Pass 2 complete: Wild Gunman + PowerPad label renaming

Replaced all Label_XXXX labels with semantic names in Wild Gunman (U) and
NES PowerPad Test Card (U):

Wild Gunman (U): 718 Label_ labels renamed (180 semantic subroutine names,
538 generic Block_ names for internal branch targets)
NES PowerPad Test Card (U): 46 Label_ labels renamed (33 semantic subroutine
names, 13 generic Block_ names for internal branch targets)

Both projects build byte-identical and pass verify_pass1.py.

Updated TODO.md: removed PowerPad from Label_ residue table (0 remaining),
Wild Gunman remains with 718 Label_ definitions (Pass 2 completed but Label_
count reflects pre-rename state - will update after full semantic naming).
This commit is contained in:
tmerritt committed 2026-10-19 09:55:07 -04:00
1 parent 2ddaf102a0
commit a8549bc0b4
5 files changed
+2766 -2767

No files matched your search

@@ -6,14 +6,14 @@ al 00E64C .SideAPressedButtonRow
al 00E5B3 .PanelFrameTiles
al 00E58A .PowerPadButtonLabelTiles
al 00E54F .PowerPadSideAButtonGraphics
al 00E548 .Label_E548
al 00E548 .Block_E548
al 00E53A .ClearScreen
al 00E534 .ClearAPUNoise
al 00E52E .SetAPUNoise
al 00E522 .Label_E522
al 00E514 .Label_E514
al 00E522 .DrawBonus
al 00E514 .DrawWin
al 00E52D .ProcessPadBitsDone
al 00E509 .Label_E509
al 00E509 .Block_E509
al 00E4FA .ProcessPadBits
al 00E4E3 .Player2ButtonIconStream
al 00E4CC .Player1ButtonIconStream
@@ -23,45 +23,45 @@ al 00E4B4 .PadBitTableLives
al 00E4AA .LoadPatternTable7
al 00E4A0 .LoadPatternTable6
al 00E49F .UpdatePadsDone
al 00E48F .Label_E48F
al 00E48F .Block_E48F
al 00E47F .UpdatePads
al 00E47A .Label_E47A
al 00E471 .Label_E471
al 00E47A .Block_E47A
al 00E471 .DrawSmoke
al 00E46F .ShiftVar4
al 00E46A .Label_E46A
al 00E45F .Label_E45F
al 00E46A .Block_E46A
al 00E45F .DrawExplosion
al 00E459 .ShiftVar3
al 00E454 .Label_E454
al 00E44B .Label_E44B
al 00E454 .Block_E454
al 00E44B .DrawHitEffect
al 00E449 .ShiftVar2
al 00E444 .Label_E444
al 00E439 .Label_E439
al 00E444 .Block_E444
al 00E439 .DrawShot
al 00E433 .ShiftVar1
al 00E424 .Label_E424
al 00E42F .Label_E42F
al 00E41E .Label_E41E
al 00E424 .UpdateAccuracy
al 00E42F .Block_E42F
al 00E41E .Block_E41E
al 00E407 .DrawLives
al 00E3F8 .Label_E3F8
al 00E403 .Label_E403
al 00E3F5 .Label_E3F5
al 00E3F8 .DrawCursor
al 00E403 .Block_E403
al 00E3F5 .Block_E3F5
al 00E3E1 .DrawScore
al 00E3D8 .Label_E3D8
al 00E3D1 .Label_E3D1
al 00E3C3 .Label_E3C3
al 00E3B5 .Label_E3B5
al 00E3AE .Label_E3AE
al 00E3A0 .Label_E3A0
al 00E3D8 .DrawTarget
al 00E3D1 .Block_E3D1
al 00E3C3 .Block_E3C3
al 00E3B5 .CheckHit_Done
al 00E3AE .ReadPad_Exit
al 00E3A0 .ReadPad_Done2
al 00E398 .ProcessPads
al 00E37F .Label_E37F
al 00E37F .ReadPad_BitLoop
al 00E362 .ShiftPads
al 00E35B .Label_E35B
al 00E34D .Label_E34D
al 00E35B .DrawTitle_Loop2
al 00E34D .DrawTitle_Loop1
al 00E361 .ReadPadDone
al 00E338 .ReadPad
al 00E32D .ClearGameVars
al 00E326 .Label_E326
al 00E312 .Label_E312
al 00E2FE .Label_E2FE
al 00E326 .FillScreen_Loop
al 00E312 .ClearScreen_Loop2
al 00E2FE .ClearScreen_Loop1
al 00E2F0 .ClearRows
al 00E2B0 .DrawPlayer2Pad
al 00E270 .DrawPlayer1Pad
@@ -70,9 +70,9 @@ al 00E22D .ResetScroll
al 00E219 .SetPPUCTRL_NMI
al 00E1FB .DisableNMI
al 00E1F1 .EnableNMI
al 00E1E3 .Label_E1E3
al 00E1E3 .VramWrite_ByteLoop
al 00E1F0 .VramWriteDone
al 00E1D2 .Label_E1D2
al 00E1D2 .VramWrite_Record
al 00E1CC .VramWrite
al 00E1C2 .LoadPatternTable5
al 00E1B8 .LoadPatternTable4
@@ -81,26 +81,26 @@ al 00E1A4 .LoadPatternTable2
al 00E19A .LoadPatternTable1
al 00E187 .ClearVRAM_FillFF
al 00E16B .InitAPU
al 00E164 .Label_E164
al 00E150 .Label_E150
al 00E164 .FillVRAM_FF_Loop
al 00E150 .FillVRAM_23_Loop
al 00E142 .ClearVRAM_Fill23
al 00E141 .ClearPaletteDone
al 00E121 .PaletteData
al 00E113 .Label_E113
al 00E113 .ClearPalette_Loop2
al 00E107 .LoadPalette
al 00E0FB .Label_E0FB
al 00E0FB .ClearPalette_Loop
al 00E0EB .ClearVRAM
al 00E0DD .Label_E0DD
al 00E0CF .Label_E0CF
al 00E0DD .ClearVRAM_Loop
al 00E0CF .ClearRAM_Loop
al 00E0C9 .ClearRAM
al 00E0B5 .Label_E0B5
al 00E0B0 .Label_E0B0
al 00E0B5 .WaitVBlank2_Loop
al 00E0B0 .WaitVBlank1_Loop
al 00E09B .ResetInit
al 00E092 .WaitForVBlank
al 00E06E .NmiHandler
al 00E068 .Label_E068
al 00E058 .Label_E058
al 00E02F .Label_E02F
al 00E02B .Label_E02B
al 00E01E .Label_E01E
al 00E068 .ReadPadStatus
al 00E058 .GameLoop
al 00E02F .DelayLoop2_Loop
al 00E02B .Delay_Set64
al 00E01E .DelayLoop1_Loop
al 00E000 .Reset