# Duck Hunt (JUE) — Pass 2 Complete ROM: `_wip/Duck Hunt (JUE)/Duck Hunt (JUE).nes` (24,592 bytes, iNES). Status: **Pass 2 complete — semantic labels and zero-page names applied, PRG byte-identical.** `copilot/prg.s` contains a classified disassembly with 3,058 instructions (37.5% code), 48 semantic labels, and 174 zero-page semantic aliases. The build is **BYTE-IDENTICAL** at the PRG level. ## ROM Facts | Property | Value | |----------|-------| | Mapper | 0 (NROM) — from the iNES header | | PRG | 16 KB (header claims map at CPU $C000–$FFFF) | | CHR | 8 KB | | Mirroring | Horizontal | | Battery-backed flag | clear | | ROM SHA-256 | `ca0d31e6f3aa70204fa5af67803c6533851a28fa48a133e15d772d3667fa675a` | | PRG SHA-256 | `bcdd22fbe343ebd33c7fd19309510079150d1e4dc052f65382b64d197d6ba080` | ## Interrupt Vectors (taken from PRG $3FFA–$3FFF) | Vector | Target | Note | |--------|--------|------| | NMI | `$C086` | per-frame heartbeat | | RESET | `$C000` | cold start at $C000 — the usual pattern in this repo | | IRQ | `$C000` | redirects to RESET — unused placeholder | ## `copilot/` Contents | File | Purpose | |------|---------| | `Duck Hunt (JUE).nes` | original ROM image (reference) | | `prg.bin` / `header.bin` / `chr.bin` | split image, produced by `_tools/splitnes.py` | | `prg.s` | Pass 1/2: classified code/data split, 3,058 instructions, 48 semantic labels, audit comments on every emission | | `symbols.inc` | shared NES hardware constants (PPU/APU/controller, from the skeleton) | | `locals.inc` | 174 zero-page semantic aliases (filled in by Pass 2) | | `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 reproduced verbatim from `header.bin`/`chr.bin` (not linked): `make` verifies **PRG bytes only** at this stage. When this project is promoted to a full disassembly, `header.s` / `chr.s` (as e.g. `Burger Time (U)`) and a full-ROM `make` target get added. ## Build ```bash cd "_wip/Duck Hunt (JUE)/copilot" make # → cmp reconstructed_prg.bin prg.bin → "BYTE-IDENTICAL" ``` ## Next Steps (per `PROMPTS.md`) 1. **Pass 3** — name data tables/structures; release provisional flags. 2. **Promotion** — move to a top-level `/copilot/` folder, add full-ROM build (header.s + chr.s + vectors), and write the power-on flow `OVERVIEW.md` in the established style; then it joins the root index's numbered inventory. ## Pass 2 Details (2026-10-18) - **Label renaming**: 48 of 472 labels renamed to semantic names using `pass2.py apply` with a mapping file (`duckhunt_label_map.tsv` + `locals.inc` for zero-page). Key renamed routines: - RESET/NMI: `Reset`, `NmiHandler` - System init: `Reset`, `WaitVBlank`, `ClearZeropage`, `InitGameState`, `InitPPU`, `InitVariables` - Main loop: `MainGameLoop`, `GameModeCheck`, `GameplayFrame`, `GameModeDispatcher`, `TitleScreenMode` - NMI: `NmiHandler`, `NmiFrameEnd` - Controller: `UpdateController` - Sprites: `UpdateSprites` - Sound: `InitSound` - **Zero-page semantic aliases**: 174 aliases in `locals.inc` (see `locals.inc` header for full list): - PPU: `PPUCtrlShadow` ($08), `PPUMaskShadow` ($09) - Game state: `GameMode` ($24), `RoundIndex` ($26), `DispatchIndex` ($2A) - Player arrays: `PlayerState` ($16), `PlayerInput` ($25), `PlayerData` ($2A) - Pointers: `TempPtrLo` ($00), `TempPtrHi` ($01)