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