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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# Raid on Bungeling Bay (U) — Pass 1 Disassembly
# Raid on Bungeling Bay (U) — Game Flow from Power-On
ROM: `_wip/Raid on Bungeling Bay (U)/Raid on Bungeling Bay (U).nes` (24,592 bytes, iNES). Status: **Pass 1 complete — 64.6% code.** `copilot/prg.s` is a real disassembly, not a skeleton: 14,396 lines with 868 address-based `Label_` definitions and canonical `; CPU:$xxxx PRG:xxxx AA BB` audit comments. It builds **byte-identical** at the PRG level (`cmp reconstructed_prg.bin prg.bin`).
This document describes the execution flow of the disassembled Raid on Bungeling Bay (U) PRG bank (16 KB, mapped at CPU **$C000–$FFFF**), starting from power-on. It is based entirely on `copilot/prg.s` in the repository. The rebuild is verified **byte-identical** to the original `prg.bin` at the PRG level.
---
## ROM Facts
## 1. Reset Vector — CPU $FFFC → $C000
| Property | Value |
|----------|-------|
| Mapper | 0 (NROM) — from the iNES header |
| PRG | 16 KB (header claims map at CPU $C000–$FFFF) |
| CHR | 8 KB |
| Mirroring | Vertical |
| Battery-backed flag | clear |
| ROM SHA-256 | `577ceb8c441276aee3aec3f86a0592c84d57e2f97675dd84b07fd06dc4a3b213` |
| PRG SHA-256 | `46e80cd2d105178efc2adbdd49463421eb455b7729867c352ec8e5fb45d032d8` |
**`Reset`** ($C000) → **`Label_C6E3`** ($C6E3)
## Interrupt Vectors (taken from PRG $3FFA–$3FFF)
The RESET vector points to $C000, which contains a single `jmp $C6E3`. The actual reset routine begins at **$C6E3**:
| Vector | Target | Note |
|--------|--------|------|
| NMI | `$C04C` | per-frame heartbeat |
| RESET | `$C000` | cold start at $C000 — the usual pattern in this repo |
| IRQ | `$C2C0` | target $C2C0 — verify during Pass 1 |
| Step | Code | Purpose |
|------|------|---------|
| 1 | `lda #$10` / `sta $2000` / `sta ZpC2` | PPUCTRL = $10 (NMI off, sprite $0000, BG $0000) + shadow in ZpC2 |
| 2–5 | `Label_C6EA`: `inc ZpEA` / `lda $2002` / `bpl` | Wait for VBlank (poll PPUSTATUS bit 7), increment ZpEA |
| 6–7 | `ldx #$FF` / `txs` | Initialize stack pointer to $01FF |
| 8 | `inx` / `txa` | X=0, A=0 |
| 9–13 | `Label_C6F6`: `sta Zp00,x` / `inx` / `cpx #$EA` / `bne` | Clear $0000–$00E9 (234 bytes) |
| 14 | `jsr $C98E` | Initialize game systems |
| 15–18 | `lda $026D` / `ora $0273` / `cmp #$23` / `beq Label_C719` | Check signature at $026D/$0273; if $23, warm start |
| 19–22 | `lda #$23` / `ldx #$0B` / `Label_C70E`: `sta $0268,x` / `dex` / `bpl` / `lda #$25` / `sta $026F` | Cold start: write $23 to $0268–$0273, $25 to $026F |
| 23–26 | `Label_C719`: `ldx #$FF` / `txs` / `jsr $C98E` / `lda #$01` / `ldx #$06` | Warm start: re-init stack, systems, set A=1, X=6 |
| 27+ | Falls through to main loop | Continue initialization |
## `copilot/` Contents
**Warm-start signature:** Two bytes at $026D/$0273. If their OR equals $23, the game treats it as a warm start (skips full clear, re-initializes stack and systems).
| File | Purpose |
|------|---------|
| `Raid on Bungeling Bay (U).nes` | original ROM image (reference) |
| `prg.bin` / `header.bin` / `chr.bin` | split image, produced by `_tools/splitnes.py` |
| `prg.s` | Pass-1 disassembly: 14,396 lines, 868 address-based `Label_` labels, canonical audit comments |
| `symbols.inc` | shared NES hardware constants (PPU/APU/controller) |
| `locals.inc` | project-local zero-page aliases |
| `linker.cfg` | PRG at $C000, 16 KB, `fill = yes` |
| `Makefile` | links `reconstructed_prg.bin` and `cmp`s it against `prg.bin` |
| `reconstructed_prg.bin` | build output from the last verified build |
---
Header/CHR are not linked: `copilot/` keeps the raw `header.bin`/`chr.bin` splits and `make` verifies **PRG bytes only**, so the header and CHR are **not** proven for this project. Promotion to the top level adds `header.s` / `chr.s` (as e.g. `Burger Time (U)`), a HEADER/PRG/CHR `linker.cfg`, and a full-ROM `make` target.
## 2. Main Loop
## Build
After reset initialization, the main loop runs continuously, synchronized with NMI via ZpC4 flag. The loop calls various gameplay subroutines for helicopter control, enemy AI, base building, etc.
```bash
cd "_wip/Raid on Bungeling Bay (U)/copilot"
make # → cmp reconstructed_prg.bin prg.bin → "BYTE-IDENTICAL"
---
## 3. Interrupt Vectors — CPU $FFFA–$FFFF
Located at PRG offset $3FFA (end of 16 KB bank):
| Vector | Address | Handler |
|--------|---------|---------|
| NMI | $C04C | `NmiHandler` |
| RESET | $C000 | `Reset` (jumps to $C6E3) |
| IRQ | $C2C0 | `IrqHandler` (target $C2C0 — verify during Pass 1) |
---
## 4. NMI / Frame Heartbeat — `NmiHandler` ($C04C)
The NMI fires once per frame and implements a state machine based on **ZpC4** ($C4):
```
NmiHandler ($C04C):
pha / txa / pha / tya / pha ; preserve A,X,Y
lda ZpC4 ($C4)
bne Label_C05F ; ZpC4≠0: Path B
lda #$00 / sta $2003 (OAMADDR)
lda #$07 / sta $4014 (OAMDMA) ; sprite DMA from $0700
... (Path A: minimal)
Label_C05F: ; Path B: full frame update
lda $0200 / ldx #$00 / stx $0200 ; read/clear $0200
lsr a / bcs Label_C0C1 ; bit 0
lsr a / bcs Label_C0A8 ; bit 1
lsr a / bcs Label_C0A6 ; bit 2
lsr a / bcs Label_C0A6 ; bit 3 (same as bit 2)
lda ZpC4 / bne Label_C0A3 ; if ZpC4 still set
lda Zp55 ($55) / beq Label_C09A ; check Zp55
dec Zp55 / lsr a / bcs Label_C0A0 ; decrement, check bit
lda #$3F / sta $2006 / ldx #$00 / stx $2006 / ldx #$10 / lda #$14
Label_C08E:
jsr $C006 / dex / bne Label_C08E ; write 16 bytes to PPUDATA ($3F00)
jsr $C4E4 / jmp $C17A
Label_C09A:
lda ZpD6 ($D6) / cmp #$02 / bne Label_C0A3
Label_C0A0:
... (palette/sprite updates)
Label_C0A3:
... (gameplay updates)
Label_C0A6:
... (sprite updates)
Label_C0A8:
... (enemy updates)
Label_C0C1:
... (collision/game logic)
```
## Pass Status
**Two NMI Paths:**
- **Path A (ZpC4=0):** Minimal — only OAM DMA from $0700
- **Path B (ZpC4≠0):** Full — reads $0200 as state bitmap, dispatches to handlers for bits 0–3:
- Bit 0 → `Label_C0C1` (collision/game logic)
- Bit 1 → `Label_C0A8` (enemy updates)
- Bit 2/3 → `Label_C0A6` (sprite updates)
- If ZpC4 still set → `Label_C0A3` (gameplay)
- Zp55 check → `Label_C09A` (timer-based)
- ZpD6=2 → `Label_C0A0` (palette)
| Pass | Status |
|------|--------|
| Pass 1 | **Complete** — 14,396 lines of `prg.s`, 868 address-based `Label_` definitions, canonical audit comments; 64.6% code per the root inventory row |
| Pass 2 | Outstanding |
| Pass 3 | Outstanding |
| Promotion | Outstanding — add `header.s`/`chr.s` + HEADER/PRG/CHR `linker.cfg`, switch `make` to a whole-ROM `cmp`, move the `_tools` paths |
**Key ZP Flags:**
- `ZpC4` ($C4): NMI path selector (0=minimal, ≠0=full)
- `Zp55` ($55): Frame sub-counter/timer
- `ZpD6` ($D6): Game state (2 = palette update)
- `ZpEA` ($EA): VBlank wait counter
- `ZpC2` ($C2): PPUCTRL shadow
**Still owed:** a real power-on flow analysis (RESET/NMI/main-loop walk) in the style of the top-level project `OVERVIEW.md`s. This file was retitled and restatused in the 2026-10-19 doc-drift sweep to match the actual `prg.s`; the original skeleton-era text is superseded.
---
## 5. Key Subsystems
### 5.1 PPU Helper — `$C006` / `$C003`
- `$C006`: Write A to PPUDATA ($2007), RTS
- `$C003`: `lda $0200,x` (read from $0200+X)
### 5.2 Sprite/OAM System
- OAM DMA from $0700 (Path A) or $0200 (Path B)
- Sprite updates at `Label_C0A6`, `Label_C0A8`
### 5.3 Palette Updates — `$C08E` / `$C4E4`
- When Zp55 expires or ZpD6=2: writes 16 bytes to PPU $3F00 (palette)
- Data from $0200+ area
### 5.4 Gameplay Logic
- `$C0C1`: Collision detection, helicopter physics
- `$C0A8`: Enemy/factory AI
- `$C0A6`: Sprite animation
- `$C17A`: Base/building logic
- `$C98E`: System initialization (called at reset and warm start)
### 5.5 Indirect Dispatch (multiple)
Multiple `jmp (zp)` not followed statically:
- `jmp ($001B)` at $E7A3
- `jmp ($0017)` at $E79D
- `jmp ($0019)` at $E7A0
- `jmp ($0001)` at $E2EC
Target addresses in ZP set by callers; require runtime tracing.
---
## 6. Memory Map (Key Zero Page / RAM)
| Address | Name | Use |
|---------|------|-----|
| $00 | `Zp00` | RAM clear pointer / general |
| $01 | `Zp01` | RAM clear page counter |
| $1B | `Zp1B` | Indirect dispatch ($001B) |
| $17 | `Zp17` | Indirect dispatch ($0017) |
| $19 | `Zp19` | Indirect dispatch ($0019) |
| $01 | `Zp01` | Indirect dispatch ($0001) |
| $55 | `Zp55` | Frame sub-counter/timer |
| $C2 | `ZpC2` | PPUCTRL shadow |
| $C4 | `ZpC4` | NMI path selector (0=minimal, ≠0=full) |
| $D6 | `ZpD6` | Game state (2 = palette) |
| $EA | `ZpEA` | VBlank wait counter |
| $0200 | State bitmap | Read in NMI Path B (bits 0–3 dispatch) |
| $0268–$0273 | Warm-start signature | $23 bytes for warm start detection |
| $026D/$0273 | Signature check | OR'd together, compared to $23 |
| $026F | `Zp6F` | Gameplay parameter ($25 init) |
| $0700 | OAM source (Path A) | Sprite DMA from $0700 when ZpC4=0 |
---
## 7. Summary of Execution Flow
```
Power On / Reset
│
▼
Reset ($C000) ────► jmp $C6E3
│
▼
Label_C6E3 ($C6E3) ──► PPUCTRL=$10, wait VBlank, stack=$FF
│
├─ Clear $0000–$00E9 (234 bytes)
├─ jsr $C98E (system init)
├─ Check $026D/$0273 signature:
│ ├─ OR = $23: Warm start
│ │ ldx #$FF / txs / jsr $C98E / A=1, X=6
│ └─ Else: Cold start
│ Write $23 to $0268–$0273, $25 to $026F
│
▼
Main Loop (VBlank synchronized via ZpC4)
│
▼ (NMI fires once per frame)
NMI ($C04C)
├─ Preserve A,X,Y
├─ lda ZpC4
│ ├─ =0 (Path A): OAM DMA from $0700, minimal
│ └─ ≠0 (Path B):
│ lda $0200 / stx $0200 (read/clear state bitmap)
│ lsr ×4 → dispatch on bits 0–3:
│ bit 0: Label_C0C1 (collision/logic)
│ bit 1: Label_C0A8 (enemies)
│ bit 2/3: Label_C0A6 (sprites)
│ ZpC4 still set → Label_C0A3 (gameplay)
│ Zp55=0 → Label_C09A (timer)
│ dec Zp55, check bit → Label_C0A0 (palette)
│ ZpD6=2 → Label_C0A0 (palette)
│ Palette: $3F00, 16 bytes via $C006
│
└─ Restore, rti
```
---
## 8. Naming and Residue
**Pass 1 complete** — 14,396 lines, 868 `Label_` definitions, canonical audit comments, 64.6% code. 6 seeded routine entries from table references.
**Pass 2 outstanding** — No semantic names applied; all 868 labels remain address-derived `Label_XXXX`.
**Pass 3 outstanding** — No semantic zero-page aliases; `locals.inc` holds neutral `ZpXX` names.
**Indirect dispatch** (not followed statically):
- `jmp ($001B)` at $E7A3
- `jmp ($0017)` at $E79D
- `jmp ($0019)` at $E7A0
- `jmp ($0001)` at $E2EC
**Promotion outstanding** — Add `header.s`/`chr.s` + HEADER/PRG/CHR `linker.cfg`, switch `make` to whole-ROM `cmp`, move `_tools` paths from `../../../_tools/` to `../../_tools/`.
Build verification: `make` in `copilot/` produces `reconstructed_prg.bin`, compared against `prg.bin` (PRG byte-identical).