# Joypad Test Cartridge (U) — Game Flow from Power-On This document describes the execution flow of the disassembled Joypad Test Cartridge (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`. --- ## 1. ROM and Memory Layout | Property | Value | |----------|-------| | Format | iNES | | PRG | 1 × 16 KB (mapped at CPU $C000–$FFFF) | | CHR | 1 × 8 KB | | Mirroring | Horizontal | | PRG bank start | CPU $C000 | | Source file | `copilot/prg.s` (4,516 lines with headers) | | Output | `reconstructed.nes` (24,592 bytes) | ### Interrupt vectors (CPU $FFFA–$FFFF) | Vector | Address | Handler | |--------|---------|---------| | NMI | $CCF7 | `NmiHandler` | | RESET | $C000 | `Reset` | | IRQ / BRK | $C000 | Reuses `Reset` | --- ## 2. Build Status `make` in `copilot/` assembles `prg.s` with `ca65`, links with `ld65`, and verifies against `prg.bin`. **Verification result: BYTE-IDENTICAL** — `make` compares the whole reconstructed ROM against `copilot/rom.nes` and prints `Byte-identical ROM verified.` Byte accounting is exact: 3,836 code + 12,548 data = 16,384 of 16,384 bytes. --- ## 3. Pass Status | Pass | Status | Description | |------|--------|-------------| | Pass 1 | **Redone** | Was badly truncated: 282 instructions / 580 bytes (3.5%). Now **1,773 instructions / 3,836 bytes (23.4%)** — a 6.6x increase. Root cause: the tracer only knew the 151 official opcodes and halted at `$C09E` on `DCP $3C20` (`$CF`), filing 3,256 bytes of real code as `.byte`. Verified against a fresh trace: 1,769 emitted instructions + 4 undocumented opcodes written as explicit bytes = 1,773, an exact match | | Pass 2 | **Complete** | 202 labels, **zero `Label_Cxxxx` remaining**; 202 routine headers, all describing real behaviour (no "undetermined in Pass 1" boilerplate); `locals.inc` carries 99 aliases, half of them proven semantic names sitting beside the generated `ZpXX` entries | | Pass 3 | **Complete** | The single data region `$CF06–$FFFF` has been broken into 20 named sub-blocks: VRAM command streams read by `VramWriteLoop`/`RetAddrUpdate`, seven 32-byte OAM table groups read by `CopyOamFromTable`/`CopyOamFromTable70`, the 32-byte sprite template read by `CopySpriteTemplateTable`, the 32-byte button OAM template read by `PrepareButtonOam`, and 10,517 bytes of `$FF` ROM padding. The `RetAddrUpdate` VRAM command stream opcode set has been decoded (`$4C` = jump, `$60` = deferred PPUCTRL, bit-7-clear bytes = VRAM write with PPU addr + data, bit 6 of data = long/short command selector). | ### Why Pass 1 was truncated The tracer descended from the three vectors, following direct `jsr`/`jmp`/branch targets. It stopped at `$C09E`, where the byte is `$CF` = `DCP $3C20` — an undocumented read-modify-write op used here as ordinary code. Everything after that point was written out as data until a later run promoted it. This cartridge is an unusually clear demonstration: nothing exotic is involved, just one undocumented opcode in the middle of the main loop. `nesdis.py` now takes `--undocumented` (default **off**, so other projects' `make regen` stays byte-stable) to decode all 105 undocumented NMOS opcodes. ca65 V2.19 implements none of them, so the 4 affected instructions (`DCP $3C20`, `LAX $20D4`, `NOP $C1,X`, `RRA ($D0),X`) are emitted as explicit `.byte` with the disassembly in the comment. They stay in the code region, so the split and the audit trail are both preserved. --- ## 4. Reset — CPU $FFFC → $C000 **`Reset`** ($C000) On power-on or reset: 1. **Wait for three PPU warm-up vblanks** — `WaitVblank2` ($C005) and `WaitVblank3` ($C00A) each poll `$2002` bit 7, following an initial poll at $C000. 2. **Clear RAM** — `ClearRAM1_Loop` ($C013) clears pages $0000–$07FF via indirect indexed store (`STA VramPtrLo,X` / `STA $0100,X` etc.). 3. **Initialize PPU** — `InitPPU_1` ($C031): `STA $2000` with $10 (PPUCTRL, NMI disabled), shadow in `PpuCtrlShadow` ($EF); `STA $2001` with $00 (PPUMASK off), shadow in `PpuMaskValue` ($EE). 4. **OAM DMA** — `OamDma` ($C03F): `STA $4014` with $02 (DMA from $0200–$02FF). 5. **Clear controller state** — `ClearController` ($C044): clears $2003 (OAMADDR) and state variables. 6. `JSR PpuScrollLatch` ($CE3C) — latch scroll and control registers. 7. `LDX #$FF / TXS` — initialize stack pointer. 8. `JSR PpuMaskSetup` ($CD2F) — set PPUMASK from shadow. 9. **Clear RAM again** — `ClearRAM2_Loop` ($C05D) clears pages $0000–$06FF. 10. **Re-initialize PPU** — `InitPPU_2` ($C078): same as InitPPU_1. 11. **VRAM write** — `VramWriteSetup1` ($C086): set up address/length for a VRAM write via `VramWrite` ($CDEE). 12. `JSR ClearOAM_Routine` ($C174) — clear OAM with sprite flush value $F4. 13. `JSR VramPtrWrite` ($CD3F) — write VRAM data via pointer table. 14. `ToggleFlag` ($C095) — toggle `VramToggleFlag` ($CF). 15. `JSR PpuScrollLatch` ($CE3C) and `JSR VramPtrWrite` ($CD3F) again. 16. **Main loop** — spins, toggling $CF each iteration and calling PPU/VRAM update routines. --- ## 5. NMI / Frame Heartbeat — `NmiHandler` ($CCF7) The NMI fires once per frame: 1. **Save registers** (`PHA / TXA / PHA / TYA / PHA`). 2. `JSR PpuCtrlSetup` ($CD17) — latch PPUSTATUS, clear NMI bit in `PpuCtrlShadow` ($EF), write to PPUCTRL. 3. `JSR OamDmaSetup` ($CD24) — set OAMADDR=0, trigger OAM DMA ($4014=$02). 4. Check `$0300` (vblank flag) — if nonzero, `JSR VramBurstWrite` ($CE4F) to burst-write VRAM data from table at $0302. 5. `JSR PpuScrollLatch` ($CE3C) — latch scroll and control. 6. Clear `NmiFlagByte` ($E0) to 0. 7. **Restore registers** (`PLA / TAX / PLA / TAY / PLA / RTI`). --- ## 6. Key Subroutines | Label | Address | Description | |-------|---------|-------------| | `Reset` | $C000 | Cold-start initialization: vblank waits, RAM clear, PPU init, OAM DMA | | `WaitVblank2` | $C005 | Wait for second PPU warm-up vblank | | `WaitVblank3` | $C00A | Wait for third PPU warm-up vblank | | `ClearRAM1_Loop` | $C013 | Clear RAM pages $00–$07 | | `InitPPU_1` | $C031 | Initialize PPUCTRL and PPUMASK | | `OamDma` | $C03F | Trigger OAM DMA via $4014 | | `ClearController` | $C044 | Clear OAMADDR and controller state | | `PpuScrollLatch` | $CE3C | Latch PPU scroll X/Y and control register | | `InitStack` | $C052 | Initialize stack pointer to $FF | | `PpuMaskSetup` | $CD2F | Set PPUMASK from shadow register | | `ClearRAM2_Loop` | $C05D | Clear RAM pages $00–$06 | | `InitPPU_2` | $C078 | Re-initialize PPU control and mask | | `VramWriteSetup1` | $C086 | Set up VRAM write parameters | | `ClearOAM_Call` | $C08F | Call OAM clear routine | | `VramPtrWrite1` | $C092 | Write VRAM data via pointer table | | `ToggleFlag` | $C095 | Toggle VramToggleFlag ($CF) | | `SetupScroll2` | $C097 | Latch PPU scroll and control | | `VramPtrWrite2` | $C09A | Write VRAM data via pointer table again | | `ClearOAM_Routine` | $C174 | Clear OAM ($0200–$02FF) with $F4 | | `NmiHandler` | $CCF7 | Per-frame NMI: PPU updates, OAM DMA, VRAM burst write | | `NmiContinue` | $CD0A | Continue NMI: latch PPU scroll, clear flag | | `PpuCtrlSetup` | $CD17 | Latch PPUSTATUS, write PPUCTRL from shadow | | `OamDmaSetup` | $CD24 | Set OAMADDR=0, trigger OAM DMA | | `PpuMaskSetup` | $CD2F | Set PPUMASK from shadow | | `VramPtrWrite` | $CD3F | Write VRAM via pointer table (uses RetAddrUpdate) | | `VramWriteLoop` | $CD45 | Loop writing bytes from indirect pointer to PPUDATA | | `VramPtrTableRead` | $CD99 | Read from pointer table at $0000 | | `RetAddrUpdate` | $CDC8 | Get return address from stack, advance by 2 | | `VramWrite` | $CDEE | Set PPU address, write data bytes to PPUDATA | | `VramBurstWrite` | $CE4F | Burst-write VRAM from table at $0302 | --- ## 7. Zero-Page Aliases (`locals.inc`) | Alias | Address | Role | |-------|---------|------| | `VramPtrLo` | $00 | VRAM write pointer low byte | | `VramPtrHi` | $01 | VRAM write pointer high byte | | `VramLen` | $02 | VRAM write data length | | `PpuScrollX` | $03 | PPU horizontal scroll | | `RetAddrTempLo` | $05 | Return address temp lo | | `RetAddrTempHi` | $06 | Return address temp hi | | `PpuMaskShadow` | $0E | PPUMASK shadow | | `PpuCtrlShadow` | $EF | PPUCTRL shadow (NMI bit cleared) | | `VramToggleFlag` | $CF | Frame toggle flag | | `NmiFlagByte` | $E0 | NMI flag byte | | `JoyBtnStateBase` | $4E | Base for indexed button states | | `FrameCounterLo` | $53 | Frame counter low byte | | `FrameCounterHi` | $54 | Frame counter high byte | Full list in `copilot/locals.inc`. --- ## 8. Data Regions The PRG is **23.4% code / 76.6% data** (3,836 / 12,548 bytes). The data region `$CF06–$FFFF` has been broken into 20 named sub-blocks: | Address | Size | Name | Contents | |---------|------|------|----------| | `$CF06–$CF28` | 35 B | `VramCommandStream1` | VRAM command stream start — PPU addr/data pairs read by `VramWriteLoop` | | `$CF29` | 1 B | `VramStream1Terminator` | `$FF` terminator ending first command stream | | `$CF2A–$CF3F` | 22 B | `VramCommandInlineCode` | Inline code after `jsr $CE98` — `lax $20D4`, `nop $C1,X`, `$61` padding | | `$CF40–$D061` | 290 B | `VramCommandBlock2` | VRAM command/data block — PPU writes and OAM attribute patterns | | `$D062` | 1 B | `VramStream2Terminator` | `$FF` terminator ending second command stream | | `$D063–$D1F3` | 401 B | `VramCommandBlock3` | VRAM command/data block — continues command stream patterns | | `$D1F4` | 1 B | `VramStream3Terminator` | `$FF` terminator ending third command stream | | `$D1F5–$D4AD` | 697 B | `VramCommandBlock4` | Largest VRAM command/data block — 697 bytes of command stream | | `$D4AE` | 1 B | `OamTableStreamTerminator` | `$FF` terminator before OAM gap data | | `$D4AF–$D4E1` | 51 B | `OamTableGap` | Gap data before OAM table at `$D4E3` | | `$D4E2` | 1 B | `OamTable1Terminator` | `$FF` terminator before OAM table group 1 | | `$D4E3–$D5C2` | 224 B | `OamTableGroups1` | OAM table groups 1-7 (`CopyOamFromTable` reads `$D4E3`) — 7×32 byte tables, each with 8 entries of Y/tile/attr/X | | `$D5C3` | 1 B | `OamTableStream2Terminator` | `$FF` terminator before second OAM table group | | `$D5C4–$D603` | 64 B | `OamTableGroups2` | OAM table groups 1-2 (`CopyOamFromTable70` reads `$D5C4`) — 2×32 byte tables | | `$D604–$D643` | 64 B | `OamSpritePadding` | 64 bytes of `$F4` sprite off-screen padding | | `$D644–$D6A3` | 96 B | `OamTableGroups3` | OAM table groups 3-5 — 3×32 byte tables before sprite template | | `$D6A4` | 1 B | `SpriteTableTerminator` | `$FF` terminator before sprite template table | | `$D6A5–$D6C4` | 32 B | `SpriteTemplateTable` | Sprite template — 8×4 Y/tile/attr/X entries (`CopySpriteTemplateTable` reads `$D6A5`) | | `$D6C5–$D6E4` | 32 B | `ButtonOamTemplateTable` | Button OAM template — 8×4 Y/tile/attr/X entries (`PrepareButtonOam` reads `$D6C5`) | | `$D6E5–$FFF9` | 10,517 B | `RomPadding` | `$FF` ROM padding | | `$FFFA–$FFFF` | 6 B | `ResetVectors` | Reset/NMI/IRQ vectors | The previous Pass 3 claimed four data regions totalling ~15.8 KB, including `$C09E–$C173` and `$C17F–$CCF6`. Both are code. Those claims were an artefact of the truncated Pass 1 and have been removed. ### VRAM Command Stream Format The VRAM command stream is read by `VramWriteLoop` (`$CD45`), dispatched through `VramPtrTableRead` (`$CD99`) and `RetAddrUpdate` (`$CDC8`). The stream uses the `RetAddrUpdate` return-address modification trick: `jsr $CE98` (`DispatchVramOp`) pushes a return address, `RetAddrUpdate` advances it by 2 to skip the command byte, and execution resumes inline after the dispatch returns. Command byte format (read by `DispatchVramOp` at `$CE98`): - **Low 4 bits**: data length (number of bytes following) - **High 4 bits**: command type Opcodes: - `$4C` (`HandleJmpOpcode`): jump — reads 2-byte address from stream, rewrites dispatch pointer - `$60` (`HandlePpuCtrlOpcode`): deferred PPUCTRL write — pops return address from stack as new stream pointer - Bit 7 clear, not `$4C`/`$60` (`VramWriteLoop`): VRAM write — opcode byte = PPU addr high, next byte = PPU addr low, then data bytes. Bit 6 of each data byte selects short (1 byte) vs long (multiple bytes) command. - Bit 7 set: end of stream ### OAM Table Structure OAM tables consist of 8 entries of 4 bytes each (Y, tile, attr, X), matching the NES OAM layout: - `SpriteTemplateTable` (`$D6A5`): Y=$79 for all entries, player sprite tiles - `ButtonOamTemplateTable` (`$D6C5`): Y=$79 for all entries, button indicator tiles - `OamTableGroups1` (`$D4E3`): 7 groups with varying Y values ($37, $67, $57, $97, $87, $C7, $B7, $5F, $6F) - `OamTableGroups2` (`$D5C4`): 2 groups with Y values $37 and $67 - `OamTableGroups3` (`$D644`): 3 groups with Y values $27, $37, $57, $67 Notable data structures (addresses from the code that reads them): - VRAM pointer at `$00/$01`, read indirectly by `VramPtrTableRead` ($CD99), `WriteVramStreamByte` ($CD74) and `DispatchVramOp` ($CE98) - VRAM burst command table at `$0302`, read by `VramBurstWrite` ($CE4F) and written by `StoreVramOpResult` ($CEB2); `SetBurstWriteIndex` primes it with `$22` - VRAM op length limit at `$0300`, tested by `VramOpLengthCheck` ($CEF3) - Sprite template tables at `$D6A5` (`CopySpriteTemplateTable`) and `$D6C5` (`PrepareButtonOam`), copied into the OAM shadow at `$02E0` - Further OAM tables at `$D4E3` (`CopyOamFromTable`) and `$D5C4` (`CopyOamFromTable70`) --- ## 9. Build ```bash cd "Joypad Test Cartridge (U)/copilot" make # → ca65 + ld65 + cmp reconstructed.nes rom.nes → "Byte-identical ROM verified." ``` --- ## 10. Notes - The NMI handler drives per-frame updates; the main loop spins waiting for NMI phase changes. - `RetAddrUpdate` ($CDC8) implements a return-address modification trick: it reads the return address from the stack, advances it by 2, and stores it back. This is used with `VramPtrWrite` ($CD3F) to implement runtime-computed control flow (effectively a coroutine/threaded dispatch). - The IRQ vector points to $C000 (Reset) and is effectively unused. - Large portions of the PRG are test pattern and button mapping data, not executable code. - `PollExpansionPortLoop` reads `$4017` and compares bits 0-1, but nothing consumes the result — the branch is always taken the same way. The read is present but inert. - `MarkerVar01`–`MarkerVar12` (zero page `$5A`, `$5B`, `$56`–$5F`, `$60`, `$61`, `$63`, `$64`) drive the twelve `MarkerUpdateN` indicator groups. Which player and button each belongs to is **not** established, so they are named by position rather than by button. - A draft Pass 2 `locals.inc` called `$55` a "P1 Down timer". The instructions do not support that: `ApplyMarkerValueEnableAudio` stores `$70`/`$88`/`$A0` there and `DispatchOnMarkerValue` compares it against `$70` and `$88`. It is `MarkerValue`. --- ## 11. Next Steps - **Pass 3 is complete.** All 20 data sub-blocks are named (section 8), the VRAM command stream opcode set is decoded, and the OAM table structure is documented. - **MarkerVar mapping** (from `locals.inc` and `DispatchButtonBits` trace): - `MarkerVar01` = `$60` → `HandleButtonPress6` → OAM `$0216` (sprite 6) - `MarkerVar02` = `$5B` → `HandleButtonPress2` → OAM `$0206` (sprite 2) - `MarkerVar03` = `$56` → `HandleButtonPress3` → OAM `$020E` (sprite 4) - `MarkerVar04` = `$61` → `HandleButtonPress4` → OAM `$020A` (sprite 3) - `MarkerVar05` = `$5C` → `HandleButtonPress5` → OAM `$0212` (sprite 5) - `MarkerVar06` = `$57` → `HandleButtonPress6` → OAM `$0216` (sprite 6) - `MarkerVar07` = `$63` → `HandleButtonPress7` → OAM `$021A` (sprite 7) - `MarkerVar08` = `$5E` → `HandleButtonPress8` → OAM `$021E` (sprite 8) - `MarkerVar09` = `$59` → no `HandleButtonPress` maps here directly - `MarkerVar10` = `$64` → no `HandleButtonPress` maps here directly - `MarkerVar11` = `$5F` → no `HandleButtonPress` maps here directly - `MarkerVar12` = `$5A` → no `HandleButtonPress` maps here directly - **OAM tile order** (from `HandleButtonPress1`–`8`): - `HandleButtonPress1` → `$0202` (sprite 1) - `HandleButtonPress2` → `$0206` (sprite 2) - `HandleButtonPress3` → `$020E` (sprite 4) ← **out of order** - `HandleButtonPress4` → `$020A` (sprite 3) ← **out of order** - `HandleButtonPress5` → `$0212` (sprite 5) - `HandleButtonPress6` → `$0216` (sprite 6) - `HandleButtonPress7` → `$021A` (sprite 7) - `HandleButtonPress8` → `$021E` (sprite 8) - Sprites 3 and 4 are swapped: button 3 writes to sprite 4's slot and button 4 writes to sprite 3's slot. This is a genuine quirk of the game's OAM layout, not a disassembly error.