Promote Wild Gunman (U) from _wip to top-level project
Moves Wild Gunman (U) from _wip/ to Wild Gunman (U)/ with full ROM build: - Adds header.s, chr.s, linker.cfg (HEADER+PRG+CHR segments) - Updates Makefile to build and verify reconstructed.nes vs rom.nes - Adds rom.nes copy + copilot/rom.nes symlink per repo convention - Verified byte-identical build Pass 1 complete: full code/data classification (~20% code / ~80% data) Pass 2 partial: routine headers for all labels, semantic naming for key routines (Reset, NmiHandler, MainStateDispatch, MainLoopBody, etc.), zero-page aliases in locals.inc Updates root OVERVIEW.md: - Removes Wild Gunman from _wip skeleton table (23 -> 22 skeletons) - Adds Wild Gunman as #13 in numbered inventory (BYTE-IDENTICAL, Pass 2) - Updates summary count from 12 to 13 projects
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; Wild Gunman (U) zero-page aliases - Pass 2
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; Semantic names for addresses with observed usage patterns; ZpXX names for
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; addresses whose role is not yet uniquely determined.
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GameMode = $30 ; Current game mode/state, set to 1 during reset.
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NmiPhase = $20 ; NMI phase flag, set to 1 by NMI handler.
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NmiFlag = $22 ; NMI flag, set to 1 by NMI handler.
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Timer2F = $2F ; Timer incremented each frame in main loop.
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Ctrl1 = $16 ; Controller 1 state, checked in MainStateDispatch.
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Mode38 = $38 ; Mode byte checked in MainStateDispatch.
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OAMBase = $05EC ; OAM/sprite base address used in reset init.
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SpriteData = $05F0 ; Sprite data destination in reset init.
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; Generic zero-page aliases (role not yet uniquely determined)
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Zp00 = $00 ; Used as indirect pointer lo in RAM clear loop
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Zp01 = $01 ; Used as indirect pointer hi in RAM clear loop
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Zp08 = $08 ; Set to $90 during reset (PPUCTRL value)
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Zp09 = $09 ; Set to $02 during reset
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