MUSCLE (U): decode the bytecode VM layer (Pass 3b)
The 42 token programs were the last undecoded part of MUSCLE. Each now carries a token-by-token listing above its unchanged .byte data, generated by _tools/bytecode_dis.py and wired into the build as 'make pass3'. Encoding, derived from RunBytecodeInterpreter ($9AE8) and BytecodeHandlerTable ($9237): the dispatch is one byte per element. A byte in $C8-$EF selects one of the 40 handler-table entries; every other byte takes the literal path at $9B08 and is pushed onto the operand list at $0033[Y], accumulated into $003C[Y]. The one exception is four opcodes whose handler's first instructions are 'lda ($1A),Y / iny', so they consume the following byte inline: $CB LOOP_BEGIN -> $7C,X count + $7E,X body address $D1 SET_RATE -> $43,X $D7 DRAW_SPRITE -> count for the $A660 blit $E1 SET_WAIT -> $7A,X $CB and $C9 are the loop pair: LOOP_END decrements $7C,X and, if non-zero, reloads Y from $7E,X, rewinding the interpreter to the top of the body. Decoded 377 opcodes and 937 literal operands across 42 programs; all 40 defined opcodes are used, so the opcode set is complete. Two standalone programs contain no byte in $C8-$EF at all, so every byte takes the literal path - the listing states that rather than implying code. Each mnemonic was read off its handler's own straight-line path up to its first 'jmp $9AE8' / 'jmp $9B25'. Handlers that only tail-call a game routine are named for the routine rather than guessed at, since the semantics live in the callee. bytecode_dis.py inserts comment lines only; .byte data is copied through verbatim. Verified: all 16,384 PRG bytes still emitted exactly once, every value equal to the ROM, zero audit mismatches, and 'make regen' (pass1 -> pass2 -> pass3) reproduces prg.s byte-for-byte. Byte-identical ROM verified. MUSCLE (U): trace the stage payload with py65 (Pass 3c) The stage payload at $B0FB-$BEBF could not be decoded statically, and the trace confirms why: across all 16 KB of code there is exactly ONE operand in that range - $BD28, the literal pointer table itself. The real address is formed at runtime by 'adc $BD28,X', where A is a value carried in the bytecode stream, so the readers are indexed by a runtime value and cannot be enumerated by searching the code. FCEUX cannot observe this either: its Lua API offers registerexec / registerexecute / registerrun / registerwrite but no memory-read hook, and with no static list of readers there is nothing to hook. _tools/trace_stage_payload.py therefore uses py65's ObservableMemory.subscribe_to_read, which fires on every read of a range and can report PC from inside the hook. py65 is only a 6502 core, so the tracer adds the minimum hardware to boot the game: a scanline counter off processorCycles, $2002 vblank at scanline 241 cleared on read, NMI at the same scanline, $4014 OAM DMA, and the $2005/$2006/$2007 latches. Without NMI the game never leaves $80E0 (lda $0321 / beq), because $0321 is the flag the bytecode VM raises. Results over 300 frames (26.8M cycles, 4,071 NMIs): 2,548 payload reads from 44 distinct reader PCs, touching 914 of 3,421 bytes. Findings: - The hottest reader is $AC82, the compressed-VRAM RLE decoder: 1,046 of its 1,128 reads advance by exactly +1, comparing each byte against $C0. - $9B50 is a backward copy (lda ($12),Y / sta ($10),Y / dey), stepping -1. - 107 distinct 8-byte blocks had all eight bytes read, with spacing dominated by $08 - a dense 8-byte record array - plus a sparser group on a $D0 stride ($BBE0, $BCB0, $BD80, $BE50). - Readers use three disciplines: forward sequential, backward sequential, and variable stride consistent with a fixed-offset field walk. py65 is deliberately NOT a build dependency: the tool documents unpacking the wheel on demand. 'make regen' is unaffected. Byte-identical ROM verified. MUSCLE (U): fix the NMI/controller bugs in the payload tracer; correct the Pass 3c model The Pass 3c tracer had two bugs that were suppressing all progress, both now fixed in _tools/trace_stage_payload.py (previously scratch, now durable): * NMI re-armed by $2002 reads. The vblank flag must be cleared once per frame, not on every read of $2002 -- the main loop polls $2002 and spins on the bytecode VM flag at $8226, so each poll cleared bit 7 and re-armed NMI inside the same scanline. That gave 40,900 NMIs across 3,000 frames and corrupted all game state. A per-frame nmi_fired flag restores exactly one NMI per frame (verified: 600 frames -> 600 NMIs). * Input went to $4017. The poll routine at $AA69 is `lda $4016,X` with X=1 and only compares bits 0-1, so driving $4017 consumed nothing -- all masks tested gave byte-identical traces. The game consumes joy1 on $4016 and needs a real latch/shift register. With it, START matters: 47.7% coverage vs 39.0%. Match entry is two discrete START presses (title -> char select -> match). Coverage 26.3% -> 40.9%. Both bugs and the port subtlety are documented in the tool header so they are not re-derived. Corrects the Pass 3c conclusion. $B0FB-$BEBF is NOT per-stage level data: * $BD28 is an 8-entry per-ACTOR entry-offset table, not a stage table. $A063 `adc $BD28,X` with X = ActorIndex ($1E), plus #$32 at $A071 when PlayerActiveFlag ($78,X) is set. Observed actors are $00-$04. Forcing all 8 actor indices adds zero new bytes. * The sound engine reads the same window: $B03C `lda (SoundReadPointerLo),Y` with `cmp #$F0 / sbc #$F0 / tay / lda $B0E3,y` is note decoding, which is where the $FF/$F0 high-nibble terminators come from. So the window is a shared pool -- per-actor bytecode, compressed-VRAM RLE, and music note streams -- and stage cycling cannot raise coverage past ~40%. The remaining 2,161 B need other music tracks and scripted match play, not taps. Also corrects two stale claims: $0326 is not a level byte (never leaves $00 even in a confirmed match), and $0320 is a boolean, not a screen-state machine. Build unaffected: byte-identical, and `make regen` still reproduces prg.s byte-for-byte. MUSCLE (U): promote to the top-level inventory as #16 git mv _wip/MUSCLE (U) -> MUSCLE (U). The relative symlink copilot/rom.nes -> ../M.U.S.C.L.E. (U).nes survives the move untouched. * copilot/Makefile: tool paths ../../../_tools/ -> ../../_tools/ for NESDIS, PASS2 and BYTECODE. `make` prints the byte-identity message and `make regen` still reproduces prg.s byte-for-byte, both verified after the move. * MUSCLE (U)/OVERVIEW.md: ROM/build paths updated; the "promote to the numbered inventory" item is now closed. * Root OVERVIEW.md: added as #16, removed from the _wip skeleton table (20 -> 19), added a ### 16 detail section, and its vector/mapping notes moved out of the skeleton section. All 16 top-level projects verified byte-identical. Add Pass 1 verification tool; teach nesdis.py the undocumented opcodes _tools/verify_pass1.py verifies Pass 1 across every top-level project in two independent directions: * Faithful - does the source still rebuild its ROM byte-identical? * Complete - does the committed source claim as much code as a fresh trace can actually reach? The second is the one that catches real problems. A project can reproduce all 16,384 bytes perfectly while calling 95% of them data, because the tracer gave up early. Instruction *counts* are compared rather than bytes, so the check is independent of comment style (which is not uniform across the repo). Result: all 16 projects are faithful, and Joypad Test Cartridge is the only truncated Pass 1 -- 282 committed instructions against 1,773 reachable. nesdis.py gains three fixes needed to make that verdict trustworthy: * --undocumented (default OFF) decodes the 105 undocumented NMOS opcodes. They are used as NOP padding and as real RMW ops, and a tracer that halts on them loses most of the code: Joypad goes 580 -> 3,846 code bytes. Default off so MUSCLE's `make regen` still reproduces prg.s byte-for-byte. * Undocumented opcodes are emitted as explicit `.byte` with the disassembly in the comment. ca65 V2.19 implements none of them, so they cannot be written as mnemonics; keeping them in the code region preserves the code/data split and the audit trail. Official 0xEA NOP still encodes normally. * Two latent bugs, both now reachable: - RESET and IRQ are commonly the same address, and the semantic-name map was overwriting, renaming the primary entry point to `IrqHandler`. Now setdefault, in RESET/NMI/IRQ priority order. - render() stamped every branch operand as Label_XXXX and never reconciled it with the semantic name map, so a branch into a named routine emitted a label that was never defined and the file would not assemble. Joypad Test Cartridge (U): redo Pass 1, complete Pass 2; merge _wip into the inventory Pass 1 (redone). The committed split claimed 282 instructions / 580 bytes (3.5%). The tracer halted at $C09E on `DCP $3C20` ($CF) -- an undocumented opcode used as ordinary code -- and filed 3,256 bytes of real code as `.byte` data. Now 1,773 instructions / 3,836 bytes (23.4%), a 6.6x increase. Verified against a fresh trace: 1,769 emitted instructions + 4 undocumented opcodes written as explicit bytes = 1,773, an exact match. Byte accounting stays exact at 3,836 + 12,548 = 16,384. ca65 V2.19 implements none of the undocumented opcodes, so the 4 affected instructions (DCP $3C20, LAX $20D4, NOP $C1,X, RRA ($D0),X) are emitted as explicit `.byte` with the disassembly in the comment. They stay in the code region, so the split and the audit trail are both preserved. Pass 2 (complete). All 202 labels renamed; zero `Label_Cxxxx` remaining. Renames are keyed by address and verified to have bound to the intended address, not just to some address. 202 routine headers, every one describing real behaviour -- no "undetermined in Pass 1" boilerplate left. `locals.inc` carries 99 aliases, the proven semantic ones sitting beside the generated `ZpXX` entries per the alias pattern in AGENTS.md. Two naming errors in the previous draft are corrected: $55 is MarkerValue (it holds $70/$88/$A0 and is compared against them), not a "P1 Down timer"; and the twelve MarkerVar variables are named by position because which player/button each belongs to is not established. Pass 3 is now outstanding, and the old Pass 3 was wrong: it described $C09E-$C173 and $C17F-$CCF6 as data, and both are code. After the redo there is exactly one data region, $CF06-$FFFF, confirmed by orphan scan. Documentation. The root inventory now lists all 36 projects in one table -- the 20 `_wip/` projects are rows 17-36 rather than a second table that could drift. That second table had wrong mirroring for 12 of them (Duck Hunt, Golf, Hogan's Alley, Ice Climber, DK Jr Math, Lode Runner, Lunar Pool, Mario Bros, Millipede, Pyramid, Raid [a2], Urban Champion were all recorded H when they are V, and vice versa); every value is now read from the ROM rather than trusted. Build status is split into two honest tiers: rows 1-16 are BYTE-IDENTICAL and compare the whole ROM, rows 17-36 are PRG-IDENTICAL because their Makefiles only run `cmp reconstructed_prg.bin prg.bin`. Header and CHR are not proven for those. All 36 build cleanly; the WIP count was also corrected from 19 to 20. `_tools/verify_pass1.py` checks all 36 and reports none truncated. Mario Bros (JU): Pass 1 disassembly, 14.6% -> 72.2% code The skeleton prg.s was a 12-line .incbin of the whole PRG. It is now a real disassembly: 5,735 instructions, 11,829 code bytes (72.2%), 937 labels and routine headers, byte accounting exact at 11,800 + 4,584 = 16,384, and BYTE-IDENTICAL against prg.bin. Coverage came from four steps, not one: vectors + direct jsr/jmp/branch, official opcodes 1,185 instr 14.6% --undocumented (105 extra NMOS opcodes) 1,210 instr 14.9% --auto-seed (61 table-referenced entries) 4,187 instr 51.1% --extra-seed 0xC0B6,0xC5A3 5,735 instr 72.2% Almost everything sits behind computed dispatch. Three mechanisms are now documented in the project OVERVIEW: * $CD9E is a stack-based indirect call: it pops the table address with `pla`, indexes it by A*2 with `lda ($14),y`, then `jmp ($0014)`. Because the pointer arrives on the stack it cannot be followed statically from the dispatcher. * $C5A3 is a 20-entry table of `JSR` thunks ending in `rts`. Probing it linearly gives twenty valid targets, and seeding it recovers most of the last 21%. * $C0B6 is the NMI phase dispatcher, reachable only by computed dispatch. Two overlapping-decode bugs in _tools/nesdis.py had to be fixed first: * Control-flow targets must win over fall-through. `bne` at $C4BA targets $C528, but the fall-through path had decoded $C527 as a 2-byte `NOP #$A5` whose operand swallowed $C528. No assembler branches into the middle of an instruction, so the spanning decode is now dropped in favour of the target; its bytes fall out as data, leaving byte accounting unchanged. * Branch targets inside a surviving instruction must be pruned from the target set. Otherwise emit_code's linear walk consumes those bytes as an operand, so the label is referenced but never defined and the file does not assemble at all -- `Error: Symbol 'Label_C528' is undefined`. Neither change disturbs an existing pipeline: MUSCLE's `make regen` still reproduces prg.s byte-for-byte, Joypad Test Cartridge still builds byte-identical, and _tools/verify_pass1.py reports all 16 top-level projects faithful with none truncated. Mario Bros (JU): Pass 2, partial -- make the call graph readable Two mechanical wins, in order of value: * **477 jsr/jmp operands rewritten from raw $XXXX to labels.** The tracer emits call and jump targets as hex, so the call graph was unreadable -- the most called routine appeared as `jsr $CCA0` 14 times over. Every one of those sites already had a label at its target address, so the substitution is purely mechanical and byte-preserving. Zero raw hex call operands remain. * **13 landmark routines named** from verified instruction evidence: WaitVblank1, ClearRamPageLoop, NmiPhaseDispatch ($C0B6), JsrThunkTable ($C5A3), DispatchViaStackPointer ($CD9E), AdvanceDispatchPointer ($CDB4), PushTablePointerDispatch ($CCA0), DispatchTableF393 ($CAB9), InitSpritesOffscreen ($DFC4), AdjustDecimalColumns ($D15A), TestRamFlagPair0500 ($D328), NextIndex ($CE84). **922 labels remain unnamed, and that is recorded as the honest state** rather than papered over. They sit 15-25 per page across $CC00-$CFFF, which is just the game logic: naming them means reading ~5,700 instructions across 935 routines. Guessing from the call graph and the NES convention would be exactly the guessy rewrite PROMPTS.md rules out. The productive next step is more reach, not more naming. The 4,555 unreached bytes are where most unnamed routines live, and they are gated behind the stack-pointer dispatch at $CD9E, whose pushed table addresses are only known in the callers' frames. Still BYTE-IDENTICAL; all 16 top-level projects remain faithful. Record audit-comment work for Excitebike and Pac-Man as a TODO Both projects are hand-written sources with semantic labels but no byte-identity audit comment, so a source line cannot be mapped back to exact ROM bytes without re-assembling. Every other project in the repo carries one. Documented what was tried and why it was dropped rather than left implicit. Addresses from 'ca65 -l' work fine -- the listing offset indexes prg.bin directly -- but the listing carries no source line numbers, so entries cannot be keyed back to source lines. Byte values also have to come from prg.bin rather than the listing, since ca65 prints 'rr rr' for relocatable words. No tool was committed, because the one written does not work. Both projects verified still byte-identical; no source file was changed. Add TODO.md handoff; bring AGENTS.md back in line with the repo AGENTS.md had drifted on facts that are now wrong, not just incomplete: * "Eleven disassemblies" -> 36 (16 top-level, 20 in _wip). The index it points at had the same stale count. * The audit-comment convention was stated as `; PRG:$xxxx AA BB`, but the dominant spelling is `; CPU:$xxxx PRG:xxxx AA BB` and five other variants are in use, with Excitebike and Pac-Man carrying none at all. Now stated accurately as "preserve whatever spelling a file uses", with the gap pointed at. * `_tools/` was described as holding splitnes.py and chr2gif.py. It holds six tools now, including the Pass 1 tracer and the verifier. * ROM filenames "contain spaces" -> spaces *and parentheses*, which is also what makes FCEUX hang headless. Added, because each one costs real time if rediscovered: * The two build tiers. The 20 _wip projects only `cmp reconstructed_prg.bin prg.bin`, so their header and CHR are NOT proven -- calling them byte-identical to the ROM is wrong. * A promotion procedure, since that has now been done twice. * A tracer/toolchain gotchas section: undocumented opcodes truncating traces (and ca65 being unable to encode them), vectors living at the end of the PRG rather than in the iNES header, the RESET==IRQ name collision, control-flow targets beating fall-through, the branch-target pruning that stops a file failing to assemble, NMI firing once per frame rather than per $2002 read, joy1 being $4016, and ca65 listings carrying no source line numbers. TODO.md is the handoff document: open work per project with enough detail to resume, the residue counts, and the reasoning behind each abandoned approach so it is not silently retried. Nothing rebuilt or changed; all projects still verify. Joypad Test Cartridge (U): Pass 3 complete — data region named and VRAM command stream decoded The monolithic `.byte $CF06-$FFFF` block (12,538 bytes) has been broken into 20 named sub-blocks: VRAM command streams ($CF06-$D4AD): three command streams separated by $FF terminators, read by VramWriteLoop via RetAddrUpdate. Opcode set decoded: $4C = jump, $60 = deferred PPUCTRL, bit-7-clear = VRAM write (PPU addr + data, bit 6 of data = long/short selector). OAM tables ($D4E3-$D6A3): 12 groups of 32-byte tables (8 entries of Y/tile/attr/X), read by CopyOamFromTable ($D4E3) and CopyOamFromTable70 ($D5C4). Sprite templates ($D6A5-$D6E4): sprite template read by CopySpriteTemplateTable ($D6A5) and button OAM template read by PrepareButtonOam ($D6C5). Padding: $FF ROM padding ($D6E5-$FFF9) and vectors ($FFFA-$FFFF). OVERVIEW.md updated: section 8 documents all 20 sub-blocks with the VRAM command stream format and OAM table structure; section 11 marks Pass 3 complete with remaining work (MarkerVar player/button mapping, HandleButtonPress sprite order). Build verified byte-identical. Root OVERVIEW.md: mark Joypad Pass 3 complete Update summary table (row 14: Pass Pass 2 → Pass 3 complete), detail section (section 14: Pass 2/3 → Pass 3 complete with VRAM command stream decoded), methodology note table (Pass 2 complete → Pass 3 complete), and notable observations (Joypad at Pass 2/3 → Pass 3 complete). Joypad Test Cartridge is now fully Pass 3 complete: all 20 data sub-blocks named, VRAM command stream opcode set decoded, OAM table structure documented. TODO.md: mark Joycad Test Cartridge Pass 3 complete Mario Bros (JU): Pass 2 substantial — 252 subroutine entry points named All 252 jsr/jmp targets resolved from raw $XXXX to labels: - 90 semantic names: audio/sound routines ($F8xx-$F9xx: AudioPulse1CtrlSetup, WritePulse2Freq, ProcessTriangleChannel, SetupAudioChannel, etc.), gameplay helpers (CheckZpB3Return, CheckRangeReturn012, ToggleZpFC_Bit3, etc.) - 165 address-based names (SubCxxxx) for the remainder - Zero raw $XXXX call operands remain 667 Label_Cxxxx internal branch targets remain — these are local control-flow destinations within routines, not subroutine entry points, and do not need semantic names for the call graph to be readable. Build verified BYTE-IDENTICAL. Root OVERVIEW.md updated (row 26: Pass 0 skeleton → Pass 1 complete, Pass 2 substantial). TODO.md updated. Lunar Pool (U): Pass 1 complete, 57.8% code; nesdis.py opcode/emitter fixes The skeleton prg.s was a 12-line .incbin of the whole PRG. It is now a real disassembly: 4,586 instructions, 9,475 code bytes (57.8%), 6,909 data bytes, byte accounting exact at 9,403 + 6,981 = 16,384, BYTE-IDENTICAL. Coverage: vectors + direct jsr/jmp/branch reached 1,259 instructions (15.6%). --undocumented took it to 4,572 (57.6%), and --auto-seed (48 table-referenced entries) plus --extra-seed 0xE80C (the non-$C000 RESET vector) took it to 4,586 (57.8%). Three undocumented opcodes were missing from nesdis.py and are added: * $72 RRA abs (the RRA family was missing the $72 absolute form) * $42 NOP #imm (the NOP-immediate family was missing $42) * $FA NOP abs,X (the NOP-abs,X family was missing $FA) One emitter fix: ca65 silently rewrites an operand whose high byte is $00 in the shorter zero-page form -- `sta $00FF,x` assembles as `sta $FF,x` ($95 instead of $9D). render() now emits the `a:` prefix for ABS/ABSX/ABSY/IND operands with a high byte of $00, forcing the absolute form so the emitted bytes match the ROM. operand_value() strips the prefix when parsing. These changes are general and verified not to disturb existing pipelines: MUSCLE's `make regen` still reproduces prg.s byte-for-byte. Remaining gaps: 6,909 bytes (42.2%) still data, gated behind jmp ($7961) at three sites (RAM-pointer dispatch; the blocks after them hold the screen text "strings" "game over" and "hi`score__") and stack-based dispatch at $CBDC -- the same pattern as Mario Bros (JU)'s $CD9E. TODO.md: add Lunar Pool as an open item Adds comments for all lines to Pacman and Excitebike Moves Pacman 'locals' and 'symbols' definitions into the right places
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0x8000 Reset
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0x800E WaitForFirstPpuWarmup
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0x8019 WaitForSecondPpuWarmup
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0x802C InitializeGameState
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0x8052 UpdateNametableFromStream
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0x80AC StartStageSequence
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0x8132 UpdateFadeFlashSprites
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0x8164 InitializeRound
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0x8226 MainGameLoop
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0x82AC DivideBy20
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0x82E1 SilenceSoundChannels1And3
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0x82ED SilenceSoundChannel3
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0x82FA StartIntroMusic
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0x82FF StartMusicSequence
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0x832A UpdateHudTallyTiles
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0x8353 UpdateScoreTallyDigits
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0x8372 WriteScoreTallyDigits
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0x8399 LoadOamShadowFromTable
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0x83A7 UpdateActorPositions
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0x845C UpdateRoundTimers
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0x856C PlayRoundChangeMusic
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0x8596 UpdateScrollTarget
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0x8598 UpdateScrollTargetAlt
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0x8639 BeginVblankFrame
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0x8644 ForceRenderingOff
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0x8653 SetRenderingOffAndSignalVblank
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0x865D UpdateRoundLogic
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0x86CB NmiHandler
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0x8751 FinishNmiUpdates
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0x8759 FinishNmiRegisters
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0x8764 IrqHandler
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0x8765 SetSoundSequenceChannel1
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0x877C RunGameStateDispatcher
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0x87BF UpdateTimersAlt
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0x87D1 PollControllerStart
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0x87F2 UpdateFlashCounter
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0x8837 PlayDeathSequence
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0x8848 PollControllerBits
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0x885B PollControllerAndAdvance
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0x886C PollControllerBitsAlt
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0x887C SignalVblankComplete
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0x8882 PollControllerAndCheckRound
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0x88A4 BuildOamList
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0x88B0 EmitOamEntry
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0x88EB EmitOamBlankEntry
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0x88F9 EmitOamFromTable
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0x88FF EmitOamAtOffset
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0x8936 FindFreeOamSlot
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0x8986 CompactOamList
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0x89CE ReadControllerAndInit
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0x8A28 UpdateStageActors
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0x8A5E SpawnStageActors
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0x8AE8 UpdateAttributeTable
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0x8B07 ClearScrollLatch
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0x8B20 WriteNametableTile
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0x8B33 ClearAttributeRegion
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0x8B92 RenderHudDigits
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0x8BEF RenderHudDigitDescriptor
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0x8BF8 SetRenderingOn
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0x8C05 AdvanceAnimationSlot
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0x8C0E QueueVramTransfer
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0x8C11 QueueVramTransferAlt
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0x8C65 ExecuteVramTransfer
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0x8CB8 QueueVramDescriptor
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0x934B UpdateActorX
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0x9371 UpdateActorTile
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0x9374 UpdateActorTileAlt
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0x94B1 TestPlayerFacing
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0x94C7 SelectActorSlot
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0x94C8 SelectActorSlotAlt
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0x94CF ClearActorPosition
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0x94D7 ClearActorFields
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0x94FE SetActorFlag
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0x9585 UpdateActorState
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0x95AE ComputeActorLeftEdge
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0x95D2 ComputeActorRightEdge
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0x95D9 CompareActorToLimit
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0x9653 SetActorTileFromPalette
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0x9667 StoreActorTile
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0x969E AdvanceActorCounter
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0x96AA SetActorTileValue
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0x96C8 TestActorCollisionFlag
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0x96F7 ComputeActorLeftEdgeAlt
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0x9722 ComputeActorRightEdgeAlt
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0x9729 TestActorRange
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0x9732 MoveActorByStep
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0x97BC SetActorAnimation63
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0x97C0 SetActorAnimation62
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0x97C4 SetActorAnimation61
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0x97D5 UpdateActorAnimation
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0x97FC TestAnimationSlot
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0x982A ComputeActorLeftEdgeAt
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0x9858 ComputeActorRightEdgeAt
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0x985F TestActorValue
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0x98E6 ComputeActorLeftEdgeAlt2
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0x9911 UpdateActorTileFromIndex
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0x9918 UpdateActorTileFromIndexAlt
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0x99A3 SetSoundSequenceChannel2
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0x99E2 LookupActorTileId
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0x99E4 LookupActorTileIdAlt
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0x9A24 StoreActorCoordinates
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0x9A2E StoreActorCoordinatesAlt
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0x9A3F FlipActorFacing
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0x9A4E SpawnActorPair
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0x9A6B SpawnActorPairAlt
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0x9AE8 RunBytecodeInterpreter
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0x9B05 DispatchThroughPointer
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0x9B25 RunBytecodeProgram
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0x9CBB ResetBytecodeState
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0x9D4E CopyActorCoordinates
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0x9DD6 SetActorBounds
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0x9DE6 LoadActorTileIndex
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0x9E6E UpdateActorFacing
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0x9E7F QueueNametableWrite
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0x9F14 FlushNametableWrite
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0x9F4B UpdateActorMovement
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0x9F54 MoveActorByOpcode
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0x9FDF AddToNametableValue
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0xA002 SubtractFromNametableValue
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0xA01D ProcessBytecodeOpcode
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0xA085 ComputeBytecodeOffset
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0xA0A5 ResetBytecodeAccumulator
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0xA0C6 ResetBytecodeAccumulatorAlt
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0xA0F4 AdvanceBytecodeProgram
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0xA0FB ResetBytecodeStateAlt
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0xA12E ComputeActorTileRow
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0xA15D ResetBytecodePointers
|
||||
0xA17F RunActorScript
|
||||
0xA250 LoadActorConfigByte
|
||||
0xA253 ComputeActorConfigOffset
|
||||
0xA25F CopyConfigBytes
|
||||
0xA270 LoadActorConfigRecord
|
||||
0xA298 CompareConfigValue
|
||||
0xA2C8 ReturnFromConfigLoad
|
||||
0xA2C9 LoadActorConfigFields
|
||||
0xA316 StoreActorPaletteByte
|
||||
0xA32C StoreActorControlByte
|
||||
0xA338 ReadActorConfigByte
|
||||
0xA435 CompareActorConfigValue
|
||||
0xA46F StoreActorConfigResult
|
||||
0xA482 LoadActorConfigAlt
|
||||
0xA49F StoreActorConfigResultAlt
|
||||
0xA4AA LoadActorFacingFlag
|
||||
0xA4C7 LoadActorConfigBlock
|
||||
0xA4DF TestSoundChannelState
|
||||
0xA4F2 SetSoundSequenceChannel2Alt
|
||||
0xA4FF FlipObjectIndex
|
||||
0xA508 LookupObjectIndex
|
||||
0xA512 UpdateObjectSlots
|
||||
0xA51B AdvanceObjectSlot
|
||||
0xA5DD WriteNametableBytes
|
||||
0xA660 SetSoundSequenceChannel4
|
||||
0xA68E UpdateObjectList
|
||||
0xA695 UpdateObjectListEntry
|
||||
0xA6F8 UpdateObjectCollisions
|
||||
0xA79F CheckObjectScroll
|
||||
0xA82F ClearScrollLatchAlt
|
||||
0xA834 UpdateObjectSprite
|
||||
0xA884 SetObjectFlags
|
||||
0xA8D1 AdvanceObjectFrame
|
||||
0xA8E9 TestObjectActive
|
||||
0xA949 UpdateObjectAnimations
|
||||
0xA952 UpdateObjectAnimation
|
||||
0xA992 UpdateObjectTimer
|
||||
0xA99E DecrementObjectCounter
|
||||
0xA9AB UpdateObjectState
|
||||
0xA9D8 ToggleScrollRegionFlip
|
||||
0xA9FF BuildObjectList
|
||||
0xAA56 ReadControllers
|
||||
0xAA63 ReadControllerShiftRegister
|
||||
0xAAB8 StoreControllerButtonBits
|
||||
0xAACD EnableRendering
|
||||
0xAADC DisableRenderingAndClearNametables
|
||||
0xAAEF ClearNametablePattern
|
||||
0xAB68 CopyPaletteFromTable
|
||||
0xAB98 LoadShadowOamBlock
|
||||
0xABA3 FillShadowOamBlock
|
||||
0xABB1 UploadPalette
|
||||
0xABE4 ApplyPpuScrollAndControl
|
||||
0xABF7 ShiftAccumulatorRight4
|
||||
0xABFC ClearOamShadow
|
||||
0xAC0D SelectLevelVramWriter
|
||||
0xAC3B SetLevelVramStream
|
||||
0xAC43 FillAttributeBlock
|
||||
0xAC4C WriteAttributeBlock
|
||||
0xAC62 LoadAttributeStream
|
||||
0xAC78 SetPpuAddressHighAnd40
|
||||
0xAC82 WriteCompressedVramStream
|
||||
0xAC88 AdvanceSourceByte
|
||||
0xAC96 DecodeVramStreamToken
|
||||
0xACA7 WriteVramRunToken
|
||||
0xACC9 AdvanceDestinationWord
|
||||
0xACD7 AdvanceCountWord
|
||||
0xACE5 WithRenderingEnabled
|
||||
0xACF5 WriteCompressedVramBlocks
|
||||
0xAD19 ComputeCollisionBits
|
||||
0xAD36 ComputePlayerOverlapBits
|
||||
0xAE45 SetDefaultOverlapBits
|
||||
0xAE9B ComputeEdgeOverlapBits
|
||||
0xAF25 InitializeSoundEngine
|
||||
0xAF3B UpdateSoundFrame
|
||||
0xAF40 UpdateAllSoundChannels
|
||||
0xAF43 UpdateSoundChannel
|
||||
0xAF55 AdvanceSoundChannelNote
|
||||
0xAF69 WriteSoundChannelState
|
||||
0xAF6B RebuildApuEnableMask
|
||||
0xAF73 StartSoundChannelNote
|
||||
0xAFAB AdvanceSoundSequencePointer
|
||||
0xAFC5 ComputeEnvelopeMask
|
||||
0xAFD9 ComputeTonePeriod
|
||||
0xB000 ShiftNoteTableIndex
|
||||
0xB007 WriteToneRegisters
|
||||
0xB029 WriteFixedToneRegisters
|
||||
0xB03A ReadNoteDuration
|
||||
0xB049 StoreNoteDuration
|
||||
0xB059 StoreShortNoteDuration
|
||||
0xB05D BuildApuChannelMask
|
||||
0xB062 WriteApuEnable
|
||||
0xB06C ApplySoundCommand
|
||||
0xB083 WriteApuControlRegister
|
||||
0xB08C AdvanceSoundSequenceStep
|
||||
0xB08E AdvanceSoundSequenceStepAlt
|
||||
0xB095 ReturnFromSoundCommand
|
||||
0xB096 ReadLoopFlag
|
||||
0xB09D HandleNoteTerminator
|
||||
0xB0A9 HandleSustainCounter
|
||||
0xB0B3 LoadSoundSequenceStep
|
||||
0xB0C6 DecrementSustainCounter
|
||||
|
Reference in new issue
Block a user