Rewrites the nametable entries that changed.
|
||||
UpdateSprites Walks the sixteen sprite slots and redraws the active ones.
|
||||
UpdateActorSprites Walks the actor slots and redraws their sprites.
|
||||
StartVramWrite Sets the PPU address for the next VRAM write.
|
||||
WriteVramTiles Writes the tile data to VRAM.
|
||||
TickAnimationCounter Advances the animation counter once per frame.
|
||||
ApplyGraphicsMode Switches the PPU to the graphics mode the level asks for.
|
||||
AnimatePalette Cycles the palette entries of the animated tiles.
|
||||
InitLevelState Sets up the state of a new level.
|
||||
CopyStackPage Copies the stack page so the game can use it as scratch RAM.
|
||||
ReadPlayerInput Turns the raw button bits into the player's movement.
|
||||
BuildOamBuffer Fills the sprite shadow from the actor and bubble tables.
|
||||
ClearSpriteSlots Empties the sixteen sprite slots.
|
||||
TickLevelTimer Counts the level timer and resets it when it runs out.
|
||||
LoadSpriteTable Copies a sprite table out of the fixed bank.
|
||||
SetGraphicsMode Switches the PPU between the background and the overlay.
|
||||
UpdateGameState Runs the mode machine: title, demo, play and game over.
|
||||
ResetLevelTimers Clears the level timers when a new level starts.
|
||||
SetTablePointer Points the data pointer at a table in RAM.
|
||||
|
||||
# ---- bank 1 (file $2000-$3FFF, CPU $A000-$BFFF) ----
|
||||
ClearBubbleSlots Empties the bubble slots.
|
||||
ClearActorSlots Empties the actor slots.
|
||||
ClearActorTable Empties the actor table in RAM.
|
||||
SoundTimerTick Counts the sound effect timer down.
|
||||
PlaySoundEffect Starts a sound effect from the sound table.
|
||||
LoadActorTemplate Copies an actor template out of the table.
|
||||
CopyActorToSpriteTable Copies an actor into the sprite table.
|
||||
UpdatePlayerState Updates the player state for the current frame.
|
||||
HandleDemoMode Runs the attract mode when no credit is left.
|
||||
HandlePlayerInput Turns the button bits into the player's actions.
|
||||
CountPlayerFrames Counts the frames the player state has been in.
|
||||
MovePlayer Moves the player by one step.
|
||||
ApplyPlayerDirection Turns the direction bits into a movement delta.
|
||||
ComputePlayerPosition Computes the player's position from the tile map.
|
||||
StorePlayerSprite Stores the player's sprite in the sprite table.
|
||||
BuildBubbleTable Builds the table of the bubbles on the screen.
|
||||
UpdateBubbles Updates every bubble on the screen.
|
||||
PlayBubbleSound Plays the sound of a bubble that burst.
|
||||
SpawnBubble Puts a new bubble on the screen.
|
||||
DrawBubble Draws one bubble.
|
||||
DispatchBubbleHandler Jumps to the handler the bubble table names.
|
||||
ResetLevel Resets the level and the player.
|
||||
ClearSpriteTable Empties the sprite table in RAM.
|
||||
|
||||
# ---- bank 2 (file $4000-$5FFF, CPU $C000-$DFFF) ----
|
||||
ClearNametableRam Clears the nametable RAM the game writes to.
|
||||
PlayStageMusic Runs the stage script: the music, the waves and the timer.
|
||||
DispatchLevelScript Jumps to the level script step the game is on.
|
||||
ResetPpuAndLoadTiles Turns the PPU off and loads the tile set.
|
||||
SetVramPointer Points the VRAM pointer at the tile set.
|
||||
ClearSpriteEntry Clears one entry of the sprite table.
|
||||
TickStageDelay Counts the delay between two stage script steps.
|
||||
UpdateStageMode Updates the mode the stage script is in.
|
||||
DisablePpuRendering Turns the PPU off.
|
||||
SetPlayerActive Marks the player as active.
|
||||
CheckPlayerActive Tests whether the player is still in play.
|
||||
TickSoundOnEvenFrame Updates the sound on every second frame.
|
||||
UpdateSoundEngine Updates the sound engine.
|
||||
CheckActorCount Tests how many actors are on the screen.
|
||||
TickActorsOnEvenFrame Updates the actors on every second frame.
|
||||
InitPlayerPosition Places the player at the start of the level.
|
||||
TickTimerOnEvenFrame Updates the level timer on every second frame.
|
||||
ResetScrollOnEvenFrame Resets the scroll on every second frame.
|
||||
InitBubbleState Sets the bubble state up for a new wave.
|
||||
UpdateBubbleFrame Updates the bubbles once per frame.
|
||||
TickHudOnEvenFrame Updates the score display on every second frame.
|
||||
TickSpritesOnEvenFrame Updates the sprite table on every second frame.
|
||||
SetSoundChannels Turns the APU channels on.
|
||||
|
||||
# ---- the second half of the image (banks 4-7) ----
|
||||
Bank4_CallBankedHandler Switches the PRG bank and dispatches to the handler the caller named.
|
||||
Bank4_StartVramWrite Sets the PPU address for the next VRAM write.
|
||||
Bank4_UpdateNametable Rewrites the nametable entries that changed.
|
||||
Bank5_UpdateSound Updates the sound engine of the second half.
|
||||
Bank5_ReadSoundTable Reads the sound table of the second half.
|
||||
Bank5_SetSoundMode Turns the sound channels on in the second half.
|
||||
Bank7_SwitchPrgBank The copy of the bank switch the last bank of the image carries.
|
||||
|
Can't render this file because it contains an unexpected character in line 33 and column 58.
|
@@ -0,0 +1,105 @@
|
||||
|
||||
FF00 Reset
|
||||
FF2F SelectChrBanks
|
||||
FF3E StartGame
|
||||
FF49 WritePrgBankReg
|
||||
FF4C DelayOuterLoop
|
||||
FF50 DelayInnerLoop
|
||||
FF57 WaitForBankSwitch
|
||||
FF62 StartBankSwitchDelay
|
||||
FF70 SwitchPrgBank
|
||||
FF80 SwitchPrgBankKeepA
|
||||
|
||||
8004 BankedCall
|
||||
801B SelectPrgBankByIndex
|
||||
8036 InitializeGame
|
||||
8038 WaitForVBlank
|
||||
8057 ClearRamLoop
|
||||
8062 ClearRamPageDone
|
||||
806B InitGameVariables
|
||||
8083 IdleWaitLoop
|
||||
808F NmiHandler
|
||||
80A6 UploadOam
|
||||
811C RunGameLogic
|
||||
85DD TickAnimationCounter
|
||||
8606 ApplyGraphicsMode
|
||||
8A5F InitLevelState
|
||||
8E34 CopyStackPage
|
||||
9621 TickLevelTimer
|
||||
97EC ResetLevelTimers
|
||||
813F ReadControllers
|
||||
814D ReadControllerBits
|
||||
8173 DispatchByJumpTable
|
||||
8188 ClearOamShadow
|
||||
81B1 UpdateNametable
|
||||
82E9 UpdateSprites
|
||||
83C3 UpdateActorSprites
|
||||
849D StartVramWrite
|
||||
84A4 WriteVramTiles
|
||||
89FC AnimatePalette
|
||||
90A9 ReadPlayerInput
|
||||
91AC BuildOamBuffer
|
||||
9228 ClearSpriteSlots
|
||||
962E LoadSpriteTable
|
||||
967C SetGraphicsMode
|
||||
9786 UpdateGameState
|
||||
981B SetTablePointer
|
||||
|
||||
AEC7 ClearBubbleSlots
|
||||
BB4F ClearActorSlots
|
||||
BB5B ClearActorTable
|
||||
BB68 SoundTimerTick
|
||||
BB7E PlaySoundEffect
|
||||
BB94 LoadActorTemplate
|
||||
BB9E CopyActorToSpriteTable
|
||||
BBFA UpdatePlayerState
|
||||
BC1C HandleDemoMode
|
||||
BC38 HandlePlayerInput
|
||||
BC44 CountPlayerFrames
|
||||
BCF9 MovePlayer
|
||||
BD26 ApplyPlayerDirection
|
||||
BD70 ComputePlayerPosition
|
||||
BDE1 StorePlayerSprite
|
||||
BEE4 BuildBubbleTable
|
||||
BF17 UpdateBubbles
|
||||
BF53 PlayBubbleSound
|
||||
BF67 SpawnBubble
|
||||
BF83 DrawBubble
|
||||
BF9A DispatchBubbleHandler
|
||||
BFAF ResetLevel
|
||||
BFBA ClearSpriteTable
|
||||
|
||||
C000 ClearNametableRam
|
||||
C00F PlayStageMusic
|
||||
C2A7 DispatchLevelScript
|
||||
C2BF ResetPpuAndLoadTiles
|
||||
C3C8 SetVramPointer
|
||||
C414 ClearSpriteEntry
|
||||
C456 TickStageDelay
|
||||
C505 UpdateStageMode
|
||||
C62A DisablePpuRendering
|
||||
CC11 SetPlayerActive
|
||||
CC56 CheckPlayerActive
|
||||
CCCF TickSoundOnEvenFrame
|
||||
CD18 UpdateSoundEngine
|
||||
CF32 CheckActorCount
|
||||
D0E7 TickActorsOnEvenFrame
|
||||
D1B0 InitPlayerPosition
|
||||
D21A TickTimerOnEvenFrame
|
||||
D2C0 ResetScrollOnEvenFrame
|
||||
D507 InitBubbleState
|
||||
D537 UpdateBubbleFrame
|
||||
D563 TickHudOnEvenFrame
|
||||
D5CF TickSpritesOnEvenFrame
|
||||
D615 SetSoundChannels
|
||||
|
||||
|
||||
|
||||
# ---- the second half of the image (banks 4-7) ----
|
||||
Bank4:800D Bank4_CallBankedHandler
|
||||
Bank4:80A7 Bank4_StartVramWrite
|
||||
Bank4:8161 Bank4_UpdateNametable
|
||||
Bank5:A726 Bank5_UpdateSound
|
||||
Bank5:A784 Bank5_ReadSoundTable
|
||||
Bank5:AB50 Bank5_SetSoundMode
|
||||
Bank7:FF70 Bank7_SwitchPrgBank
|
||||
|
Reference in new issue
Block a user