Adds overview for WIP projects

Promote Ice Climber (JE) and Ice Climber (U) to top-level

- git mv _wip/Ice Climber (JE) -> Ice Climber (JE)
- git mv _wip/Ice Climber (U) -> Ice Climber (U)

- Added header.s / chr.s (one-line .incbin each)
- Added HEADER/PRG/CHR linker.cfg with proper memory layout
- Added copilot/rom.nes symlink to original ROM
- Updated Makefile for whole-ROM build (reconstructed.nes vs rom.nes)
- Updated _tools paths from ../../../_tools/ to ../../_tools/

Both projects: Pass 1/2/3 complete, byte-identical at whole-ROM level (verified).

Root OVERVIEW.md updated:
- Inventory: Ice Climber JE/U moved from _wip/ rows 23-24 to top-level rows 21-22
- Tier split: BYTE-IDENTICAL now rows 1-22 (+36), PRG-IDENTICAL rows 23-35
- Summary table: Added Ice Climber JE/U as rows 21-22
- _wip/ section: count 17 -> 15
- verify_pass1.py scope: 19 -> 22 top-level projects

All 22 top-level projects verified byte-identical.

Promote Lode Runner (U) to top-level: Pass 2/3 complete, whole-ROM byte-identical

- git mv _wip/Lode Runner (U) -> Lode Runner (U)

- Added header.s / chr.s (one-line .incbin each)
- Added HEADER/PRG/CHR linker.cfg with proper memory layout
- Added copilot/rom.nes symlink to original ROM
- Updated Makefile for whole-ROM build (reconstructed.nes vs rom.nes)

Both projects: Pass 2/3 complete, byte-identical at whole-ROM level (verified).

Root OVERVIEW.md updated:
- Inventory: Lode Runner moved from _wip/ row 25 to top-level row 23
- Tier split: BYTE-IDENTICAL now rows 1-23 (+36), PRG-IDENTICAL rows 24-35
- Summary table: Added Lode Runner as row 23 with BYTE-IDENTICAL (Pass 2/3 complete)
- _wip/ section: count 15 -> 14
- verify_pass1.py scope: 22 -> 23 top-level projects
- Audit comment count: 19 -> 22 top-level projects
- Pass 3 symbols: 19 -> 22 top-level projects

All 23 top-level projects verified byte-identical.

TODO.md updated:
- Current state: 22 -> 23 top-level projects
- _wip/ count: 15 -> 14
- verify_pass1.py scope: 22 -> 23
- Audit comment count: 19 -> 22
- Pass 3 symbols: 19 -> 22
- Label residue table: Ice Climber JE/U removed, Lode Runner added
- Five false Pass 2 claims section updated with Ice Climber & Lode Runner completions

Promote Pinball (JU) to top-level: Pass 2/3 complete, whole-ROM byte-identical

- git mv _wip/Pinball (JU) -> Pinball (JU)

- Added header.s / chr.s (one-line .incbin each)
- Added HEADER/PRG/CHR linker.cfg with proper memory layout
- Added copilot/rom.nes symlink to original ROM
- Updated Makefile for whole-ROM build (reconstructed.nes vs rom.nes)

Both projects: Pass 2/3 complete, byte-identical at whole-ROM level (verified).

Root OVERVIEW.md updated:
- Inventory: Pinball moved from _wip/ row 30 to top-level row 24
- Tier split: BYTE-IDENTICAL now rows 1-24 (+36), PRG-IDENTICAL rows 25-35
- Summary table: Added Pinball as row 24 with BYTE-IDENTICAL (Pass 2/3 complete)
- _wip/ section: count 13, rows 25-35
- verify_pass1.py scope: 23 -> 24 top-level projects
- Audit comment count: 19 -> 22 top-level projects
- Pass 3 symbols: 19 -> 22 top-level projects

All 24 top-level projects verified byte-identical.

TODO.md updated:
- Current state: 23 -> 24 top-level projects
- _wip/ count: 14 -> 13
- verify_pass1.py scope: 23 -> 24
- Label residue table updated
- Documentation follow-ups updated

Promote Millipede (U) and Popeye (JU) (PRG 0) to top-level

Promote two _wip/ projects out of _wip/ into top-level folders, each now
verified whole-ROM byte-identical against the original ROM.

- Millipede (U): moves all copilot files up, adds header.s, chr.s,
  linker.cfg with PRG+HEADER+CHR areas, rom.nes copy, and switches the
  Makefile from PRG-only cmp to whole-ROM cmp. Makefile _tools depth
  adjusted (../../../../_tools/ -> ../../_tools/).
- Popeye (JU) (PRG 0): same promotion treatment.
- AGENTS.md: update layout notes (19 top-level projects mention the
  canonical audit format; update tier counts 27->29 top-level / 9->7 _wip).
- OVERVIEW.md: root inventory table updated with the two promotions and
  re-numbered _wip rows.
- TODO.md: handoff updates.
- Remaining _wip projects: assorted pass 2/3 edits (prg.s, locals.inc,
  reconstructed.lbl, reconstructed_prg.bin) for Popeye (JU) (PRG 1),
  Pyramid (U), Raid on Bungeling Bay (U), Raid on Bungeling Bay (U) [a2].
This commit is contained in:
tmerritt committed 2026-10-19 19:58:41 -04:00
1 parent 13bd782a90
commit 9eb04ea7ef
159 files changed
+52542 -28112

No files matched your search

+42
View File
@@ -0,0 +1,42 @@
# Pinball (JU) data-region structure - Pass 3
# start<TAB>end<TAB>label<TAB>format<TAB>comment
0xC16A 0xC180 SoundPointerTable word Pass 3: 11 word pointers to sound data (index = sound ID).
0xC400 0xCBA6 ControllerKeyTable bytes Pass 3: Controller key mapping table (1959 bytes).
0xCDB5 0xCE4D SpriteMetatileTable bytes Pass 3: Sprite metatile definitions (153 bytes).
0xCE55 0xCE6B SpriteAnimationTable bytes Pass 3: Sprite animation data (23 bytes).
0xD74B 0xDBB5 PlayfieldData bytes Pass 3: Playfield layout data (1131 bytes).
0xDC2D 0xDC2D Byte bytes Pass 3: Single byte.
0xDCA2 0xDCA9 SpriteDMATable bytes Pass 3: Sprite DMA source data (8 bytes).
0xDDE5 0xDDF0 SpritePaletteTable bytes Pass 3: Sprite palette data (12 bytes).
0xDE03 0xDE1A BallPhysicsTable bytes Pass 3: Ball physics parameters (24 bytes).
0xDE24 0xDE2F BallCollisionTable bytes Pass 3: Ball collision parameters (12 bytes).
0xDE87 0xDFE7 PlayfieldLayout bytes Pass 3: Playfield layout data (353 bytes).
0xE048 0xE048 Byte bytes Pass 3: Single byte.
0xE2B8 0xE3E1 LevelData bytes Pass 3: Level layout data (298 bytes).
0xE482 0xE48B LevelData2 bytes Pass 3: Level data (10 bytes).
0xE576 0xE5B5 ScoreDisplayTable bytes Pass 3: Score display data (64 bytes).
0xE787 0xE7AB FlipperData bytes Pass 3: Flipper position data (37 bytes).
0xEA60 0xEAD0 SoundSequenceData bytes Pass 3: Sound sequence data (113 bytes).
0xEB5A 0xEB5A Byte bytes Pass 3: Single byte.
0xEB66 0xEB9C SoundSequenceData2 bytes Pass 3: Sound sequence data (55 bytes).
0xEBE1 0xEBF8 SoundSequenceData3 bytes Pass 3: Sound sequence data (24 bytes).
0xEC4B 0xEC7F SoundSequenceData4 bytes Pass 3: Sound sequence data (53 bytes).
0xECEE 0xED05 SoundSequenceData5 bytes Pass 3: Sound sequence data (24 bytes).
0xED2E 0xEDAF SoundSequenceData6 bytes Pass 3: Sound sequence data (130 bytes).
0xEDE6 0xEDEC SoundSequenceData7 bytes Pass 3: Sound sequence data (7 bytes).
0xEE37 0xEE3C SoundSequenceData8 bytes Pass 3: Sound sequence data (6 bytes).
0xEEDB 0xEF27 BallPhysicsTable2 bytes Pass 3: Ball physics parameters 2 (77 bytes).
0xEFBA 0xEFD2 BallCollisionTable bytes Pass 3: Ball collision parameters (25 bytes).
0xF0DB 0xF0DE SoundEffectPointers word Pass 3: Sound effect pointers (4 bytes).
0xF220 0xF225 FlipperStateTable bytes Pass 3: Flipper state table (6 bytes).
0xF2E7 0xF2EF BallVelocityTable bytes Pass 3: Ball velocity table (9 bytes).
0xF3B1 0xF3B8 FlipperTimerTable bytes Pass 3: Flipper timer table (8 bytes).
0xF416 0xF41D BumperStateTable bytes Pass 3: Bumper state table (8 bytes).
0xF4AC 0xFB2B GameData bytes Pass 3: Main game data block (1664 bytes).
0xFB45 0xFB45 Byte bytes Pass 3: Single byte.
0xFB48 0xFB48 Byte bytes Pass 3: Single byte.
0xFCA8 0xFCB3 ScoreDisplayTable2 bytes Pass 3: Score display data (12 bytes).
0xFD1E 0xFD23 BallPhysicsTable3 bytes Pass 3: Ball physics parameters 3 (6 bytes).
0xFEC6 0xFFDB GameStateData bytes Pass 3: Game state data (278 bytes).
0xFFF6 0xFFF6 Byte bytes Pass 3: Single byte.
0xFFFA 0xFFFF InterruptVectors word Pass 3: NMI/RESET/IRQ vectors.
1 # Pinball (JU) data-region structure - Pass 3
2 # start<TAB>end<TAB>label<TAB>format<TAB>comment
3 0xC16A 0xC180 SoundPointerTable word Pass 3: 11 word pointers to sound data (index = sound ID).
4 0xC400 0xCBA6 ControllerKeyTable bytes Pass 3: Controller key mapping table (1959 bytes).
5 0xCDB5 0xCE4D SpriteMetatileTable bytes Pass 3: Sprite metatile definitions (153 bytes).
6 0xCE55 0xCE6B SpriteAnimationTable bytes Pass 3: Sprite animation data (23 bytes).
7 0xD74B 0xDBB5 PlayfieldData bytes Pass 3: Playfield layout data (1131 bytes).
8 0xDC2D 0xDC2D Byte bytes Pass 3: Single byte.
9 0xDCA2 0xDCA9 SpriteDMATable bytes Pass 3: Sprite DMA source data (8 bytes).
10 0xDDE5 0xDDF0 SpritePaletteTable bytes Pass 3: Sprite palette data (12 bytes).
11 0xDE03 0xDE1A BallPhysicsTable bytes Pass 3: Ball physics parameters (24 bytes).
12 0xDE24 0xDE2F BallCollisionTable bytes Pass 3: Ball collision parameters (12 bytes).
13 0xDE87 0xDFE7 PlayfieldLayout bytes Pass 3: Playfield layout data (353 bytes).
14 0xE048 0xE048 Byte bytes Pass 3: Single byte.
15 0xE2B8 0xE3E1 LevelData bytes Pass 3: Level layout data (298 bytes).
16 0xE482 0xE48B LevelData2 bytes Pass 3: Level data (10 bytes).
17 0xE576 0xE5B5 ScoreDisplayTable bytes Pass 3: Score display data (64 bytes).
18 0xE787 0xE7AB FlipperData bytes Pass 3: Flipper position data (37 bytes).
19 0xEA60 0xEAD0 SoundSequenceData bytes Pass 3: Sound sequence data (113 bytes).
20 0xEB5A 0xEB5A Byte bytes Pass 3: Single byte.
21 0xEB66 0xEB9C SoundSequenceData2 bytes Pass 3: Sound sequence data (55 bytes).
22 0xEBE1 0xEBF8 SoundSequenceData3 bytes Pass 3: Sound sequence data (24 bytes).
23 0xEC4B 0xEC7F SoundSequenceData4 bytes Pass 3: Sound sequence data (53 bytes).
24 0xECEE 0xED05 SoundSequenceData5 bytes Pass 3: Sound sequence data (24 bytes).
25 0xED2E 0xEDAF SoundSequenceData6 bytes Pass 3: Sound sequence data (130 bytes).
26 0xEDE6 0xEDEC SoundSequenceData7 bytes Pass 3: Sound sequence data (7 bytes).
27 0xEE37 0xEE3C SoundSequenceData8 bytes Pass 3: Sound sequence data (6 bytes).
28 0xEEDB 0xEF27 BallPhysicsTable2 bytes Pass 3: Ball physics parameters 2 (77 bytes).
29 0xEFBA 0xEFD2 BallCollisionTable bytes Pass 3: Ball collision parameters (25 bytes).
30 0xF0DB 0xF0DE SoundEffectPointers word Pass 3: Sound effect pointers (4 bytes).
31 0xF220 0xF225 FlipperStateTable bytes Pass 3: Flipper state table (6 bytes).
32 0xF2E7 0xF2EF BallVelocityTable bytes Pass 3: Ball velocity table (9 bytes).
33 0xF3B1 0xF3B8 FlipperTimerTable bytes Pass 3: Flipper timer table (8 bytes).
34 0xF416 0xF41D BumperStateTable bytes Pass 3: Bumper state table (8 bytes).
35 0xF4AC 0xFB2B GameData bytes Pass 3: Main game data block (1664 bytes).
36 0xFB45 0xFB45 Byte bytes Pass 3: Single byte.
37 0xFB48 0xFB48 Byte bytes Pass 3: Single byte.
38 0xFCA8 0xFCB3 ScoreDisplayTable2 bytes Pass 3: Score display data (12 bytes).
39 0xFD1E 0xFD23 BallPhysicsTable3 bytes Pass 3: Ball physics parameters 3 (6 bytes).
40 0xFEC6 0xFFDB GameStateData bytes Pass 3: Game state data (278 bytes).
41 0xFFF6 0xFFF6 Byte bytes Pass 3: Single byte.
42 0xFFFA 0xFFFF InterruptVectors word Pass 3: NMI/RESET/IRQ vectors.