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).
This commit is contained in:
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# Volleyball (U) - Pass 2 name map
# <CPU address><TAB><name>
8000 Reset
800B WaitForVblankStart
8010 WaitForVblankEnd
803E InitGameAndEnterMainLoop
8053 NmiHandler
805B NmiStartFrameWork
8064 NmiUpdateGame
811E NmiAnimateCrowd
8132 NmiUpdateIndicatorBoard
8139 NmiStartRendering
817A NmiSetOverlayFlags
8189 NmiRunSoundAndOverlay
8190 NmiUpdateCrowdSprites
819E NmiBuildOamBuffer
81B5 MainIdleLoop
81CC NmiIgnoreAndReturn
81FF FlushVramUpdateScript
8210 RunVramUpdateScript
8223 RunVramUpdateRun
822E WriteVramRunByte
823A VramUpdateScriptComplete
8245 AdvanceVramScriptPointer
8269 ReadBothControllersOld
8277 ReadBothControllersLegacy
829D ShiftControllerBits
82AC ReadPlayerController
82C2 ShiftPlayerControllerBits
82F5 CopyOamBufferToPpu
8315 UpdateScrollAndNametable
8335 InitPpuForPowerOn
8378 ClearScreensForNewGame
8397 ClearNametableAndOamFlag
839E ClearNametable0
83D3 ClearOamPendingFlag
83D8 BuildPlayerSpriteEntries
8424 WriteAttributeUpdateScript
8440 WriteAttributeScriptBytes
845D ClearGameRam
848F LoadSpriteTableTeamA
849F LoadSpriteTableTeamB
84AF LoadSpriteTableTeamC
84BF LoadSpriteTableTeamD
84CF LoadSpriteTableTeamE
84DF UploadOamShadowToPpu
85B1 DispatchGameState
85F7 DecrementStateTimer
8600 AdvanceSubState
8603 AdvanceGameState
860A SetGameState
8611 StateTitleScreenInit
8630 TitleInit_ClearGameState
8666 TitleInit_QueueIntroScript
8675 TitleInit_LoadSprites
867B TitleInit_SetWaitTimer
8686 TitleInit_WaitTimer
8689 TitleInit_StartMatchSetup
869B TitleInit_AttractLoop
871A TitleInit_SelectSlotTwo
8729 TitleInit_SetNumberTile
873E TitleInit_SwitchToDemoState
8743 StateTitleScreen
8753 Title_WaitForStartPress
8759 Title_StartDemoCountdown
87CB TitleInit_SetNumberTileB
87EF TitleInit_DrawNumberEven
880D TitleInit_DrawNumberOdd
8819 TitleInit_GoToModeSelect
8821 StateModeSelect
8843 StateModeSelectToMatch
887D StateCourtSetup
8913 CourtSetup_StartWhistle
8933 CourtSetup_UpdateFrame
894E CourtSetup_GoToNextState
8951 StateRally
89B2 Rally_ResetForPoint
89C3 Rally_SkipFrame
89C9 Rally_SetServeFlag
89D3 Rally_CountdownToServe
89E6 Rally_UpdatePlayers
8A14 Rally_EndPoint
8A1A Rally_ClearServeFlags
8A34 Rally_DrawAndWait
8A3A Rally_ResumeAfterWhistle
8A44 Rally_CheckPointEnd
8A6C Rally_FrameDone
8A72 Rally_ClearServeFlag2
8A78 Rally_ClearOverFlag
8A82 Rally_ClearTeamScores
8AD2 Rally_UpdateTeamFlags
8B04 Rally_FrameDone2
8B0A Rally_SetWhistleFlag
8B1F Rally_GoToNextState
8B22 Rally_RestartDemo
8B47 StateNewPoint
8B81 NewPoint_ResetStructs
8B92 NewPoint_FrameDone
8B98 NewPoint_ResetScore
8BAF NewPoint_ClearBall
8BC7 NewPoint_FrameDone2
8BCD NewPoint_ShowScore
8BE9 NewPoint_FrameDone3
8BEF NewPoint_MoveBall
8C0B Rally_UpdateTeamsAndDraw
8C17 GetTeamPlayerOffset
8C63 SetNumberAndDraw
8C7F SetStateAndAdvance
8C85 SetStateFive
8C8A StateTeamSelection
8CAF TeamSelect_Start
8CBD TeamSelect_CountTeams
8CD4 TeamSelect_NextTeam
8CDD TeamSelect_CheckTeam
8CEC TeamSelect_ConfirmTeam
8D07 ServeSet_BallPosition
8D1F ServeSet_CheckDmc
8D38 ServeSet_SetTimer
8D46 ServeSet_WaitForServe
8D55 ServeSet_StopSounds
8D62 ServeSet_GoToNextState
8D65 StateServeSetup
8DDD ServeSet_ClearPlayerInput
8DEA ServeSet_FrameDone
8DFA AdvanceSubStateShared
8E09 StateAttractDemo
8E4D StateMatchResults
8E87 Results_Start
8E99 Results_FrameDone
8E9F Results_ResetStructs
8EDC Results_FrameDone2
8EE2 Results_MoveBall
8EFE Results_UpdateTeams
8F0A GetTeamPlayerOffsetB
8F59 ShiftTeamOffset
8F69 SetNumberAndDrawB
8F85 SetStateAndAdvanceB
8F8B SetStateFiveB
8F90 ReadCommandStreamByte
8FBE DecodeCommandStream
8FDF RunCommandStream
9001 InitMatchStructs
903E UpdateMatchStructs
908E DrawMatchFrame
90C0 InitMatchPlayers
90D9 UpdatePlayerInput
9106 SetPlayerCount
9112 UpdatePlayerControl
912B CompareScores
914D CompareScoresB
9153 UpdatePlayerAction
9173 CompareScoresC
9195 CompareScoresD
919B ClearPlayerAction
91B6 GetNumberOffset
91C5 DrawScoreDigits
921A DrawScoreNumber
9262 LoadTeamSprites
92B5 ReadTeamSpriteData
92B9 LoadTeamSpritePair
92D0 QueueTitleScript
931E InitPlayerStructs
934E InitScoreStructs
9397 LoadTeamNumberTable
93F5 InitTeamPlayerStruct
9426 InitRallyStructs
9456 DrawRallyFrame
9480 UpdateBallFrame
9492 BallFrameDone
94A1 UpdateBallMovement
94FE UpdateBallAnimation
955B BallRoutineEnd
955C GetBallNumberIndex
958C TeamPlayerMove0
95C3 TeamPlayerMove0End
95DD TeamPlayerMove1
9624 TeamPlayerMove1Start
965B TeamPlayerMove1End
9675 TeamPlayerMove2
96AC TeamPlayerMove2End
96C6 TeamPlayerMove3
970D TeamPlayerMove4
9754 TeamPlayerMove5
979B CheckBallInPlay
97C5 BallBounceOnFloor
97DF BallSetDirection
97F4 BallStoreSpriteFlags
97F8 BallFrameDone0
97F9 CheckBallLanded
9823 BallComputeSpriteAttr
9856 BallStoreFlagsB
985B BallComputeAttrB
987D BallStoreFlagsC
9882 BallComputeAttrC
98AF BallSetAnimFlags
98C4 BallStoreFlagsD
98C9 BallUpdateTeamA
9933 BallSetTeamAFlags
994A BallStoreTeamAFlags
9967 BallStoreTeamAFlagsB
9983 BallStoreTeamAFlagsC
9988 BallUpdateTeamB
99F2 BallSetTeamBFlags
9A09 BallStoreTeamBFlags
9A26 BallStoreTeamBFlagsB
9A47 BallSetTeamBFlagsC
9A5C BallStoreTeamBFlagsD
9A61 BallUpdateTeamC
9ABF BallSetTeamCFlags
9AD6 BallStoreTeamCFlags
9AF3 BallStoreTeamCFlagsB
9B0F BallStoreTeamCFlagsC
9B14 BallUpdateTeamD
9B6F BallSetTeamDFlags
9B86 BallStoreTeamDFlags
9B9D BallStoreTeamDFlagsB
9BB9 BallStoreTeamDFlagsC
9BBE BallUpdateTeamE
9C25 BallSetTeamEFlags
9C4E BallStoreTeamEFlags
9C66 BallStoreTeamEFlagsB
9C6D BallSetTeamEFlagsC
9C7A BallStoreTeamEFlagsD
9C81 BallSetCommonFlags
9C92 BallStoreCommonFlags
9C97 BallSetCommonFlagsB
9CAE BallStoreCommonFlagsB
9CB3 BallUpdateTeamF
9CE2 CheckBallAboveScreen
9D29 BallMoveUp
9D46 BallSetFlagsE
9D5D BallStoreFlagsE
9D7A BallStoreFlagsE2
9D96 BallStoreFlagsE3
9D9B BallUpdateAnimation
9DC9 BallStoreAnimFlags
9DCB BallClearNumber
9DD0 BallUpdateAnimationB
9DF7 BallClearNumberB
9DFC BallResetForTeam
9E18 BallCheckFloor
9E41 BallStoreFlagsF
9E45 BallFrameDone2
9E46 BallResetForTeamB
9E62 BallComputeSpeed
9E94 BallStoreFlagsG
9E98 BallCheckSpin
9EAB BallStoreFlagsH
9EB0 BallUpdateBallSpeed
9EDB BallSetBallSpeed
9EF7 BallStoreBallSpeed
9EFA BallSubtractSpeed
9F0E BallStoreSpeed
9F11 BallComputeNoteIndex
9F2D BallComputeNoteIndexB
9F52 BallComputeNoteIndexC
9F77 BallComputeNoteIndexD
9F9C BallGetTeamSlot
9FCE BallUpdateTeamG
A005 TeamSpriteUpdate0End
A01F TeamSpriteUpdate0
A066 TeamSpriteUpdate1
A09D TeamSpriteUpdate1End
A0B7 TeamSpriteUpdate2
A0EE TeamSpriteUpdate2End
A108 TeamSpriteUpdate3
A14F TeamSpriteUpdate4
A196 TeamSpriteUpdate5
A1DD TeamCheckFloorA
A205 TeamSetAttrA
A21F TeamSetAttrB
A234 TeamStoreAttr
A239 TeamCheckFloorB
A261 TeamSetAttrC
A294 TeamStoreAttrB
A299 TeamResetFlagsA
A2BB TeamStoreAttrC
A2C0 TeamResetFlagsB
A2ED TeamSetFlagsC
A302 TeamStoreAttrD
A307 BallUpdateTeamH
A371 BallSetTeamHFlags
A388 BallStoreTeamHFlags
A3A5 BallStoreTeamHFlagsB
A3C1 BallStoreTeamHFlagsC
A3C6 BallUpdateTeamI
A430 BallSetTeamIFlags
A447 BallStoreTeamIFlags
A464 BallStoreTeamIFlagsB
A485 BallSetTeamJFlags
A49A BallStoreTeamJFlags
A49F BallUpdateTeamJ
A4FD BallSetTeamKFlags
A514 BallStoreTeamKFlags
A531 BallStoreTeamKFlagsB
A54D BallStoreTeamKFlagsC
A552 BallUpdateTeamL
A5AD BallSetTeamLFlags
A5C4 BallStoreTeamLFlags
A5DB BallStoreTeamLFlagsB
A5F7 BallStoreTeamLFlagsC
A5FC BallUpdateTeamM
A663 BallSetTeamMFlags
A68C BallStoreTeamMFlags
A6A4 BallStoreTeamMFlagsB
A6AB BallSetTeamMFlagsC
A6B8 BallStoreTeamMFlagsC
A6BF BallSetCommonFlagsC
A6D0 BallStoreCommonFlagsC
A6D5 BallSetCommonFlagsD
A6EC BallStoreCommonFlagsD
A6F1 BallUpdateTeamN
A724 BallUpdateTeamN2
A78C BallSetTeamNFlags
A7A3 BallStoreTeamNFlags
A7C0 BallStoreTeamNFlagsB
A7DC BallStoreTeamNFlagsC
A7E1 BallUpdateAnimationC
A80F BallStoreAnimFlagsC
A811 BallClearNumberC
A816 BallUpdateAnimationD
A83D BallClearNumberD
A842 BallResetForTeamC
A85C BallCheckFloorC
A885 BallStoreFlagsI
A88A BallResetForTeamD
A8A4 BallComputeSpeedD
A8D6 BallStoreFlagsJ
A8ED BallStoreFlagsJ2
A8F2 BallUpdateBallSpeedB
A91D BallSetBallSpeedB
A939 BallStoreBallSpeedB
A93C BallSubtractSpeedB
A950 BallStoreSpeedB
A953 BallCheckFloorD
A972 BallSetPosition
A9D5 BallSetFlagsK
A9E1 BallSetSpeed
A9E6 BallAdvancePosition
AA1B BallSetFlagsL
AA24 BallStartSound
AA6D BallCheckTeam
AAA5 BallFinishHit
AAAE BallStartSoundB
AAEB BallDecreaseNumber
AAF0 BallStoreNumber
AB00 BallSelectTeamSlot
AB13 BallHandlePlayerButton
AB4B BallStorePlayerState
AB6F BallStorePlayerStateB
ABCE BallFrameDone3
ABCF BallHandlePlayerButtonB
AC07 BallStorePlayerStateC
AC2B BallStorePlayerStateD
AC8A BallFrameDone4
AC8B BallSelectSlot
AC8D BallSlotOffset
AD0F BallStoreTeamNumber
AD5E BallStoreTeamNumberB
AD66 BallNextPlayerSlot
AD91 BallFinishPlayerUpdate
ADA4 BallNextPlayerSlotB
ADAB BallSavePlayerSlot
ADE7 BallPlayerMoveStart
AE20 BallPlayerMoveMiddle
AE47 BallPlayerMoveEnd
AE61 BallPlayerMoveStartB
AED9 BallPlayerMoveStartC
AF12 BallPlayerMoveMiddleB
AF23 BallPlayerMoveEndB
AF30 BallPlayerMoveEndH
AF48 BallSelectSlotB
AF4A BallSlotOffsetB
AFB7 BallNextPlayerSlotC
AFE2 BallFinishPlayerUpdateB
AFF1 BallNextPlayerSlotD
AFF8 BallSavePlayerSlotB
B032 BallPlayerMoveStartD
B06B BallPlayerMoveMiddleC
B089 BallPlayerMoveEndC
B0CE BallStoreTeamNumberC
B0D0 BallStoreTeamNumberD
B0DD BallHandlePlayerButtonC
B176 BallStorePlayerStateE
B1BC BallStorePlayerStateF
B1C2 BallPlayerMoveMiddleD
B1F5 BallStorePlayerStateG
B1FB BallCheckPlayerFacing
B223 BallPlayHitSound
B230 BallRestorePlayerSlot
B234 BallClearBall
B239 BallSelectSlotC
B23B BallSlotOffsetC
B348 BallStorePlayerStateH
B38E BallStorePlayerStateI
B397 BallPlayerMoveMiddleE
B3CA BallStorePlayerStateJ
B3D0 BallCheckPlayerFacingB
B3F8 BallHandlePlayerButtonD
B443 BallStorePlayerStateK
B47C BallStorePlayerStateL
B49F BallRestorePlayerSlotB
B4A7 BallNextPlayerSlotE
B4D8 BallFinishPlayerUpdateC
B4E7 BallNextPlayerSlotF
B4EE BallRestorePlayerSlotC
B4F5 BallCheckHitType
B550 BallCheckHitTypeB
B568 BallSetBallNumber
B5A7 BallStoreBallNumber
B5BD BallGetNoteIndex
B5DB BallSetNumberState
B5F7 BallStoreNumberStateB
B60F BallStoreNumberStateC
B612 BallCheckNumberState
B62E BallStoreNumberStateD
B646 BallStoreNumberStateE
B666 BallStartHitSound
B669 BallStoreNumberStateF
B6A1 BallFinishPlayerUpdateD
B6B1 BallFrameDone5
B6C4 BallSelectSlotD
B6C6 BallSlotOffsetD
B748 BallStoreTeamNumberE
B79A BallStoreTeamNumberF
B7A2 BallNextPlayerSlotG
B7CD BallFinishPlayerUpdateE
B7E0 BallNextPlayerSlotH
B7E9 BallSavePlayerSlotC
B863 BallPlayerMoveStartE
B89C BallPlayerMoveMiddleF
B8AD BallPlayerMoveEndD
B8BA BallPlayerMoveEndE
B8D2 BallSavePlayerSlotD
B90E BallPlayerMoveStartF
B947 BallPlayerMoveMiddleG
B96E BallPlayerMoveEndF
B988 BallSelectSlotE
B98A BallSlotOffsetE
B9F7 BallNextPlayerSlotI
BA22 BallFinishPlayerUpdateF
BA31 BallNextPlayerSlotJ
BA3A BallSavePlayerSlotE
BA74 BallPlayerMoveStartG
BAAD BallPlayerMoveMiddleH
BACB BallPlayerMoveEndG
BB10 BallStoreTeamNumberG
BB12 BallStoreTeamNumberH
BB1F BallHandlePlayerButtonE
BBB8 BallStorePlayerStateM
BBFE BallStorePlayerStateN
BC07 BallPlayerMoveMiddleI
BC3A BallStorePlayerStateO
BC40 BallCheckPlayerFacingC
BC68 BallPlayHitSoundB
BC75 BallRestorePlayerSlotD
BC79 BallClearBallB
BC7E BallSelectSlotF
BC80 BallSlotOffsetF
BD8D BallStorePlayerStateP
BDD3 BallStorePlayerStateQ
BDDC BallPlayerMoveMiddleJ
BE0F BallStorePlayerStateR
BE15 BallCheckPlayerFacingD
BE3D BallHandlePlayerButtonF
BE88 BallStorePlayerStateS
BEC1 BallStorePlayerStateT
BEE4 BallRestorePlayerSlotE
BEEC BallNextPlayerSlotK
BF1D BallFinishPlayerUpdateG
BF2F BallWaitFrames
BF3C BallNextPlayerSlotL
BF45 BallRestorePlayerSlotF
BF4C BallCheckHitTypeC
BFA7 BallCheckHitTypeD
BFBF BallSetBallNumberB
BFFE BallStoreBallNumberB
C014 BallGetNoteIndexB
C032 BallSetNumberStateB
C04E BallStoreNumberStateG
C066 BallStoreNumberStateH
C069 BallCheckNumberStateB
C085 BallStoreNumberStateI
C09D BallStoreNumberStateJ
C0BF BallStartHitSoundB
C0C2 BallStoreNumberStateK
C0FA BallFinishPlayerUpdateH
C10A BallFrameDone6
C115 UpdateBallX
C167 UpdateBallY
C1B9 UpdateBallFrameCounter
C1D5 AdvanceBallFrame
C1E6 InitBallAnimations
C1EA BallAnimationIndex
C215 UpdateBallAnimationTable
C226 BallStoreAnimation
C24E BallAnimationStoreValue
C26C BallAnimationStoreValueB
C283 BallAnimationStoreValueC
C292 BallAnimationCheckScroll
C2A6 DrawPlayers
C2F8 LoadTeamSpriteOffsets
C36D DrawCourt
C371 DrawCourtFrame
C386 GetTileIndex
C3EF DrawTeamFlags
C41D ReadTileListByte
C43F ShiftTileList
C4A9 DrawIndicatorBoard
C4D9 ShiftDrawPointer
C4FD GetDrawX
C522 StoreDrawX
C54F StoreDrawTile
C556 DrawNumberSprite
C568 DrawNumberSpriteB
C56C DrawNumberSpriteC
C58A DrawNumberSpriteD
C59B DrawNumberSpriteE
C5B4 DrawNumberSpriteF
C5D2 DrawNumberSpriteG
C5E9 StoreSpriteIndex
C5EF AnimateCrowd
C638 CrowdFrame0
C650 CrowdFrame1
C668 CrowdFrame2
C680 CrowdFrame3
C698 CrowdFrame4
C6B0 CrowdSpriteFlag0
C6C8 CrowdSpriteFlag1
C6E0 CrowdSpriteFlag2
C6F8 CrowdSpriteFlag3
C710 CrowdSpriteFlag4
C728 CrowdSpriteFlag5
C740 CrowdSpriteFlag6
C758 DrawScoreBoard
C786 StoreCrowdSprite
C78C CrowdSpriteLoopStart
C78E ReadCrowdSpriteByte
C7B1 GetCrowdSpriteY
C7CD DrawCrowdSpriteRow
C7D5 DrawTeamSelection
C7EE GetCrowdSpriteTile
C809 NegateValue
C814 SetCrowdFrameIndex
C833 GetCrowdSpriteX
C85C StoreCrowdSpriteX
C893 StoreTeamColorA
C8C6 DrawNationFlags
C8D1 DrawNationFlag0
C8FD StoreTeamColorB
C904 DrawNumberSpriteH
C907 DrawNumberSpriteI
C936 DrawNumberSpriteJ
C938 StoreCrowdOffset
C93B CheckCrowdOffset
C955 DrawNumberSpriteK
C95E StoreCrowdTile
C983 DrawNumberSpriteL
C98D SetNumberIndex
C991 ShiftNumberBits
C9CE DrawNumberSpriteM
C9F1 DrawNumberSpriteN
CA16 GetFrameMod4
CA20 SetNumberIndexB
CA24 ShiftNumberBitsB
CA67 DrawNumberSpriteO
CA96 DrawNumberSpriteP
CA9F DrawNumberSpriteQ
CAD0 DrawNumberSpriteR
CAE1 DrawNumberSpriteS
CB4A DrawNumberSpriteU
CB5B DrawNumberSpriteV
CB63 CheckTeamSpriteFlag
CB89 ClearTeamSpriteFlags
CB91 CheckTeamSpriteFlagB
CBB7 ClearNumberState
CBEF GetTileIndexB
CC37 ClearNumberStateB
CC6F GetTileIndexC
CCB7 DrawNumberSpriteZ
CCC6 GetTileIndexD
CD2E CheckTeamSpriteIndex
CD63 StoreTeamSpriteY
CD66 LoadTeamSpriteData
CD6C NextTeamSprite
CDB8 CheckAnimateFlag
CE2B StoreSpriteValue
CE2E NextSpriteRow
CE32 DrawNumberSpriteAA
CEA5 StoreSpriteValueB
CEA8 NextSpriteRowB
CEAE DrawNumberSpriteAB
CECF GetTileIndexE
CF1E GetSpriteTileAddress
CF7D SubtractFour
CF8A DrawNumberSpriteAC
CFAB GetTileIndexF
CFFA GetSpriteTileAddressB
D059 SubtractFourB
D06A DrawNumberSpriteAD
D093 DrawNumberSpriteAE
D0CC SetDrawFlags
D0DA StoreSpriteFlag
D0DD ClearDrawFlags
D0EE SetDrawFlagsB
D0FB AnimateAudience
D135 SetPpuAddress2059
D148 GetTableIndex
D15A GetTableIndexB
D17D WriteTwoTileBytes
D1A6 WriteTileBytes
D1B4 AnimateAudienceB
D1EE SetPpuAddress205A
D201 GetTableIndexC
D213 GetTableIndexD
D236 WriteTwoTileBytesB
D25F AnimateAudienceC
D285 SetAnimateState
D303 AnimateAudienceD
D32D SetAnimateStateB
D3AB AnimateAudienceE
D406 NextAnimateStep
D408 NextAnimateStepB
D40A NextAnimateStepC
D40C ReadAnimateTable
D44F WriteAnimateByte
D457 AnimateAudienceF
D486 CheckAnimateChar
D50B WriteAnimateByteB
D513 DrawScoreDigitsAt
D54B WriteEightDigits
D564 WriteOneDigit
D56C ClearDigit
D5CB UpdateIndicatorBoardBits
D622 SetPpuAddressFromZp
D682 CheckIndicatorFlag
D6BA SetIndicatorStep1
D6CA SetIndicatorStep2
D6DA SetIndicatorStep3
D6E2 CheckIndicatorCount
D71A SetIndicatorPointerA
D744 StoreIndicatorValue
D795 ClearIndicatorFlag
D799 UpdateIndicatorBoardDone
D79A CheckIndicatorPage
D7D2 SetIndicatorPointerB
D800 StoreIndicatorValueB
D851 ClearIndicatorFlagB
D855 UpdateIndicatorBoardDoneB
D856 DrawPlayersAndCrowd
D8B7 CheckIndicatorFrame
D8D6 SetIndicatorDelay
D8DF ResetTeamPositions
D8E9 GetTileIndexG
D8FD ResetTeamPositionsB
D905 SetTeamPositionsB
D90F GetTileIndexH
D92F SetTeamScores
D948 SetTeamScoresB
D965 UpdateTeamPlayerPositions
D96B GetTileIndexI
D9B1 NextPlayerPosition
D9BB UpdateTeamPlayerPositionsB
D9C1 GetTileIndexJ
DA07 UpdateTeamPlayerPositionsC
DA15 InitPlayerPositionLoop
DA1F GetTileIndexK
DA41 InitPlayerPositionLoopB
DA4B GetTileIndexL
DA71 InitPlayerPositionLoopC
DA77 GetTileIndexM
DA99 NextPlayerPositionB
DAA3 InitPlayerPositionLoopD
DAA9 GetTileIndexN
DACB CheckPlayerPositionCount
DB39 LoadBackgroundTilemap
DB4F SetBackgroundTileRow
DB51 WriteBackgroundTile
DB6E SetAttributeRow
DB70 WriteAttributeTile
DBA2 QueueScreenUpdate
DC4E StopAllSounds
F800 InitSoundEngine
F83F SetPulse1Envelope
F846 SetPulse2Envelope
F850 PlayPulse1Note
F867 PlayPulse2Note
F86B PlayTriangleNote
F86F NoteToPeriodIndex
F875 GetNoisePeriodIndex
F89F PlaySfxWhistle
F8C5 StartSfxEnvelope
F8CF PlaySfxHit
F8E3 UpdateNoiseSfx
F8F7 DecrementSfxCounter
F906 DispatchSfxByBit
F92F PlaySfxCrowd
F943 StopSfxCrowd
F946 PlaySfxBounce
F958 StopSfxBounce
F95B PlaySfxNet
F96F StopSfxNet
F972 PlaySfxCheer
F993 PlaySfxPoint
F9A5 PlaySfxServe
F9C6 DispatchSfxByBitB
F9E5 DecrementSfxCounterB
F9EF PlaySfxWhistleB
FA10 PlaySfxBallBounce
FA22 SetCrowdNoiseVolume
FA43 DispatchSfxByBitC
FA5C DecrementSfxCounterC
FA66 SetCrowdNoiseVolumeB
FA89 SetCrowdNoiseVolumeC
FAC4 UpdateCrowdNoisePattern
FACB PlayCrowdNoiseStep
FAF3 UpdateCrowdSound
FAFF RunSoundSequence
FB08 StartSoundSequence
FB1F LoadSoundSequenceNote
FB56 RunSoundSequenceStep
FB5B ReadSoundSequenceByte
FB84 StopSoundSequence
FBA4 PlaySequenceNote
FBBE SetPulse2ForSequence
FBCE UpdateSequencePulse2
FBF4 UpdateSequenceNote
FC03 UpdateSequencePulse1
FC17 StoreSequencePulse1
FC1C UpdateSequenceTriangle
FC45 UpdateSequenceNoise
FC75 SetNoiseForSequence
FFF7 JumpToInitSoundEngine
1 # Volleyball (U) - Pass 2 name map
2 # <CPU address><TAB><name>
3 8000 Reset
4 800B WaitForVblankStart
5 8010 WaitForVblankEnd
6 803E InitGameAndEnterMainLoop
7 8053 NmiHandler
8 805B NmiStartFrameWork
9 8064 NmiUpdateGame
10 811E NmiAnimateCrowd
11 8132 NmiUpdateIndicatorBoard
12 8139 NmiStartRendering
13 817A NmiSetOverlayFlags
14 8189 NmiRunSoundAndOverlay
15 8190 NmiUpdateCrowdSprites
16 819E NmiBuildOamBuffer
17 81B5 MainIdleLoop
18 81CC NmiIgnoreAndReturn
19 81FF FlushVramUpdateScript
20 8210 RunVramUpdateScript
21 8223 RunVramUpdateRun
22 822E WriteVramRunByte
23 823A VramUpdateScriptComplete
24 8245 AdvanceVramScriptPointer
25 8269 ReadBothControllersOld
26 8277 ReadBothControllersLegacy
27 829D ShiftControllerBits
28 82AC ReadPlayerController
29 82C2 ShiftPlayerControllerBits
30 82F5 CopyOamBufferToPpu
31 8315 UpdateScrollAndNametable
32 8335 InitPpuForPowerOn
33 8378 ClearScreensForNewGame
34 8397 ClearNametableAndOamFlag
35 839E ClearNametable0
36 83D3 ClearOamPendingFlag
37 83D8 BuildPlayerSpriteEntries
38 8424 WriteAttributeUpdateScript
39 8440 WriteAttributeScriptBytes
40 845D ClearGameRam
41 848F LoadSpriteTableTeamA
42 849F LoadSpriteTableTeamB
43 84AF LoadSpriteTableTeamC
44 84BF LoadSpriteTableTeamD
45 84CF LoadSpriteTableTeamE
46 84DF UploadOamShadowToPpu
47 85B1 DispatchGameState
48 85F7 DecrementStateTimer
49 8600 AdvanceSubState
50 8603 AdvanceGameState
51 860A SetGameState
52 8611 StateTitleScreenInit
53 8630 TitleInit_ClearGameState
54 8666 TitleInit_QueueIntroScript
55 8675 TitleInit_LoadSprites
56 867B TitleInit_SetWaitTimer
57 8686 TitleInit_WaitTimer
58 8689 TitleInit_StartMatchSetup
59 869B TitleInit_AttractLoop
60 871A TitleInit_SelectSlotTwo
61 8729 TitleInit_SetNumberTile
62 873E TitleInit_SwitchToDemoState
63 8743 StateTitleScreen
64 8753 Title_WaitForStartPress
65 8759 Title_StartDemoCountdown
66 87CB TitleInit_SetNumberTileB
67 87EF TitleInit_DrawNumberEven
68 880D TitleInit_DrawNumberOdd
69 8819 TitleInit_GoToModeSelect
70 8821 StateModeSelect
71 8843 StateModeSelectToMatch
72 887D StateCourtSetup
73 8913 CourtSetup_StartWhistle
74 8933 CourtSetup_UpdateFrame
75 894E CourtSetup_GoToNextState
76 8951 StateRally
77 89B2 Rally_ResetForPoint
78 89C3 Rally_SkipFrame
79 89C9 Rally_SetServeFlag
80 89D3 Rally_CountdownToServe
81 89E6 Rally_UpdatePlayers
82 8A14 Rally_EndPoint
83 8A1A Rally_ClearServeFlags
84 8A34 Rally_DrawAndWait
85 8A3A Rally_ResumeAfterWhistle
86 8A44 Rally_CheckPointEnd
87 8A6C Rally_FrameDone
88 8A72 Rally_ClearServeFlag2
89 8A78 Rally_ClearOverFlag
90 8A82 Rally_ClearTeamScores
91 8AD2 Rally_UpdateTeamFlags
92 8B04 Rally_FrameDone2
93 8B0A Rally_SetWhistleFlag
94 8B1F Rally_GoToNextState
95 8B22 Rally_RestartDemo
96 8B47 StateNewPoint
97 8B81 NewPoint_ResetStructs
98 8B92 NewPoint_FrameDone
99 8B98 NewPoint_ResetScore
100 8BAF NewPoint_ClearBall
101 8BC7 NewPoint_FrameDone2
102 8BCD NewPoint_ShowScore
103 8BE9 NewPoint_FrameDone3
104 8BEF NewPoint_MoveBall
105 8C0B Rally_UpdateTeamsAndDraw
106 8C17 GetTeamPlayerOffset
107 8C63 SetNumberAndDraw
108 8C7F SetStateAndAdvance
109 8C85 SetStateFive
110 8C8A StateTeamSelection
111 8CAF TeamSelect_Start
112 8CBD TeamSelect_CountTeams
113 8CD4 TeamSelect_NextTeam
114 8CDD TeamSelect_CheckTeam
115 8CEC TeamSelect_ConfirmTeam
116 8D07 ServeSet_BallPosition
117 8D1F ServeSet_CheckDmc
118 8D38 ServeSet_SetTimer
119 8D46 ServeSet_WaitForServe
120 8D55 ServeSet_StopSounds
121 8D62 ServeSet_GoToNextState
122 8D65 StateServeSetup
123 8DDD ServeSet_ClearPlayerInput
124 8DEA ServeSet_FrameDone
125 8DFA AdvanceSubStateShared
126 8E09 StateAttractDemo
127 8E4D StateMatchResults
128 8E87 Results_Start
129 8E99 Results_FrameDone
130 8E9F Results_ResetStructs
131 8EDC Results_FrameDone2
132 8EE2 Results_MoveBall
133 8EFE Results_UpdateTeams
134 8F0A GetTeamPlayerOffsetB
135 8F59 ShiftTeamOffset
136 8F69 SetNumberAndDrawB
137 8F85 SetStateAndAdvanceB
138 8F8B SetStateFiveB
139 8F90 ReadCommandStreamByte
140 8FBE DecodeCommandStream
141 8FDF RunCommandStream
142 9001 InitMatchStructs
143 903E UpdateMatchStructs
144 908E DrawMatchFrame
145 90C0 InitMatchPlayers
146 90D9 UpdatePlayerInput
147 9106 SetPlayerCount
148 9112 UpdatePlayerControl
149 912B CompareScores
150 914D CompareScoresB
151 9153 UpdatePlayerAction
152 9173 CompareScoresC
153 9195 CompareScoresD
154 919B ClearPlayerAction
155 91B6 GetNumberOffset
156 91C5 DrawScoreDigits
157 921A DrawScoreNumber
158 9262 LoadTeamSprites
159 92B5 ReadTeamSpriteData
160 92B9 LoadTeamSpritePair
161 92D0 QueueTitleScript
162 931E InitPlayerStructs
163 934E InitScoreStructs
164 9397 LoadTeamNumberTable
165 93F5 InitTeamPlayerStruct
166 9426 InitRallyStructs
167 9456 DrawRallyFrame
168 9480 UpdateBallFrame
169 9492 BallFrameDone
170 94A1 UpdateBallMovement
171 94FE UpdateBallAnimation
172 955B BallRoutineEnd
173 955C GetBallNumberIndex
174 958C TeamPlayerMove0
175 95C3 TeamPlayerMove0End
176 95DD TeamPlayerMove1
177 9624 TeamPlayerMove1Start
178 965B TeamPlayerMove1End
179 9675 TeamPlayerMove2
180 96AC TeamPlayerMove2End
181 96C6 TeamPlayerMove3
182 970D TeamPlayerMove4
183 9754 TeamPlayerMove5
184 979B CheckBallInPlay
185 97C5 BallBounceOnFloor
186 97DF BallSetDirection
187 97F4 BallStoreSpriteFlags
188 97F8 BallFrameDone0
189 97F9 CheckBallLanded
190 9823 BallComputeSpriteAttr
191 9856 BallStoreFlagsB
192 985B BallComputeAttrB
193 987D BallStoreFlagsC
194 9882 BallComputeAttrC
195 98AF BallSetAnimFlags
196 98C4 BallStoreFlagsD
197 98C9 BallUpdateTeamA
198 9933 BallSetTeamAFlags
199 994A BallStoreTeamAFlags
200 9967 BallStoreTeamAFlagsB
201 9983 BallStoreTeamAFlagsC
202 9988 BallUpdateTeamB
203 99F2 BallSetTeamBFlags
204 9A09 BallStoreTeamBFlags
205 9A26 BallStoreTeamBFlagsB
206 9A47 BallSetTeamBFlagsC
207 9A5C BallStoreTeamBFlagsD
208 9A61 BallUpdateTeamC
209 9ABF BallSetTeamCFlags
210 9AD6 BallStoreTeamCFlags
211 9AF3 BallStoreTeamCFlagsB
212 9B0F BallStoreTeamCFlagsC
213 9B14 BallUpdateTeamD
214 9B6F BallSetTeamDFlags
215 9B86 BallStoreTeamDFlags
216 9B9D BallStoreTeamDFlagsB
217 9BB9 BallStoreTeamDFlagsC
218 9BBE BallUpdateTeamE
219 9C25 BallSetTeamEFlags
220 9C4E BallStoreTeamEFlags
221 9C66 BallStoreTeamEFlagsB
222 9C6D BallSetTeamEFlagsC
223 9C7A BallStoreTeamEFlagsD
224 9C81 BallSetCommonFlags
225 9C92 BallStoreCommonFlags
226 9C97 BallSetCommonFlagsB
227 9CAE BallStoreCommonFlagsB
228 9CB3 BallUpdateTeamF
229 9CE2 CheckBallAboveScreen
230 9D29 BallMoveUp
231 9D46 BallSetFlagsE
232 9D5D BallStoreFlagsE
233 9D7A BallStoreFlagsE2
234 9D96 BallStoreFlagsE3
235 9D9B BallUpdateAnimation
236 9DC9 BallStoreAnimFlags
237 9DCB BallClearNumber
238 9DD0 BallUpdateAnimationB
239 9DF7 BallClearNumberB
240 9DFC BallResetForTeam
241 9E18 BallCheckFloor
242 9E41 BallStoreFlagsF
243 9E45 BallFrameDone2
244 9E46 BallResetForTeamB
245 9E62 BallComputeSpeed
246 9E94 BallStoreFlagsG
247 9E98 BallCheckSpin
248 9EAB BallStoreFlagsH
249 9EB0 BallUpdateBallSpeed
250 9EDB BallSetBallSpeed
251 9EF7 BallStoreBallSpeed
252 9EFA BallSubtractSpeed
253 9F0E BallStoreSpeed
254 9F11 BallComputeNoteIndex
255 9F2D BallComputeNoteIndexB
256 9F52 BallComputeNoteIndexC
257 9F77 BallComputeNoteIndexD
258 9F9C BallGetTeamSlot
259 9FCE BallUpdateTeamG
260 A005 TeamSpriteUpdate0End
261 A01F TeamSpriteUpdate0
262 A066 TeamSpriteUpdate1
263 A09D TeamSpriteUpdate1End
264 A0B7 TeamSpriteUpdate2
265 A0EE TeamSpriteUpdate2End
266 A108 TeamSpriteUpdate3
267 A14F TeamSpriteUpdate4
268 A196 TeamSpriteUpdate5
269 A1DD TeamCheckFloorA
270 A205 TeamSetAttrA
271 A21F TeamSetAttrB
272 A234 TeamStoreAttr
273 A239 TeamCheckFloorB
274 A261 TeamSetAttrC
275 A294 TeamStoreAttrB
276 A299 TeamResetFlagsA
277 A2BB TeamStoreAttrC
278 A2C0 TeamResetFlagsB
279 A2ED TeamSetFlagsC
280 A302 TeamStoreAttrD
281 A307 BallUpdateTeamH
282 A371 BallSetTeamHFlags
283 A388 BallStoreTeamHFlags
284 A3A5 BallStoreTeamHFlagsB
285 A3C1 BallStoreTeamHFlagsC
286 A3C6 BallUpdateTeamI
287 A430 BallSetTeamIFlags
288 A447 BallStoreTeamIFlags
289 A464 BallStoreTeamIFlagsB
290 A485 BallSetTeamJFlags
291 A49A BallStoreTeamJFlags
292 A49F BallUpdateTeamJ
293 A4FD BallSetTeamKFlags
294 A514 BallStoreTeamKFlags
295 A531 BallStoreTeamKFlagsB
296 A54D BallStoreTeamKFlagsC
297 A552 BallUpdateTeamL
298 A5AD BallSetTeamLFlags
299 A5C4 BallStoreTeamLFlags
300 A5DB BallStoreTeamLFlagsB
301 A5F7 BallStoreTeamLFlagsC
302 A5FC BallUpdateTeamM
303 A663 BallSetTeamMFlags
304 A68C BallStoreTeamMFlags
305 A6A4 BallStoreTeamMFlagsB
306 A6AB BallSetTeamMFlagsC
307 A6B8 BallStoreTeamMFlagsC
308 A6BF BallSetCommonFlagsC
309 A6D0 BallStoreCommonFlagsC
310 A6D5 BallSetCommonFlagsD
311 A6EC BallStoreCommonFlagsD
312 A6F1 BallUpdateTeamN
313 A724 BallUpdateTeamN2
314 A78C BallSetTeamNFlags
315 A7A3 BallStoreTeamNFlags
316 A7C0 BallStoreTeamNFlagsB
317 A7DC BallStoreTeamNFlagsC
318 A7E1 BallUpdateAnimationC
319 A80F BallStoreAnimFlagsC
320 A811 BallClearNumberC
321 A816 BallUpdateAnimationD
322 A83D BallClearNumberD
323 A842 BallResetForTeamC
324 A85C BallCheckFloorC
325 A885 BallStoreFlagsI
326 A88A BallResetForTeamD
327 A8A4 BallComputeSpeedD
328 A8D6 BallStoreFlagsJ
329 A8ED BallStoreFlagsJ2
330 A8F2 BallUpdateBallSpeedB
331 A91D BallSetBallSpeedB
332 A939 BallStoreBallSpeedB
333 A93C BallSubtractSpeedB
334 A950 BallStoreSpeedB
335 A953 BallCheckFloorD
336 A972 BallSetPosition
337 A9D5 BallSetFlagsK
338 A9E1 BallSetSpeed
339 A9E6 BallAdvancePosition
340 AA1B BallSetFlagsL
341 AA24 BallStartSound
342 AA6D BallCheckTeam
343 AAA5 BallFinishHit
344 AAAE BallStartSoundB
345 AAEB BallDecreaseNumber
346 AAF0 BallStoreNumber
347 AB00 BallSelectTeamSlot
348 AB13 BallHandlePlayerButton
349 AB4B BallStorePlayerState
350 AB6F BallStorePlayerStateB
351 ABCE BallFrameDone3
352 ABCF BallHandlePlayerButtonB
353 AC07 BallStorePlayerStateC
354 AC2B BallStorePlayerStateD
355 AC8A BallFrameDone4
356 AC8B BallSelectSlot
357 AC8D BallSlotOffset
358 AD0F BallStoreTeamNumber
359 AD5E BallStoreTeamNumberB
360 AD66 BallNextPlayerSlot
361 AD91 BallFinishPlayerUpdate
362 ADA4 BallNextPlayerSlotB
363 ADAB BallSavePlayerSlot
364 ADE7 BallPlayerMoveStart
365 AE20 BallPlayerMoveMiddle
366 AE47 BallPlayerMoveEnd
367 AE61 BallPlayerMoveStartB
368 AED9 BallPlayerMoveStartC
369 AF12 BallPlayerMoveMiddleB
370 AF23 BallPlayerMoveEndB
371 AF30 BallPlayerMoveEndH
372 AF48 BallSelectSlotB
373 AF4A BallSlotOffsetB
374 AFB7 BallNextPlayerSlotC
375 AFE2 BallFinishPlayerUpdateB
376 AFF1 BallNextPlayerSlotD
377 AFF8 BallSavePlayerSlotB
378 B032 BallPlayerMoveStartD
379 B06B BallPlayerMoveMiddleC
380 B089 BallPlayerMoveEndC
381 B0CE BallStoreTeamNumberC
382 B0D0 BallStoreTeamNumberD
383 B0DD BallHandlePlayerButtonC
384 B176 BallStorePlayerStateE
385 B1BC BallStorePlayerStateF
386 B1C2 BallPlayerMoveMiddleD
387 B1F5 BallStorePlayerStateG
388 B1FB BallCheckPlayerFacing
389 B223 BallPlayHitSound
390 B230 BallRestorePlayerSlot
391 B234 BallClearBall
392 B239 BallSelectSlotC
393 B23B BallSlotOffsetC
394 B348 BallStorePlayerStateH
395 B38E BallStorePlayerStateI
396 B397 BallPlayerMoveMiddleE
397 B3CA BallStorePlayerStateJ
398 B3D0 BallCheckPlayerFacingB
399 B3F8 BallHandlePlayerButtonD
400 B443 BallStorePlayerStateK
401 B47C BallStorePlayerStateL
402 B49F BallRestorePlayerSlotB
403 B4A7 BallNextPlayerSlotE
404 B4D8 BallFinishPlayerUpdateC
405 B4E7 BallNextPlayerSlotF
406 B4EE BallRestorePlayerSlotC
407 B4F5 BallCheckHitType
408 B550 BallCheckHitTypeB
409 B568 BallSetBallNumber
410 B5A7 BallStoreBallNumber
411 B5BD BallGetNoteIndex
412 B5DB BallSetNumberState
413 B5F7 BallStoreNumberStateB
414 B60F BallStoreNumberStateC
415 B612 BallCheckNumberState
416 B62E BallStoreNumberStateD
417 B646 BallStoreNumberStateE
418 B666 BallStartHitSound
419 B669 BallStoreNumberStateF
420 B6A1 BallFinishPlayerUpdateD
421 B6B1 BallFrameDone5
422 B6C4 BallSelectSlotD
423 B6C6 BallSlotOffsetD
424 B748 BallStoreTeamNumberE
425 B79A BallStoreTeamNumberF
426 B7A2 BallNextPlayerSlotG
427 B7CD BallFinishPlayerUpdateE
428 B7E0 BallNextPlayerSlotH
429 B7E9 BallSavePlayerSlotC
430 B863 BallPlayerMoveStartE
431 B89C BallPlayerMoveMiddleF
432 B8AD BallPlayerMoveEndD
433 B8BA BallPlayerMoveEndE
434 B8D2 BallSavePlayerSlotD
435 B90E BallPlayerMoveStartF
436 B947 BallPlayerMoveMiddleG
437 B96E BallPlayerMoveEndF
438 B988 BallSelectSlotE
439 B98A BallSlotOffsetE
440 B9F7 BallNextPlayerSlotI
441 BA22 BallFinishPlayerUpdateF
442 BA31 BallNextPlayerSlotJ
443 BA3A BallSavePlayerSlotE
444 BA74 BallPlayerMoveStartG
445 BAAD BallPlayerMoveMiddleH
446 BACB BallPlayerMoveEndG
447 BB10 BallStoreTeamNumberG
448 BB12 BallStoreTeamNumberH
449 BB1F BallHandlePlayerButtonE
450 BBB8 BallStorePlayerStateM
451 BBFE BallStorePlayerStateN
452 BC07 BallPlayerMoveMiddleI
453 BC3A BallStorePlayerStateO
454 BC40 BallCheckPlayerFacingC
455 BC68 BallPlayHitSoundB
456 BC75 BallRestorePlayerSlotD
457 BC79 BallClearBallB
458 BC7E BallSelectSlotF
459 BC80 BallSlotOffsetF
460 BD8D BallStorePlayerStateP
461 BDD3 BallStorePlayerStateQ
462 BDDC BallPlayerMoveMiddleJ
463 BE0F BallStorePlayerStateR
464 BE15 BallCheckPlayerFacingD
465 BE3D BallHandlePlayerButtonF
466 BE88 BallStorePlayerStateS
467 BEC1 BallStorePlayerStateT
468 BEE4 BallRestorePlayerSlotE
469 BEEC BallNextPlayerSlotK
470 BF1D BallFinishPlayerUpdateG
471 BF2F BallWaitFrames
472 BF3C BallNextPlayerSlotL
473 BF45 BallRestorePlayerSlotF
474 BF4C BallCheckHitTypeC
475 BFA7 BallCheckHitTypeD
476 BFBF BallSetBallNumberB
477 BFFE BallStoreBallNumberB
478 C014 BallGetNoteIndexB
479 C032 BallSetNumberStateB
480 C04E BallStoreNumberStateG
481 C066 BallStoreNumberStateH
482 C069 BallCheckNumberStateB
483 C085 BallStoreNumberStateI
484 C09D BallStoreNumberStateJ
485 C0BF BallStartHitSoundB
486 C0C2 BallStoreNumberStateK
487 C0FA BallFinishPlayerUpdateH
488 C10A BallFrameDone6
489 C115 UpdateBallX
490 C167 UpdateBallY
491 C1B9 UpdateBallFrameCounter
492 C1D5 AdvanceBallFrame
493 C1E6 InitBallAnimations
494 C1EA BallAnimationIndex
495 C215 UpdateBallAnimationTable
496 C226 BallStoreAnimation
497 C24E BallAnimationStoreValue
498 C26C BallAnimationStoreValueB
499 C283 BallAnimationStoreValueC
500 C292 BallAnimationCheckScroll
501 C2A6 DrawPlayers
502 C2F8 LoadTeamSpriteOffsets
503 C36D DrawCourt
504 C371 DrawCourtFrame
505 C386 GetTileIndex
506 C3EF DrawTeamFlags
507 C41D ReadTileListByte
508 C43F ShiftTileList
509 C4A9 DrawIndicatorBoard
510 C4D9 ShiftDrawPointer
511 C4FD GetDrawX
512 C522 StoreDrawX
513 C54F StoreDrawTile
514 C556 DrawNumberSprite
515 C568 DrawNumberSpriteB
516 C56C DrawNumberSpriteC
517 C58A DrawNumberSpriteD
518 C59B DrawNumberSpriteE
519 C5B4 DrawNumberSpriteF
520 C5D2 DrawNumberSpriteG
521 C5E9 StoreSpriteIndex
522 C5EF AnimateCrowd
523 C638 CrowdFrame0
524 C650 CrowdFrame1
525 C668 CrowdFrame2
526 C680 CrowdFrame3
527 C698 CrowdFrame4
528 C6B0 CrowdSpriteFlag0
529 C6C8 CrowdSpriteFlag1
530 C6E0 CrowdSpriteFlag2
531 C6F8 CrowdSpriteFlag3
532 C710 CrowdSpriteFlag4
533 C728 CrowdSpriteFlag5
534 C740 CrowdSpriteFlag6
535 C758 DrawScoreBoard
536 C786 StoreCrowdSprite
537 C78C CrowdSpriteLoopStart
538 C78E ReadCrowdSpriteByte
539 C7B1 GetCrowdSpriteY
540 C7CD DrawCrowdSpriteRow
541 C7D5 DrawTeamSelection
542 C7EE GetCrowdSpriteTile
543 C809 NegateValue
544 C814 SetCrowdFrameIndex
545 C833 GetCrowdSpriteX
546 C85C StoreCrowdSpriteX
547 C893 StoreTeamColorA
548 C8C6 DrawNationFlags
549 C8D1 DrawNationFlag0
550 C8FD StoreTeamColorB
551 C904 DrawNumberSpriteH
552 C907 DrawNumberSpriteI
553 C936 DrawNumberSpriteJ
554 C938 StoreCrowdOffset
555 C93B CheckCrowdOffset
556 C955 DrawNumberSpriteK
557 C95E StoreCrowdTile
558 C983 DrawNumberSpriteL
559 C98D SetNumberIndex
560 C991 ShiftNumberBits
561 C9CE DrawNumberSpriteM
562 C9F1 DrawNumberSpriteN
563 CA16 GetFrameMod4
564 CA20 SetNumberIndexB
565 CA24 ShiftNumberBitsB
566 CA67 DrawNumberSpriteO
567 CA96 DrawNumberSpriteP
568 CA9F DrawNumberSpriteQ
569 CAD0 DrawNumberSpriteR
570 CAE1 DrawNumberSpriteS
571 CB4A DrawNumberSpriteU
572 CB5B DrawNumberSpriteV
573 CB63 CheckTeamSpriteFlag
574 CB89 ClearTeamSpriteFlags
575 CB91 CheckTeamSpriteFlagB
576 CBB7 ClearNumberState
577 CBEF GetTileIndexB
578 CC37 ClearNumberStateB
579 CC6F GetTileIndexC
580 CCB7 DrawNumberSpriteZ
581 CCC6 GetTileIndexD
582 CD2E CheckTeamSpriteIndex
583 CD63 StoreTeamSpriteY
584 CD66 LoadTeamSpriteData
585 CD6C NextTeamSprite
586 CDB8 CheckAnimateFlag
587 CE2B StoreSpriteValue
588 CE2E NextSpriteRow
589 CE32 DrawNumberSpriteAA
590 CEA5 StoreSpriteValueB
591 CEA8 NextSpriteRowB
592 CEAE DrawNumberSpriteAB
593 CECF GetTileIndexE
594 CF1E GetSpriteTileAddress
595 CF7D SubtractFour
596 CF8A DrawNumberSpriteAC
597 CFAB GetTileIndexF
598 CFFA GetSpriteTileAddressB
599 D059 SubtractFourB
600 D06A DrawNumberSpriteAD
601 D093 DrawNumberSpriteAE
602 D0CC SetDrawFlags
603 D0DA StoreSpriteFlag
604 D0DD ClearDrawFlags
605 D0EE SetDrawFlagsB
606 D0FB AnimateAudience
607 D135 SetPpuAddress2059
608 D148 GetTableIndex
609 D15A GetTableIndexB
610 D17D WriteTwoTileBytes
611 D1A6 WriteTileBytes
612 D1B4 AnimateAudienceB
613 D1EE SetPpuAddress205A
614 D201 GetTableIndexC
615 D213 GetTableIndexD
616 D236 WriteTwoTileBytesB
617 D25F AnimateAudienceC
618 D285 SetAnimateState
619 D303 AnimateAudienceD
620 D32D SetAnimateStateB
621 D3AB AnimateAudienceE
622 D406 NextAnimateStep
623 D408 NextAnimateStepB
624 D40A NextAnimateStepC
625 D40C ReadAnimateTable
626 D44F WriteAnimateByte
627 D457 AnimateAudienceF
628 D486 CheckAnimateChar
629 D50B WriteAnimateByteB
630 D513 DrawScoreDigitsAt
631 D54B WriteEightDigits
632 D564 WriteOneDigit
633 D56C ClearDigit
634 D5CB UpdateIndicatorBoardBits
635 D622 SetPpuAddressFromZp
636 D682 CheckIndicatorFlag
637 D6BA SetIndicatorStep1
638 D6CA SetIndicatorStep2
639 D6DA SetIndicatorStep3
640 D6E2 CheckIndicatorCount
641 D71A SetIndicatorPointerA
642 D744 StoreIndicatorValue
643 D795 ClearIndicatorFlag
644 D799 UpdateIndicatorBoardDone
645 D79A CheckIndicatorPage
646 D7D2 SetIndicatorPointerB
647 D800 StoreIndicatorValueB
648 D851 ClearIndicatorFlagB
649 D855 UpdateIndicatorBoardDoneB
650 D856 DrawPlayersAndCrowd
651 D8B7 CheckIndicatorFrame
652 D8D6 SetIndicatorDelay
653 D8DF ResetTeamPositions
654 D8E9 GetTileIndexG
655 D8FD ResetTeamPositionsB
656 D905 SetTeamPositionsB
657 D90F GetTileIndexH
658 D92F SetTeamScores
659 D948 SetTeamScoresB
660 D965 UpdateTeamPlayerPositions
661 D96B GetTileIndexI
662 D9B1 NextPlayerPosition
663 D9BB UpdateTeamPlayerPositionsB
664 D9C1 GetTileIndexJ
665 DA07 UpdateTeamPlayerPositionsC
666 DA15 InitPlayerPositionLoop
667 DA1F GetTileIndexK
668 DA41 InitPlayerPositionLoopB
669 DA4B GetTileIndexL
670 DA71 InitPlayerPositionLoopC
671 DA77 GetTileIndexM
672 DA99 NextPlayerPositionB
673 DAA3 InitPlayerPositionLoopD
674 DAA9 GetTileIndexN
675 DACB CheckPlayerPositionCount
676 DB39 LoadBackgroundTilemap
677 DB4F SetBackgroundTileRow
678 DB51 WriteBackgroundTile
679 DB6E SetAttributeRow
680 DB70 WriteAttributeTile
681 DBA2 QueueScreenUpdate
682 DC4E StopAllSounds
683 F800 InitSoundEngine
684 F83F SetPulse1Envelope
685 F846 SetPulse2Envelope
686 F850 PlayPulse1Note
687 F867 PlayPulse2Note
688 F86B PlayTriangleNote
689 F86F NoteToPeriodIndex
690 F875 GetNoisePeriodIndex
691 F89F PlaySfxWhistle
692 F8C5 StartSfxEnvelope
693 F8CF PlaySfxHit
694 F8E3 UpdateNoiseSfx
695 F8F7 DecrementSfxCounter
696 F906 DispatchSfxByBit
697 F92F PlaySfxCrowd
698 F943 StopSfxCrowd
699 F946 PlaySfxBounce
700 F958 StopSfxBounce
701 F95B PlaySfxNet
702 F96F StopSfxNet
703 F972 PlaySfxCheer
704 F993 PlaySfxPoint
705 F9A5 PlaySfxServe
706 F9C6 DispatchSfxByBitB
707 F9E5 DecrementSfxCounterB
708 F9EF PlaySfxWhistleB
709 FA10 PlaySfxBallBounce
710 FA22 SetCrowdNoiseVolume
711 FA43 DispatchSfxByBitC
712 FA5C DecrementSfxCounterC
713 FA66 SetCrowdNoiseVolumeB
714 FA89 SetCrowdNoiseVolumeC
715 FAC4 UpdateCrowdNoisePattern
716 FACB PlayCrowdNoiseStep
717 FAF3 UpdateCrowdSound
718 FAFF RunSoundSequence
719 FB08 StartSoundSequence
720 FB1F LoadSoundSequenceNote
721 FB56 RunSoundSequenceStep
722 FB5B ReadSoundSequenceByte
723 FB84 StopSoundSequence
724 FBA4 PlaySequenceNote
725 FBBE SetPulse2ForSequence
726 FBCE UpdateSequencePulse2
727 FBF4 UpdateSequenceNote
728 FC03 UpdateSequencePulse1
729 FC17 StoreSequencePulse1
730 FC1C UpdateSequenceTriangle
731 FC45 UpdateSequenceNoise
732 FC75 SetNoiseForSequence
733 FFF7 JumpToInitSoundEngine