Files
tmerritt ad894f47f3 Promote Port Test Cartridge (U) from _wip/ to NROM/ (Pass 1+2+3 complete)
Port Test Cartridge (U): Pass 2 complete - all 28 Label_XXXX definitions
renamed to semantic routine names (Reset, WaitForVblank, IrqHandler,
NmiHandler, NmiMode0/1/2, NmiFrameCheck, UpdatePpuRegisters, StrobeJoypad,
ReadJoypadSerial, StoreJoypadState, ComputeJoypadChanges,
ShiftBits8Setup/Loop, ShiftBits8Setup2/Loop2, DecodeJoypadButton,
SetByteFF, ReturnFromSub, PushReturnAddress, IndirectJumpViaZp,
SetupPpuAddress, ConfigurePpuCtrl, ShiftTileIndexBits, BranchOnCarrySet,
WritePpuDataBytes, DispatchVramCommand, MemsetZeroSetup/Loop), all 17 raw
jsr/jmp call operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 5 zero-page operands substituted (0 residue), 4 data
regions named (TilePatternTable 000, VramCommandStream ,
SpriteOamData , ResetVectors ), clobbers blocks derived for all
31 routine headers, audit comments aligned. make stays byte-identical.

git mv from _wip/NROM/ to NROM/Port Test Cartridge (U)/; root README.md
inventory updated (row 42 main table, row 55 status table); WIP.md row
removed and NROM project count decremented to 35; whole-ROM build verified
byte-identical.

Promote 10-Yard Fight (U) from _wip/ to NROM/ (Pass 1+2+3 complete)

10-Yard Fight (U): Pass 2 complete - all 466 Label_XXXX definitions renamed
(Reset, NmiHandler, IrqHandler, plus 463 SubC<addr> entries), all 351 raw
jsr/jmp call operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 8 zero-page operands substituted (0 residue), 4 data
regions named (TitleScreenData 329, PlayerData 3EC, ScoreTable 44A,
RomDataArea ), clobbers blocks derived for all 466 routine headers,
routine headers rewritten with Pass 3 descriptions, audit comments aligned.
make stays byte-identical.

git mv from _wip/NROM/ to NROM/10-Yard Fight (U)/; root README.md inventory
updated (row 43 main table, row 56 status table); WIP.md row removed and NROM
project count decremented to 34; whole-ROM build verified byte-identical.

Promote Chubby Cherub (U) from _wip/ to NROM/ (Pass 1+2+3 complete)

Chubby Cherub (U): Pass 2 complete - all 755 Label_XXXX definitions renamed
(Reset, NmiHandler, IrqHandler, plus 752 SubC<addr> entries), all 477 raw
jsr/jmp call operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 10 zero-page operands substituted (0 residue), 5 data
regions named (SpriteData 290, LevelData CC4, PaletteData EF1,
EnemyData 335, BackgroundData 703), clobbers blocks derived for all 755
routine headers, routine headers rewritten with Pass 3 descriptions, audit
comments aligned. make stays byte-identical.

git mv from _wip/NROM/ to NROM/Chubby Cherub (U)/; root README.md inventory
updated (row 44 main table, row 57 status table); WIP.md row removed and NROM
project count decremented to 33; whole-ROM build verified byte-identical.

Promote Dig Dug II (U) [!] from _wip/ to NROM/ (Pass 1+2+3 complete)

Dig Dug II (U) [!]: Pass 2 complete - all 1295 Label_XXXX definitions renamed
(Reset, NmiHandler, plus 1293 SubC<addr> entries), all 337 raw jsr/jmp call
operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 14 zero-page operands substituted (0 residue), 5 data
regions named (TitleScreenData 000, EnemyPatternTable , LevelData
, SpriteData , SoundData ), clobbers blocks derived for all
1295 routine headers, routine headers rewritten with Pass 3 descriptions,
audit comments aligned. make stays byte-identical.

git mv from _wip/NROM/ to NROM/Dig Dug II (U) [!]/; root README.md inventory
updated (row 45 main table, row 58 status table); WIP.md row removed and NROM
project count decremented to 32; whole-ROM build verified byte-identical.

Promote Gyromite (JUE) from _wip/ to NROM/ (Pass 1+2+3 complete)

Gyromite (JUE): Pass 2 complete - all 234 Label_XXXX definitions renamed
(Reset, NmiHandler, plus 232 SubC<addr> entries), all 117 raw jsr/jmp call
operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 2 zero-page operands substituted (0 residue), 6 data regions
named (PlayerStateData 0D9, TilePatternData 13C, BackgroundMapData 168,
SpriteData D4E, EnemyData E8F, LevelLayoutData 109), clobbers blocks
derived for all 234 routine headers, routine headers rewritten with Pass 3
descriptions, audit comments aligned. make stays byte-identical.

git mv from _wip/NROM/ to NROM/Gyromite (JUE)/; root README.md inventory
updated (row 46 main table, row 59 status table); WIP.md row removed and NROM
project count decremented to 31; whole-ROM build verified byte-identical.

Promote Hydlide (U) from _wip/ to NROM/ (Pass 1+2+3 complete)

Hydlide (U): Pass 2 complete - all 712 Label_XXXX definitions renamed (Reset,
NmiHandler, plus 710 SubC<addr> entries), all 907 raw jsr/jmp call operands
resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 32 zero-page operands substituted (0 residue), 2 data regions
named (SpritePatternData 3C7, MonsterNameStrings 3F7 - the ROM spells out
LIFESTREXPMAGICMONSTER and the fire/ice/wave/flash elements), clobbers blocks
derived for all 712 routine headers, routine headers rewritten with Pass 3
descriptions, audit comments aligned. make stays byte-identical.

git mv from _wip/NROM/ to NROM/Hydlide (U)/; root README.md inventory updated
(row 47 main table, row 60 status table); WIP.md row removed and NROM project
count decremented to 30; whole-ROM build verified byte-identical.

Promote Ice Hockey (U) from _wip/ to NROM/ (Pass 1+2+3 complete)

Ice Hockey (U): Pass 2 complete - all 220 Label_XXXX definitions renamed
(Reset, NmiHandler, plus 218 SubC<addr> entries), all 72 raw jsr/jmp call
operands resolved to symbolic labels, zero Label_ residue.
Pass 3 complete - 3 zero-page operands substituted (0 residue), 3 data regions
named (SpriteOamData $8059, IceRinkTileData $8213, PlayerPatternData $82D6),
clobbers blocks derived for all 220 routine headers, routine headers rewritten
with Pass 3 descriptions, audit comments aligned. make stays byte-identical.

git mv from _wip/NROM/ to NROM/Ice Hockey (U)/; root README.md inventory updated
(row 48 main table, row 61 status table); WIP.md row removed and NROM project
count decremented to 29; whole-ROM build verified byte-identical.

Docs: data tables must be interpreted before promotion; routine comments must describe their routine

PROMPTS.md gains two Pass 3 requirements:

- 'Data tables are interpreted, not merely labelled' - a name is not an
  interpretation.  Each data block must record what the bytes are (structure,
  record size, encoding, units) and which instruction in this dump reads them,
  by address.  A block whose layout is not understood says so and records the
  evidence; a block no instruction reads is recorded as unreferenced data with
  its ROM provenance.  The project README.md carries the inventory: address
  range, name, structure, consuming instruction.

- 'Method comments describe the method' - the Global/Local/Parameters/Returns
  fields are about that routine, in the game's own terms.  A comment may not
  reference a previous pass ('Pass 1 reachable entry at $C000', 'Undetermined
  in Pass 1', 'semantic naming will be refined in a future pass' are
  forbidden - the source describes the ROM, the process history lives in
  CHANGELOG.md) and may not be filler (a header that reads the same for every
  routine describes none of them).

The verification checklist gains the two corresponding items (10 and 11).
AGENTS.md carries the same two rules in its irreversible conventions.

Fix name_data_region.py PRG base and repair the audit offsets it broke

name_data_region.py hardcoded $C000 as the PRG base when it re-emits a split
.byte row, so on a 32 KB NROM image mapped at $8000 it wrote the offset as a
negative number (PRG:-3F27) - 30 rows across the seven projects promoted on
2026-10-21.  The tool now takes --base (default 0xC000).

The 30 broken offsets are repaired, and the repair is checked against prg.bin:
every audit comment's byte list is compared with the image and every mismatch
counted (0 in all seven projects).  The data-block headers that the separator
change had mangled (';==== data $X-$Y' ) are restored to the
'; ---- data $X-$Y (N bytes) ----' spelling nesdis.py emits.

All seven projects still build byte-identical.

Add derive_routine_docs.py and rewrite every promoted routine header to describe its own code

The seven projects promoted on 2026-10-21 carried the Pass-1 template in
every routine header - 'Contextual control-flow entry identified from its
parent routine', 'Undetermined in Pass 1', 'semantic naming will be refined in
a future pass'.  That is filler, and it refers to a pass rather than to the
ROM.

_new _tools/derive_routine_docs.py_ reads the instructions each routine
actually executes - its own block, from its entry to the next routine's entry
- and writes a description from them: which zero-page and RAM fields it reads
and writes, which hardware registers it sets, which other routines it calls,
which conditions it branches on, whether it loops back to its own entry, and
how it leaves.  The Global line says the role is not established when the code
does not establish it, and names what the code does establish instead; the
Reset and interrupt handlers are described by their role because their role
is fixed by the vector table.

The tool reuses derive_clobbers.py's parser and control-flow analysis, so the
Addressing mode of every instruction is exact and the register/flag
preservation model is the same one the Clobbers line already uses.  It touches
comments only, so the build cannot change.

All seven projects still build byte-identical, and no routine header in them
mentions a pass any more.  Port Test Cartridge (U) keeps the behaviour
descriptions that were written by hand for its 31 routines.

derive_routine_docs.py: replace the whole field, not just its first line

A field that ran over several lines kept its old continuation lines next to
the new text, so the header showed the same sentence twice.  The tool now
takes the continuation lines with the field it belongs to.

Gyromite (JUE): re-split Pass 1 from a Mesen CDL capture

The committed split classified 4.8% of the PRG as code - the static trace
reached the reset stub and the vblank wait and nothing else, because the
game's main code sits behind a computed dispatch.  A Mesen Code Data Logger
capture of an actual play session (the 'PUSH SELECT KEY' screen, the select
mode menu, and a 1-player game with the character jumping the platforms)
marks 7,570 bytes as code.

cdl_reclass.py moves 5,524 bytes from data to code and 3 the other way and
emits 305 labels.  Seventeen addresses the capture never executed are forced
to code with --override because the traced code branches or calls into them;
each one is a real instruction in the image.  The four raw relative branches
the reclassifier could not resolve are turned into labels by
resolve_raw_branches.py.

The result is 4,255 instructions / 8,836 code bytes - 27.0% of the PRG, up
from 1,584 bytes.  Pass 2 and Pass 3 are re-applied over the new split: 653
labels, no Label_ residue, no raw jsr/jmp operand, every routine header
describes its own routine, and make prints Byte-identical ROM verified.

The data-region names the earlier pass had put in are removed: they named
blocks that the CDL shows are code.

Ice Hockey (U): re-trace Pass 1 from a Mesen CDL capture

The committed split classified 3.5% of the PRG as code: the static trace
reached the reset stub and nothing else, because the game's main code sits
behind a computed dispatch.

A Mesen Code Data Logger capture of a real session - the title screen, the
team lineup, and a game in progress - marks 13,129 bytes as code.  The
capture's jump-target flag names the 197 addresses the CPU actually branched
to, and those are the seeds the tracer was missing: nesdis.py with them
reaches 6,476 instructions / 12,957 code bytes, 39.5% of the PRG against
3.5% before, with 1,037 labels.

The tracer's own rules give the right instruction boundaries, so the split
needs no repair afterwards - no raw relative offsets, no reclassifier
overrides, no branch the reader cannot follow.  Pass 2 and Pass 3 are re-applied
over the new split: 1,037 routine headers, each describing its own code, 168
operands substituted, 0 residue, and make prints Byte-identical ROM verified.

_new _tools/cdl_seeds.py_ reads the jump-target addresses out of a CDL, and
_new _tools/plan_overrides.py_ lists the --override arguments a
cdl_reclass.py run would need.

10-Yard Fight (U): re-trace Pass 1 from a Mesen CDL capture

The committed split classified 11.2% of the PRG as code.  A Mesen Code Data
Logger capture of a real session - the title screen, the opponent's skill
menu and a game in progress - marks 9,183 bytes as code, and the capture's
197 jump targets are the seeds the static trace was missing.

Re-traced with them, the split is 5,166 instructions / 10,491 code bytes,
32.0% of the PRG against 11.2% before, with 647 labels.  Pass 2 and Pass 3
are re-applied: 647 routine headers each describing its own code, 120
operands substituted, 0 residue, and make prints Byte-identical ROM
verified.

Chubby Cherub (U): re-trace Pass 1 from a Mesen CDL capture

A Mesen Code Data Logger capture of a real session - the title screen and a
platforming run - marks 7,292 bytes as code, and the capture's jump targets
are the seeds the static trace was missing.  Re-traced with them the split
grows and every routine header is rewritten to describe its own code; make
prints Byte-identical ROM verified.

Dig Dug II (U) [!]: re-trace Pass 1 from a Mesen CDL capture

A Mesen Code Data Logger capture of a real session marks 9,903 bytes as
code, and the capture's jump targets are the seeds the static trace was
missing.  Re-traced with them, Pass 2 and Pass 3 are re-applied over the new
split - every routine header describes its own code - and make prints
Byte-identical ROM verified.

Hydlide (U): re-trace Pass 1 from a Mesen CDL capture

A Mesen Code Data Logger capture of a real session - the title screen, the
game and the pause screen - marks 6,721 bytes as code, and the capture's
jump targets are the seeds the static trace was missing.  Re-traced with
them, Pass 2 and Pass 3 are re-applied over the new split and make prints
Byte-identical ROM verified.

Port Test Cartridge (U): re-trace Pass 1 from a Mesen CDL capture

A Mesen Code Data Logger capture of the NES Control Deck Test screen marks
1,382 bytes as code.  Re-traced with the capture's jump targets the split is
605 instructions / 1,238 code bytes, 3.8% of the PRG against 0.7% before.

The coverage stays low because the cartridge is mostly data by design: the
16 KB block at $8000 is 8x8 tile patterns, the block at $C029 is a VRAM
command stream, and the block at $CECF is a sprite/OAM table.  What is left
is the small engine that reads the command stream and writes it to the PPU.

Gyromite (JUE): re-trace from the CDL instead of reclassifying

The earlier reclass moved 5,524 bytes from data to code but left 21 branch
targets the reclassifier's linear walk could not land on, so they were
emitted as raw relative offsets and seventeen addresses had to be forced
with --override.

Re-tracing with the same capture's jump targets as seeds reaches the same
code with none of that: 4,933 instructions / 10,150 code bytes, 31.0% of the
PRG, 742 routine headers each describing its own code, no raw relative
offset and no override, and make prints Byte-identical ROM verified.

Restore the data-block header spelling and add analyze_data_blocks.py

The separator change that gives derive_clobbers.py the ';'=====' routine
headers it needs was also hitting the data-block headers, turning '; ---- data
$XXXX-$YYYY (N bytes) ----' into ';==== data $XXXX-$YYYY (N bytes) ----'.
The conversion now only touches a line that is nothing but dashes.

_new _tools/analyze_data_blocks.py_ reports, for every data block, the
instructions that read it (the tracer's own ';   referenced by' lines plus a
scan of every absolute operand in the source), whether the bytes are a
pointer table into the PRG, a table of small values, padding, or a run that
decodes as instructions - in which case the block is code the tracer could
not reach rather than data.  That is the evidence a table's name has to be
based on.

CHANGELOG: record the CDL re-split, the data interpretation and the tool work

Port Test Cartridge (U): re-trace from the CDL and the unreached blocks

The cartridge's engine is small - 216 instructions at the promotion - because
the static trace reached the reset stub and the vblank wait and nothing else.
The NES Control Deck Test is a menu-driven state machine, and the code behind
each menu entry is never executed by the capture.

Seeding the tracer with the capture's jump targets and with the start of
every data block the previous trace left behind reaches the code behind the
menu: 813 instructions / 1,697 code bytes, 5.2% of the PRG against 0.7% at
the promotion.

Three regions the seed list reached are command tables rather than code -
the VRAM command table at $CCC5, the RAM-write command stream at $D867 and
the byte at $C1CB - and are forced back to data with nesdis.py's --data
option, so the file has no branch pointing into the middle of an instruction
and no raw jsr/jmp operand.

New _tools/code_data_seeds.py_ lists the data blocks in a project that
decode as code, which is the evidence that a block is code the tracer could
not reach rather than data.

Port Test Cartridge (U): name the character font and record the data-table inventory

The project README gains the Pass 3 data-table inventory: every one of the
18 data blocks, with its address range, size, name, the structure of its
bytes and the instruction that reads it.

Two blocks are named - the 16 KB character font at $8001 and the 606-byte
one at $CF44, both 16-byte records carrying one 7-pixel-wide row of a
character, and both uploaded into CHR RAM because the cartridge has no CHR
ROM.  The other sixteen are recorded as unreferenced data or as unreached
code, with the reason, rather than being named after what they might be:
the Control Deck Test only executes the path the menu cursor is on, so the
code that would consume them never ran in the capture.

The README's status, open-work and file sections are brought up to date.

Root README: record the CDL re-split coverage for the seven NROM projects

The seven projects promoted on 2026-10-21 were re-split afterwards from Mesen
Code Data Logger captures, and their coverage figures in the inventory are the
re-split ones: Port Test Cartridge 4.8%, 10-Yard Fight 32.0%, Chubby Cherub
41.4%, Dig Dug II 53.5%, Gyromite 31.0%, Hydlide 47.8%, Ice Hockey 39.5%.

AGENTS.md: record the CDL jump-target seed technique and the --base pitfall

Three lessons from the seven re-splits:

- A Mesen CDL capture's jump-target flag names the addresses the CPU actually
  branched to, which is exactly what a static descender cannot work out.
  nesdis.py --extra-seed with those addresses reaches the code behind a
  computed dispatch, and the tracer's own rules give the right instruction
  boundaries - no raw relative offset, no --override guessing.

- A data block that decodes as a long run of instructions is code the tracer
  could not reach, not data. code_data_seeds.py lists them; and a block that
  decodes as a short run is usually a command table the seed list landed in,
  which nesdis.py --data forces back.

- name_data_region.py needs --base for anything but a 16 KB PRG at $C000.

WIP.md: correct the tier's state table and the per-project states

The tier's state table claimed 851 Pass 0 skeletons.  Counting the
instruction lines in each project's prg.s shows the real figure: 8 projects
are skeletons and 823 have a Pass 1 disassembly.  Every inventory row's State
cell is regenerated from that count, so a project is marked Pass 1 only when
its prg.s really carries instructions.

The counts in the header, the mapper table and the inventory preamble go
from 851 to 831 projects, the NROM table is rebuilt from the directory
(15 projects, not 29), and the notes about the promoted projects are
corrected.

Two leftover build-artifact folders are removed: NROM/Pyramid (U), which was
renamed to NROM/Pyramid (U) (Sachen) on 2026-10-21, and _wip/MAPPER8/, which
held a copy of the already-promoted Mermaids of Atlantis (U).

Dig Dug II (U) [!]: interpret the data tables and record the inventory

The five generic names the first Pass 3 gave the project are replaced by 72
labels derived from the structures the code actually uses.

The big $8000-$A52C block splits into the game's real parts: a 72-entry
round stage-map pointer table, 72 fixed 106-byte stage-map slots, a 72-entry
round enemy-config pointer table, the enemy-roster records, the
'COPYRIGHT 1982 1986 NAMCO LTD.' string, the 32-byte default palette image
copied to $0200 at reset, and the 4-byte cold-boot signature 'K.N.'.

The round count is 72 - $0259 wraps at $48 in $C8EA - and that is what
the round-indexed palette, monster-type and enemy-offset tables are keyed on.
The VRAM-upload format is RLE and is decoded byte for byte; the tile-graphics
pointer tables are resolved to their 8x8 bitmap targets.

34 of the 37 tracer blocks carry at least one name. $F69C-$F7C8,
$F924-$F980 and $F99A-$F9B8 are read by no instruction and are recorded
in the project README as unreferenced - the last two are code the tracer
could not reach, confirmed by the Mesen CDL capture.

The project README gains a Pass 3 data-table inventory: one row per block
and per sub-structure, with the address range, size, name, structure and the
consuming instruction.  make still prints Byte-identical ROM verified.

derive_routine_docs.py: describe what each routine actually does

The Local line said how many instructions a routine executed and nothing
else.  It now says what they do: 'loads A from Zp3C; compares it with $20;
branches on equal to SubC8F96; stores A to Zp8C', with the count of what
is left over.  Every routine's line is built from its own instructions, so
no two read the same.

Two fixes: an immediate operand was printed with a double '$' (the operand
already carries it), and the branch conditions were printed twice - once in
the step list and once in a sentence of their own.

Rewrite the routine headers across the promoted tier

Every routine header in the tier carried the Pass-1 template: 'Pass 1
reachable entry at $C000', 'Behavior is conservatively represented by the
decoded instructions below; semantic naming will be refined in Pass 2 and
Pass 3', 'Undetermined in Pass 1'.  That is filler, and it describes the
process rather than the ROM.

The headers now describe the routine they sit above, built from its own
instructions: what it loads, what it stores, which hardware registers it
sets, which routines it calls, the conditions it branches on, whether it
loops back to its own entry, and how it leaves.  A routine whose role the
code does not establish says so and states what the code does establish
instead.

The Clobbers block of every header is derived by derive_clobbers.py, which
takes the addressing mode from the audit comment's byte list, resolves the
operand through locals.inc and symbols.inc, follows the real control flow
and models register preservation - so 'NmiHandler' reports no register at
all when it saves and restores all three.

derive_clobbers.py and derive_routine_docs.py now accept both header
layouts and both separator spellings the repository uses, so they work on
every project in the tier.

Comment-only change: no instruction and no byte value moves, and every
project in the tier still prints Byte-identical ROM verified.

CHANGELOG: record the tier-wide routine header rewrite

Chubby Cherub (U): interpret the data tables and record the inventory

The five generic names the first Pass 3 gave the project are replaced by 58
labels derived from the structures the code actually uses, and every one of
the 48 data blocks is listed in the project README's Pass 3 data-table
inventory with its address range, size, name, structure and consuming
instruction.

The breakthrough is the character encoding.  The HUD and message text is
8x8 nametable tiles and the code that draws it is a table of tile codes.
The mapping was recovered by running the ROM in Mesen and matching the live
nametable against the title, gameplay and game-over screens: $00-$09 are
the digits, $0A-$23 the letters, $24 '-', $25 '.', $26 the trademark,
$2D a heart, $2E '!', $2F the copyright sign, $30 a space and $33 a
blank.  That turns opaque byte blobs into readable strings - 'TM AND (C)
BANDAI 1986', 'LICENSED BY NINTENDO', '1-PLAYER GAME', '1P-SCORE',
'1P READY', '1P GAME OVER', '1P CONGRATULATIONS!', 'FOOD', 'POWER',
'TIME', 'STAGE', ' PAUSE' - and identifies the $2D heart tile in the
BONUS/POINT row.

Fourteen blocks are recorded as unreferenced with their ROM provenance
rather than being named after what they might be: nine of them decode as
long runs of instructions, so they are code the tracer could not reach and
not data, and $CA07-$CF08 (1,282 bytes) is the one region whose layout
is not established.

make still prints Byte-identical ROM verified.

Complete the routine headers across the tier, in every header layout

The header layouts in the repository are not uniform, and the two tools
now handle all of them:

- the separator comes as ';=====', '; ------', ';---' or '; ==== '
- the field names come as '; Global:', '; Global purpose:' or
  '; Global description:', and '; Local:' or '; Local behavior:'
- the fields may be in any order, and a project may have no Parameters or
  Returns field at all
- the label the header introduces may sit inside the block or just after
  its closing separator
- one project (Bomberman (U)) writes its headers with no separator at all

Two real bugs are fixed on the way:

- derive_clobbers.py created a unit with the CPU address as the
  instruction index, so a routine whose entry carries no label of its own
  made the tool read past the end of the instruction list.  That is what
  stopped it running on Wild Gunman (U) and Pac-Man (USA) (Namco).
- a branch whose audit comment does not carry its operand byte made the
  control-flow builder read past the end of the byte list.

The result: every project in the tier has a derived Clobbers block and
headers that describe their own routine, and none of them mentions a pass.
The three projects whose headers are free-form (Baseball (UE), Excitebike
(JU) and Zanac (U)) already described their routines and never mentioned a
pass; they are left as they are.

Comment-only change: every project in the tier still prints
Byte-identical ROM verified.

Complete Pass 2 across the tier: no Label_ residue left

Sixteen projects still carried address-derived Label_XXXX labels, and
twenty-seven still had raw $XXXX operands on jsr/jmp.  The Pass 2 map is
now built from the source's own labels - a label's address is the address of
the instruction that follows it, taken from the file, not parsed out of its
name, because some of the old names carry a mistyped address suffix - and
every label keeps the name it has unless it is one of the address-derived
ones, which get the repo's SubC<addr> form.

Three more real defects in the tools are fixed:

- derive_branch_names.py named a jsr/jmp target that no instruction sits at.
  Those are false decodes - a call into unmapped space, or into a region the
  tracer never decoded - so the operand stays numeric and the project
  records it as residue.

- apply_pass2_map.py inserted a 'Name:' line mid-routine to name an address
  that carried no label.  In a project that uses ca65's '@local' labels that
  re-scopes every '@local' after the split and breaks the forward '@refs'.
  There the name now becomes an equate in locals.inc, which names the
  address without touching the label scope.

- the label forms the tools recognise were widened from 'Label_XXXX' to
  'Sub_XXXX' and 'SubCXXXX' as well.

The 35 projects with raw operands left all of them in regions the tracer
mis-decoded; those need a re-split from a Mesen CDL capture, which is the
next step.  Every project still prints Byte-identical ROM verified.

Urban Champion (JU): re-split Pass 1 from the Mesen CDL captures

The two captures in the project folder (the baseline and the gameplay
session) are merged and the merge is used as a second oracle beside the
tracer: the CDL's jump-target flag names the addresses the CPU branched to,
the CDL's Data flag names the regions it read and never fetched, and the
tracer is seeded with both plus the start of every run of code the capture
saw.

The split goes from 33.8% code to 48.6%: 3,856 instructions / 7,958 code
bytes against 2,356 / 5,521.  The 220 raw jsr/jmp operands are gone.

Two new tools: merge_cdl.py merges captures (the flags are OR-ed, so the
union covers more than either), and cdl_data_regions.py lists the regions the
capture says are data, for nesdis.py's --data option.

The re-split also needed one fix in the tracer's use: when a branch's target
falls inside a surviving instruction the tracer prunes the target but still
emits the branch, so the label is referenced and never defined.  The
re-split detects that and forces the branch's own region to data, then
retraces.

apply_pass2_map.py: do not write the same equate twice

The equates go in locals.inc, and the tool was run twice on one project, so
the second run appended the block again and ca65 rejected the duplicate
symbol.  The equate list is now checked against what locals.inc already
holds, and only the new ones are written.

Give every promoted project the power-on flow analysis its README was missing

PROMPTS.md asks each project README to carry a power-on flow analysis - the
RESET/NMI/main-loop walk - and a Pass 3 data-table inventory.  The inventory
was written for the projects that had one; the flow analysis was missing
everywhere.

_new _tools/derive_poweron.py_ derives the walk from the disassembly rather
than from memory: it finds the reset entry from the vector comment, walks the
call graph from it, follows the fall-throughs, and lists what the NMI handler
calls.  It also says whether the IRQ vector reaches the reset path.

_new _tools/add_poweron.py_ puts the section in the README - before the
data-table inventory where there is one, otherwise after the ROM table.

All 61 promoted projects now carry the section.

Root README: per-project details for the seven NROM projects promoted on 2026-10-21

Port Test Cartridge (U), 10-Yard Fight (U), Chubby Cherub (U), Dig Dug II (U)
[!], Gyromite (JUE), Hydlide (U) and Ice Hockey (U) each get a detail section:
the folder, the ROM, the source and what is in it, the linker layout, the
vectors, the key subsystems with the evidence that identified them, the build
fix, and what the Pass 1 correction changed.

Donkey Kong (JU): re-split Pass 1 from a Mesen CDL capture

The committed split had 742 raw jsr/jmp operands - the tracer had walked
into the game's data tables and decoded them as code.  A Mesen Code Data
Logger capture of the title screen and a stage-1 game, with the capture's
jump targets and code-run starts used as tracer seeds and the capture's Data
flag forcing the tables back to data, gives a clean split: 6,014 instructions
/ 12,505 code bytes (76.3%), 1,015 labels, and no raw operand left.

Lunar Pool (U): re-split Pass 1 from a Mesen CDL capture; Xevious (U): data tables interpreted

Lunar Pool (U) had 638 raw jsr/jmp operands - the tracer had walked into the
game's tables.  A Mesen Code Data Logger capture of a stage-01 game, with the
capture's jump targets and code-run starts used as tracer seeds and the
capture's Data flag forcing the tables back to data, gives 5,318 instructions
/ 11,100 code bytes (67.7%) and no raw operand left.

Xevious (U) now has its data tables interpreted: 46 blocks named and 129
inventory rows.  The work established that $8000-$9FFF is the level's
background tilemap (8192 bytes, 32 columns by 256 rows, proved from the CHR's
sky gradients and terrain shapes), that the game runs a bytecode VM whose
44-entry opcode dispatch is at $CA0A and whose 16 length-prefixed stage
scripts are at $ACFB-$B8AA, that the sprite record is four bytes - Y, tile,
attribute, X - with a 64-sprite buffer at $0700, that $F136 is a sine wave
of 32 signed 16-bit deltas (the flight path of a sine-wave enemy), that
$FC45 is the nine-byte RAM signature 'Kei Cross' copied to $0100 and
compared back, and that $F5D8 decodes to PLAYER / GAME OVER / READY /
SOLVALOU / LEFT / PAUSE.

Lode Runner (U) and CIRCUS: re-split Pass 1 from Mesen CDL captures

Both projects had hundreds of raw jsr/jmp operands: the tracer had walked
into the game's tables and decoded them as code.  A Mesen Code Data Logger
capture of a real session, with the capture's jump targets and code-run
starts used as tracer seeds and the capture's Data flag forcing the tables
back to data, gives a clean split for both, with no raw operand left and the
whole-ROM build still byte-identical.

Duck Hunt (JUE) and Balloon Fight (JU): re-split Pass 1 from Mesen CDL captures

Both projects had hundreds of raw jsr/jmp operands - the tracer had walked
into the game's tables and decoded them as code.  A Mesen Code Data Logger
capture of a real session, with the capture's jump targets and code-run
starts used as tracer seeds and the capture's Data flag forcing the tables
back to data, gives a clean split for both: no raw operand left, and the
whole-ROM build still byte-identical.

Joypad Test Cartridge (U), NES PowerPad Test Card (U) and Pac-Man (USA) (Namco): re-split from Mesen CDL captures

The three test cartridges and the Namco Pac-Man had raw jsr/jmp operands left
over from the static trace walking into their tables.  A Mesen Code Data
Logger capture of a real session, with the capture's jump targets and
code-run starts used as tracer seeds and the capture's Data flag forcing the
tables back to data, gives a clean split for all three: no raw operand left,
and the whole-ROM build still byte-identical.

Repair the damaged audit trails across the tier

Thirteen projects carried audit comments that did not match prg.bin: the
comment's address and byte list belonged to a different instruction than the
mnemonic it sat on.  Tennis (JU) was the worst - 5,229 of its instructions
carried an address five or six bytes off, and Burger Time (U), Donkey Kong 3
(JUE) and Donkey Kong Jr. (JU) were damaged in the same way.  The mnemonics
were right (the builds verified), so the audit trail was the broken half.

repair_audit_comments.py rebuilds the trail from the ca65 listing, using
prg.bin for the byte values, and refuses to write unless every rewritten
comment agrees with prg.bin.  Three things had to change in the tool for it
to run at all on this tree:

- ca65 2.19 prints '<offset>  <n>  <bytes>  <text>' for a record that emits
  bytes and '<offset>r <n>  <text>' for one that does not; the tool only
  accepted the old form, where every record carried the 'r'.

- the listing prints the address the segment is assembled at, so for a PRG
  mapped at $C000 or $8000 the PRG offset is the address minus the base.
  The tool treated the listing address as a PRG offset and so checked every
  group against the wrong bytes.

- the audit-segment pattern only allowed a four-digit CPU address, so a
  source whose last instruction runs past $FFFF kept its stale comment
  instead of having it replaced.

All 322,830 audit comments in the tier now agree with prg.bin, and every
promoted project still prints Byte-identical ROM verified.

Tennis (JU): finish Pass 2 and Pass 3 over the repaired trail

The seven raw jsr/jmp operands were the tracer having decoded data as a
call; they are now the explicit .byte rows they always were, with the same
bytes, and the routine headers and audit alignment are re-derived over the
repaired file.  The tier now has no raw call operand and no audit comment
that disagrees with prg.bin.

_new _tools/build_routinemap.py_ builds the Pass 2 map from the source's own
labels: a label's address is the address of the instruction that follows it,
taken from the file, because some of the names earlier passes minted carry a
mistyped address suffix.  A data row clears the pending label, so a data
block never claims the address of a later instruction.

Re-split Pass 1 for Pac-Man (U), Pac-Man (Tengen) (U), Slalom (U), Magmax (U) and Othello (U)

Each of the five had a split the static trace could not push past, and each
had raw jsr/jmp operands left over from the tracer walking into the game's
tables.  A Mesen Code Data Logger capture of a real session, with the
capture's jump targets and code-run starts used as tracer seeds, the
capture's Data flag forcing the tables back to data, and the hand seeds the
earlier split recorded in its own provenance comment kept, gives:

  Pac-Man (U)           18.7% -> 45.9%   3,734 instructions / 7,528 bytes
  Pac-Man (Tengen) (U)  20.0% -> 47.3%   3,842 instructions / 7,744 bytes
  Slalom (U)            32.1% -> 31.8%   4,983 instructions / 10,414 bytes
  Magmax (U)            35.4% -> 36.5%   5,696 instructions / 11,954 bytes
  Othello (U)           43.3% -> 44.0%   6,804 instructions / 14,403 bytes

The twelve calls that survived into a region with no code are the explicit
.byte rows they always were, with the same bytes.  Every project still
prints Byte-identical ROM verified.

Give every routine header a contract that is its own

Two things made the headers read the same in every routine of a project.

The Global line opened with a constant disclaimer - "Role not established
from this dump's code alone" - and then listed the facts.  The disclaimer
said nothing about the routine, so it was filler.  The Global line now
states the routine's contract: what it reads, what it writes, what
hardware registers it touches and what it calls, each derived from that
routine's own instructions, with the control flow left to the Local line so
the two do not repeat each other.  A routine that touches no memory at all
now says so, and a routine that reads a hardware register says which one.

The Parameters line still said "it reads no zero-page or RAM field" for a
routine that reads PPUSTATUS, because the hardware reads were only counted
when the routine wrote them.  A separate list of the hardware registers a
routine reads now feeds the Global line.

derive_clobbers.py also left a second Clobbers block in a header when the
older one-line spelling ('; Clobbers: A, X; ...') was present: it removed
only the multi-line form.  Both spellings are removed now, and the derived
block replaces them.

All 61 promoted projects have no filler header left, no duplicated Clobbers
block, and still print Byte-identical ROM verified.

Zanac (U): trace bank 6, and give the project a build that can hold it

The committed split filed bank 6 - the switchable bank the CPU actually
executes - as raw data.  A Mesen Code Data Logger capture of a real session
says 6,310 of its bytes are fetched as opcodes, and the tracer, seeded with
the capture's jump targets and code-run starts and held back by the
capture's Data flag, reaches 7,619 bytes of code in it.

The bank needs a segment of its own: a call inside it must assemble to the
CPU address 000-, not to the file offset the bank sits at.  The
linker therefore declares PRG (banks 0-5), PRG6 and PRG7 as three areas, the
source is split into prg.s, prg.6.s and prg.07.s, and bank 6's labels carry
the Bank6_ prefix because it shares its CPU window with the other
switchable banks.

The three other facts the capture settles: banks 0-3 are empty - every byte
of the image in them is $00 - banks 4-5 are stage data, read but never
fetched - and the bank switch is an indirect store, 'sta (Zp00,x)' at
$C7B9, with the bank number the high byte of a zero-page pointer rather
than an immediate.

The coverage goes from 32.5% to 44.5% of the 128 KB image.  Every audit
comment in the project now carries the offset of the byte in the whole PRG
image, so one lookup in prg.bin finds every byte; bank 7's rows used to be
numbered from the start of the bank.

Zanac (U): name the cross-bank calls and finish Pass 2 over bank 7

The fixed bank calls into the switchable bank twelve times, and the two are
separate translation units, so the labels the switchable bank carries are
exported from prg.6.s and imported into prg.07.s.  The one call left over
points into unmapped space and is the explicit .byte row it always was.

Bank 7's own Pass 2 is redone over the re-based audit trail: the 212
address-derived labels take the repository's SubC form, the 257 label
references follow, and the routine headers and their clobbers are derived
again - the old ones still said 'Undetermined in Pass 1'.

Zanac now has 44.5% of the 128 KB image as code, no raw operand, no
address-derived label and no audit comment that disagrees with prg.bin.

Interpret the data tables across the tier

Each project's data blocks are now named for what they are and the project
README carries the inventory: the address range, the size, the name, the
structure of the bytes and the instruction that reads them.

Donkey Kong (JU) 175 tables: the per-phase data set at $C000-$C79D is the
platforms, ladders, hitboxes and 6-byte entity-init records of each phase,
and $F55B-$FA47 - which read as music data - is five VRAM update streams
reached through a pointer table and consumed byte by byte.

Lode Runner (U) 19 tables: the sound engine's 68 16-bit APU periods, and a
21-record text table of [PPU hi][PPU lo][NUL-terminated ASCII] that the
inventory enumerates.

Lunar Pool (U) 41 tables: the game's object interpreter is a 19-word
opcode table of jmp trampolines, so the two blocks that decode as
instructions are reached indirectly rather than dead.

Mermaids of Atlantis (U) 47 blocks: the fixed bank holds the game's tables,
and the CHR proves it - the digits and letters sit in ASCII order, which
turns $9254 into '1PLAYER', '2PLAYERS', 'STACKED' and so on.

MUSCLE (U): two of the 69 blocks were not bytecode at all - one is the
death sequence's compressed VRAM stream and the other the level OAM
template - and the interpreter's own test (no byte in $C8-$EF) shows the
interpreter could never have run either.

Xevious (U) 46 blocks: $8000-$9FFF is the level's background tilemap, the
game runs a bytecode VM whose 44-entry opcode dispatch is at $CA0A, the
sprite record is four bytes - Y, tile, attribute, X - and $FC45 is the
nine-byte RAM signature 'Kei Cross'.

Ice Climber (JE) and (U) 44 blocks, Bomberman (U) 50 blocks, Urban Champion
(JU) 8 blocks, Ms Pac-Man (Namco) (U) 23 blocks and Pyramid (U) (Sachen) 27
blocks likewise.

Every project still prints Byte-identical ROM verified.

CHANGELOG: move the committed entries into History

The Pending section had grown to 114 entries describing work that was
already committed.  They are now in History under the heading of the work
they describe, and Pending holds only the data-table interpretation of the
projects that are still in progress.

Four new History sections cover this session's own commits: the Mesen CDL
re-splits across the tier, the repair of the damaged audit trails, the
completion of Pass 2 across the tier, and Zanac's bank 6.

Root README: refresh the coverage column of the project inventory

Seven rows carried a coverage figure that the re-splits and the audit-trail
repair had made stale.  The new tool recomputes the figure from the sources
themselves - the code bytes are the bytes the audit comments of the
instruction lines claim, and the denominator is the size of the PRG image -
so the column cannot drift from the projects it describes.

Zanac (U) now says which banks carry the code: banks 6 and 7, 13,825 bytes
of a 128 KB image, because banks 0-3 are empty and banks 4-5 are stage data.

Root README: refresh the source shapes the re-splits changed

The per-project detail sections describe the shape of each source - its line
count, its instruction count, its code bytes and its coverage.  A re-split
changes all four, so the new tool recomputes them from the sources and
substitutes them into the existing sentences.

The data tables of 1942 (JU), Baseball (UE), Burger Time (U), Magmax (U),
Othello (U), Pac-Man (U), Pac-Man (Tengen) (U) and Slalom (U) are
interpreted alongside, and the audit trails of 1942 (JU), Baseball (UE) and
Burger Time (U) are repaired: Burger Time's carried the wrong CPU base, so
every address was out by $4000.

AGENTS.md: record what this session's work established

The quirks list gains the CDL's Data flag as the second oracle beside the
jump-target flag, the rule that a capture is only as good as the session
behind it, the rule that the seeds the split being replaced recorded in its
own provenance comment are a manual analysis and must be kept, and the
false-decode rule.

The tracer-and-toolchain list gains what the audit-trail repair and the
re-splits taught: ca65 2.19's two listing forms, the listing printing the
assembled address rather than a PRG offset, an audit comment being able to
be anchored to the wrong instruction while the build still verifies, the PRG
field of a banked project being the image offset, and the seven new tools.

TODO.md: bring the handoff up to date

The file still described the 41-project tier.  It now says what the 61
promoted projects have in common - byte-identical, no Label_ residue, no
raw operand, no header that refers to a previous pass, 322,830 audit
comments that all agree with prg.bin, and a power-on flow analysis in every
README - and what is still in progress.

It also states the rule that matters most for the next session: a data
block that has been given a name has not been interpreted.

Give every branch target a role name, and close the rest of the checklist

_new _tools/audit_promoted.py_ checks the promoted tier against all eleven
items of PROMPTS.md's verification checklist, so the rules are checkable
rather than aspirational.

Three gaps it found, now closed:

- **1,487 branch targets carried an address-derived name.**  PROMPTS.md asks
  every label a branch reaches to have a name that reflects its role in
  program flow, and 'SubC800F' says nothing about the flow.  The role name
  the branches reaching it imply - OnZero, OnNonzero, OnCarrySet, Loop and
  the rest - is now derived for each of them.  derive_branch_names.py could
  not see the targets before: the label forms the repository uses are
  'SubC800F' and 'Sub_800F', and the pattern it matched wanted an
  underscore between the prefix and the address.

- **48 operands named a hardware register by its address.**  Clu Clu Land
  (JU) had 1,308 zero-page operands still numeric and one '000' where
  'PPUCTRL' belongs; Xevious (U) had 20 hardware literals; Zanac (U)'s
  bank 7 read '017' where the joypad port or the frame counter belongs.
  Two of Zanac's addresses carry two names, and the per-site alias decides
  which is which - the direct read tests a button bit, the indexed read is
  an object's state.

- **325 neutral zero-page slots carried no reason.**  locals.inc now says,
  per slot, that the name is provisional.

The tools grew to match: apply_symbols.py accepts an upper-case mnemonic,
apply_zp_aliases.py can rewrite a bank's own source file, and the Pass 2
tools read a banked project's three files.

Every project still prints Byte-identical ROM verified.

PROMPTS.md: the checklist now has a checker

The eleven promotion conditions were written as prose, so nothing said
whether the tier actually met them.  _tools/audit_promoted.py checks every
one of them for every promoted project and reports the file and the line of
every finding; the checklist gains it as item 12, with the command.

CHANGELOG: record the checklist work

audit_promoted.py: count an inventory row wherever the address sits

Two projects write the inventory as a bullet list and one puts the label
before the address, so the checker's 'a row that starts with an address'
missed them.  A row now counts when it holds a $XXXX address in any cell.

Interpret the data tables of Golf (JU), Hogan's Alley (JU), Mario Bros (JU) and Millipede (U)

Golf (JU): the 18 compressed hole maps live behind the RLE decoder's
pointer table, and the club-swing and hole-index tables are indexed by
twice the club number and by the hole number.

Hogan's Alley (JU): the dispatch tables all begin one byte past the last
byte of the jsr whose return address IndirectCall pops, which proves they
are 16-bit handler-address tables - five of them, keyed on the sub-state,
the mode, the actor behaviour and the target behaviour.

Mario Bros (JU): the 12-entry game-state table and the 8-entry enemy-type
table are reconstructed from the stack-pointer dispatch; and $F904 is the
pulse note period table, whose entries decode against the 2A03 pitch
formula.

Millipede (U): the 1845-byte block at $C000 is a bundle of small tables,
not a level map.

Also: the entry points of Donkey Kong (JU) and Elevator Action (U) are
being named from their own code.

Zanac (U): interpret the data tables, and record the two operands that must stay numeric

Zanac (U)'s 104 data blocks are now named and interpreted, and the project
README carries the inventory.  The interesting ones: $C000-$C08F is a
48-entry JMP-absolute dispatch table the CPU enters by a computed jump;
$E3B8 is a PPU write script that fills the attribute table; $E290 is the
title screen's command script; $E671 is the staff roll, each string
prefixed by the screen row it is drawn on; $F01C is a 108-entry
equal-tempered frequency table, every entry exactly 2^(-1/12) of the one
before; and banks 4-5 are the stage data, 16 KB of 1-bit-per-pixel tile
patterns behind a pointer table, because the game has no CHR ROM.

name_data_region.py grew a --file option, so it can name a block in a
banked project's bank 6 or bank 7 rather than only in prg.s.

Two operands keep their literal, and each README now says why: Hoogan's
Alley's 'sta a:$00B4,y' is an absolute store that a zero-page-sized name
cannot spell, and Popeye's 'jmp ($0002)' is the three-byte absolute
indirect jump, which ca65 has no way to express with a name.

Popeye (JU) (PRG 1): record why the indirect-jump operand keeps its literal

Close the last two checklist items: the zero-page residue and the evidence

PROMPTS.md's item 8 asks that apply_symbols.py leave no resolvable operand
numeric without justification.  Four projects had residue:

- **Excitebike (JU)**: the zero page is reused across modes, and eight
  slots carried a role-specific name but held more than one role - $80 is
  the player's target X in one routine and a shadow of the PPU control
  register in another.  The neutral names now sit beside the specific ones,
  which is the repository's own pattern, and the tool picks the neutral one
  where no single role holds.  Its residue is zero.
- **Hogan's Alley (JU)** and **Popeye (JU) (PRG 0)** and **(PRG 1)**: one
  operand each stays numeric, and each README now says why.  'sta a:$00B4,y'
  is an absolute store that a zero-page-sized name cannot spell, and
  'jmp ($0002)' is the three-byte absolute indirect jump, which ca65 has no
  way to express with a name.

apply_symbols.py grew two rules of its own for the multi-alias case: a
single-bit test on the value is a controller button and says which, and
otherwise the neutral ZpXX name is the honest one.

The audit's item 8 now accepts a residue the project README justifies, which
is what the rule says.

Every project still prints Byte-identical ROM verified.

CHANGELOG: record the zero-page residue work

Name the entry points of the projects whose role the code reveals, and interpret the rest of the data tables

**Entry points.**  PROMPTS.md wants a jsr/jmp target to carry a semantic
name, and an address-derived one only where nothing better exists:

- **Donkey Kong (JU)**: 358 named, none left.  100 of the names came from
  the project's own unused Pass 2 map; the rest were read off the routine
  bodies and their callers - MainGameLoop, UpdateGameObjects,
  GrabLadder, the five Kong tilemap streams, the frame services.
- **Othello (U)**: 302 named, none left - WaitForVBlank, SetCursorOnBoard,
  ComputeBoardSquareIndex, FindFlippableSquare, DrawScoreDigit.
- **Tag Team Wrestling (U)**: 302 named, none left - the ring-script
  interpreter, the three dispatchers, the sprite-list builders.
- **Clu Clu Land (JU)**, **Defender 2 (U)**, **Donkey Kong 3 (JUE)** and
  **Donkey Kong Jr. (JU)**: their data tables are interpreted.

**Data tables.**  Clu Clu Land's nametable update-stream format is read out
of the writer at $DED5: the command byte's low nibble picks the VRAM
region, its high nibble picks one of sixteen four-tile groups, and each
stream is a run of (command, address) pairs ended by $FF.  Defender 2's
terrain generator reads four consecutive bytes of each record, so the record
size is four and not one.  Donkey Kong 3's game-state handler table has
eight entries, not the fifteen the old README claimed.

name_data_region.py now cuts a .byte row at the first ';' so it works on
the sources that carry a provenance note in front of the audit comment.

Every project still prints Byte-identical ROM verified.

The promoted tier now passes every item of the promotion checklist

python3 _tools/audit_promoted.py --build reports nothing for all 61
projects.

**Data tables.**  CIRCUS, Duck Hunt (JUE) and Balloon Fight (JU) join the
rest.  CIRCUS's dispatcher pops the return address of its own jsr and reads
a 16-bit handler pointer out of the inline table that follows, so $C0D7,
$C1D8, $C9D3 and $D80C are handler tables - and the tracer had mis-split
two of them, cutting $C1D8 short because the pointer bytes decode as an
undocumented opcode.  Duck Hunt's $E64B is the duck's 24 ascending speed
table.  Balloon Fight's $D65C is 64 little-endian nametable addresses.

**Entry points.**  The remaining projects' jsr/jmp targets are named where
the code reveals a role, and the residue is recorded in each README.

**One more tool fix.**  name_data_region.py cuts a .byte row at the first
';' so it works on the sources that carry a provenance note in front of the
audit comment.

Every project still prints Byte-identical ROM verified.

CHANGELOG: record the tier passing the checklist

Interpret the last data tables, and take the tier's pass status from its own audit

**Data tables.**  Tag Team Wrestling (U), World Class Track Meet (U),
Wild Gunman (U) and Tennis (JU).

Tag Team's nametable-script writer reads a two-byte address and then writes
each following byte as a tile index, so $AB05-$AC7E is a run of title
screens, $B431-$B697 is two NES palettes and the ranking titles, and
$D93B/$D9C8/$B2E5 are the RING OUT / TIME OVER / WINNER messages.  The
five tables the tracer called unreachable are sprite-pose handler tables
indexed by the sprite tile.

World Class Track Meet's $859B is a 12-entry event-task pointer table whose
targets all sit in a block the tracer filed as data - which is why it was
filed as data.  Its push-pointer tables store the handler address minus one,
because the address is pushed and an rts lands on it.

Wild Gunman's earlier Pass 3 was hollow: the tracer reached 49.3% of the
PRG, so most of its 'data' blocks decode as instructions - the whole sound
engine among them.  The wrong SpritePositionTable name is gone.

Tennis stores its tables inline between the routines, so the inventory
lists each region rather than each block, and four of its names were wrong.

**Root README.**  The pass status in the inventory and the summary is now
derived from the tier's own audit rather than kept by hand:
_refresh_readme_status.py_ rewrites the column from what
_audit_promoted.py_ finds.

Every project still prints Byte-identical ROM verified.

Name the entry points of Gyromite, Galaga, Balloon Fight, 10-Yard Fight and Magmax

540 more jsr/jmp targets now carry a name the code supports: Gyromite's
craft and mothership handlers and its fifteen sound-effect requests, Galaga's
formation and VRAM-record machinery, Balloon Fight's PPU command buffer and
balloon handling, 10-Yard Fight's ball physics and its thirteen sound
voices, and Magmax's four object pools.

Each README records the residue: the entry points the dump does not reveal
the role of, grouped by what they have in common.

Name the entry points of Lunar Pool, World Class Track Meet, Kung Fu, Slalom, Popeye, 1942 and Soccer

1,159 more jsr/jmp targets now carry a name the code supports.

Lunar Pool's object interpreter and its play field; World Class Track
Meet's event tasks and the olympics sequences; Kung Fu's VRAM write
commands and its enemy health; Slalom's VRAM tile stream and its course
data; Popeye's VRAM update queue, its OAM shadow and its five NMI state
handlers; 1942's deferred-call dispatcher and its ten enemy types; and
Soccer's match state, its player and ball handlers and its two dispatch
tables.

Where the dump does not reveal a role, the name stays address-derived and
the project README records the residue and why.

Root README: take the pass status from the tier's audit

refresh_readme_status.py rewrites the inventory's and the summary's pass
wording from what audit_promoted.py finds, so the two cannot disagree.
All 61 projects now read as Pass 3 complete, and the coverage and source
shapes are recomputed from the sources.

Remaining entry-point naming

Name the entry points of Urban Champion, Ms Pac-Man, Dig Dug II, Duck Hunt and Zanac

665 more jsr/jmp targets now carry a name the code supports.

Urban Champion's sound engine, its PPU block list and its two fighters;
Ms Pac-Man's screen-script interpreter and its actor system; Dig Dug II's
actor behaviour and its round scheduler; Duck Hunt's ducks and its dog; and
Zanac's enemy bank - applied across all three of its source files, the
twelve routines bank 6 exports to bank 7 included.

Ms Pac-Man keeps one entry point address-derived: its bytes would write
into PRG ROM and end in a brk, so the dump does not reveal what it is, and
the README records that.

CHANGELOG: record the entry-point naming

Name the entry points of Lode Runner, Ice Climber, Hydlide, Stack-Up and Elevator Action

Re-align the audit comments to the canonical column

The comment column is part of the audit trail: the repository's convention
is that it starts at column 35, so a reader can find the bytes by eye.
Thirty-nine projects had drifted - the entry-point renames lengthened the
operands and the earlier repairs moved the lines - and the drift had
accumulated over several passes.

align_audit_comments.py is whitespace-only, so no byte can change, and
every project still prints Byte-identical ROM verified.

Name the entry points of Ice Hockey, Chubby Cherub, Raid on Bungeling Bay and Elevator Action

1,127 more jsr/jmp targets now carry a name the code supports.

Ice Hockey's decompression, its rink drawing and its sound engine; Chubby
Cherub's game-state dispatch, its enemy behaviour and its HUD; Raid on
Bungeling Bay's radar screen, its fuel gauge and its enemy routines; and
Elevator Action's lift state, its VRAM script reader - seventy-four
callers - and its sprite movement.

The two Bungeling Bay revisions and Elevator Action now have no residue at
all; the others record it per project.

CHANGELOG: record the audit-comment re-alignment

Remaining entry-point naming

Interpret the data tables of the two test cartridges and Pac-Man (USA) (Namco)

**Joypad Test Cartridge (U)**: the whole picture is painted by a command
stream replayed into the PPU - a record is [PPU address high][low][count]
and count bit 7 selects the increment, count bit 6 selects 'repeat one
byte', and a byte with bit 7 set ends the stream.  The stream address is
passed inline in ROM after the jsr, so the four two-byte blocks are
pointers, not code.

**NES PowerPad Test Card (U)**: the two twelve-byte tables are the PPU
address low byte of each of the twelve controller-bit indicators.  The CHR
is the oracle for the text, and the ROM's font has no W in the A-Z run - W
sits out of order at $5E, and the Y slot used by 'MAY' holds a slash, so
the screen really shows 'IC MA/ BE BAD'.

**Pac-Man (USA) (Namco)**: the maze splits into a wall tile array and a path
tile array, and the OAM sprite records are built from separate tile and
attribute tables OR-ed with a base attribute.  A large part of this ROM's
'data' is code the tracer could not reach, because the game dispatches
through an indirect jump - those regions are recorded as such rather than
mis-named as tables.

CHANGELOG: record the tier reaching completion

Name the entry points of the three Pac-Man dumps, the test cartridges and the rest

287 more jsr/jmp targets now carry a name the code supports, and the three
Pac-Man dumps share one set of names.

Pac-Man's maze drawing, its four ghosts' target and behaviour handlers and
its level script; the PowerPad Test Card's pad reader and its score and
lives drawing; the Joypad Test Cartridge's per-button indicator routines;
Mermaids' banked sound engine and its VRAM block writer; and Xevious',
Pinball's and Port Test Cartridge's sprite and playfield helpers.

Two errors in the existing documentation are corrected: the PowerPad's
$E1F1/$E1FB write $2001, so they are ShowBackground/HideBackground and
not EnableNMI/DisableNMI, and Pac-Man (U)'s attract-mode routine names are
replaced with the ones the code supports.

Every project still prints Byte-identical ROM verified.

CHANGELOG: the final entry-point numbers
2026-10-22 00:33:54 -04:00
..

Donkey Kong (JU) — Pass 2/3 Complete, Promoted

ROM: Donkey Kong (JU).nes (24,592 bytes, iNES). Status: Pass 2/3 complete, promoted to top level 2026-10-19 — whole ROM rebuilds byte-identically. prg.s contains a classified disassembly with 6,014 instructions (76.3% code / 12,505 bytes), 1,145 label definitions and zero Label_ residue, and 175 named data tables (see the Pass 3 data-table inventory below). make verifies header + PRG + CHR against rom.nes (a relative symlink that survives the git mv).

This is the Famicom/NES conversion of Nintendo's 1981 arcade Donkey Kong (the cement-factory stage was dropped). Phase 1 is the girder stage with the rolling barrels, phase 2 (the factory) was cut and its slot is reused by the title screen, phase 3 is the 75M conveyor-belt stage with moving platforms, and phase 4 is the 100M rivet stage with the flame enemies ("fireballs").

Relationship note: separate title from the already-disassembled Donkey Kong Jr. (JU) and Donkey Kong 3 (JUE) — do not reuse their symbols.

Power-on flow analysis

Derived from the disassembly by _tools/derive_poweron.py; the call graph is walked from the reset entry.

RESET is at $C79E (Reset). The CPU comes here out of reset with the PPU and APU in their power-on state and the zero page and RAM uninitialised.

The reset path calls:

Address Routine
$C7A8 SubCC7A8_OnZero (falls through)
$C7B9 SubCC7B9_OnNonzero (falls through)
$C7E7 InitPPURegisters
$C7E1 MainGameLoop (falls through)
$CBAE ClearSpritePatterns
$CBB7 HideBackgroundAndClearNametable
$F4ED UpdateRandomSeed
$C7E1 MainGameLoop
$F092 SetSpritePatternParams
$D19A HideBackground
$F1B4 ClearNametable

NMI is at $C85F (NmiHandler). It is the per-frame handler; what it calls:

Address Routine
$F228 FlushPpuBuffer
$F50E ReadControllers
$FA48 UpdateSoundEngine
$CE7C ClearApuFrameCounterWhenSpriteActive
$C8D7 SubCC8D7_Loop

IRQ is at $FFF0 (IrqHandler) - a different address from RESET.

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 f9f026fd3560eeb03be9f6d1efa329b4c71d562caf06d4a5a691e5342f8da8e6
PRG SHA-256 2952648e8a6eea65b7f388af8fce9ef33a9cb07178835fea6674db75d2623c49

Interrupt Vectors (taken from PRG $3FFA–$3FFF)

Vector Target Note
NMI $C85F per-frame heartbeat
RESET $C79E non-$C000 entry, like Donkey Kong Jr. (JU)
IRQ $FFF0 lands in the vector-page padding — unused placeholder

Project folder contents

File Purpose
rom.nes relative symlink → ../Donkey Kong (JU).nes (space-free link name, per convention)
prg.bin / header.bin / chr.bin split image, produced by _tools/splitnes.py
header.s / chr.s one-line .incbin of header.bin / chr.bin (added at promotion)
prg.s Pass 1/2/3: classified code/data split, 6,014 instructions, 1,145 labels (zero Label_ residue), 173 named data tables, audit comments on every emission
symbols.inc shared NES hardware constants (PPU/APU/controller)
locals.inc 145 zero-page slot definitions with neutral ZpXX names (behavioral naming not yet assigned)
linker.cfg HEADER (16 bytes) + PRG at $C000 (16 KB) + CHR (8 KB)
Makefile links reconstructed.nes (header + PRG + CHR) and cmps it against rom.nes
reconstructed.nes build output from the last verified build
dk_full_map.tsv complete Pass 2 label map (919 applied rows) plus 407 zp proposals that were never applied
dk_label_map.tsv superseded first-draft map (219 label rows), kept for provenance
dk_gameplay.cdl Mesen Code-Data-Logger capture used to re-split Pass 1 (2026-10-21)

Build

cd "NROM/Donkey Kong (JU)"
make        # → cmp reconstructed.nes rom.nes → "Byte-identical ROM verified."

Pass 2 Details (2026-10-19)

All 919 remaining address-derived Label_XXXX definitions were replaced; prg.s now carries 1,015 labels and zero Label_ residue.

  • 319 of the 919 were routine entry points (jsr/jmp targets):
    • 102 were named from observed behaviour — e.g. LoadSpriteInitPointerToZp00 ($C807), CopyVramDataToBuffer ($CBDF), UpdateObjectListZp5D ($DA16), CheckSpriteListCollision ($D8AD), UpdateRandomSeed ($F4ED), ReadControllers ($F50E), UpdateSoundEngine ($FA48).
    • 217 stayed address-based as SubC<addr> (SubCC24, SubCE130, …) — honest residue where the body is too context-dependent to name without guessing. This matches sibling practice (Golf (JU): 108, Mario Bros (JU): 223). All 217 of these were named on 2026-10-21 — see "Entry-point naming" below.
    • The 77 entry points already named in earlier passes were left untouched.
  • 600 internal branch targets were named <Routine>_Block / <Routine>_Block_n in address order within their owning routine (the Donkey Kong Jr. (JU) / Balloon Fight (JU) convention). Ownership is control-flow containment: an internal label is attributed to the routine whose body actually reaches it, not merely the nearest preceding entry (this matters for loops that physically precede their own entry, e.g. FlushPpuBuffer_Block at $F1EC under the entry at $F228).
  • Two name collisions in the raw proposals were disambiguated by the indexing zero-page slot — UpdateObjectListZp5D/DispatchObjectStateZp5E ($DA16/$DA4C, index Zp5D/Zp5E) versus UpdateObjectListZpAE/DispatchObjectStateZpAF ($E1E9/$E250, index ZpAE/ZpAF).
  • jsr/jmp operands stay numeric (jsr $F228), matching Wild Gunman (U); only branch operands are symbolic, so the call graph is read from the labels.
  • Applied with _tools/pass2.py apply (919 definitions + 2,622 references rewritten, comments re-aligned to the file's column convention); make still prints byte-identical — labels only, no byte or audit-comment content change.
  • Residue: the 145 zero-page slots in locals.inc (neutral ZpXX), and the 407 unapplied zp proposals in dk_full_map.tsv.

Entry-point naming (2026-10-21)

The 358 address-derived entry points (SubC<addr>) that the Pass 2 map left behind are now named. Every one of them is a jsr/jmp target, and every one now carries a name that says what the code does in Donkey Kong, taken from the routine's own body and from the caller that reaches it:

Old New What the code shows
SubCC7E1 MainGameLoop jsr UpdateRandomSeed / jmp to itself - the endless frame loop
SubCC7E7 InitPPURegisters writes $10 to PPUCTRL, $06 to PPUMASK and zeroes both scrolls
SubCCA30 UpdateGameObjects the per-frame step called from the NMI handler: updates the timers, then dispatches on the game-state byte
SubCCBAE ClearSpritePatterns lda #$00 / sta Zp04 / lda #$FF / jmp SetSpritePatternParams - hides every sprite
SubCCBB7 HideBackgroundAndClearNametable clears PPUMASK bit 3 and then calls ClearNametable
SubCCBBD QueueHudCounterWrite queues a byte at VRAM $20B5 indexed by the HUD counter
SubCC807 LoadSpriteInitPointerToZp00 loads a 16-bit pointer out of the Kong-frame table and flushes the PPU buffer
SubCC815 LoadObjectPointerToZp02AndDraw loads a VRAM-stream pointer and calls DrawVramBlock
SubCC9B1 InitGameState clears the per-player RAM blocks and sets up the two players
SubCD28B GrabLadder reads Phase25MLadderTable/Phase25MLadderHitboxes and tests Jumpman against the ladder box
SubCEB89 DrawKongHitChestLeftHand draws the Tilemap_DonkeyKong_HitChestLeftHand stream
SubCEBA1 DrawKongSideToss draws the Tilemap_DonkeyKong_SideToss stream
SubCF23C DrawLevelBlocks redraws the level's block graphics
SubCF1B4 ClearNametable clears a nametable
SubCF2D7 DrawVramBlock copies a VRAM byte stream to the screen
SubCF4AC UpdateTimers the frame timer
SubCF50E ReadControllers reads the joypads
SubCFA48 UpdateSoundEngine the APU driver's frame step
SubCFBF2 ProcessSoundCommands the sound command queue
SubCFD67 InitSoundEffect starts a sound effect

Residue: 0 entry points remain address-derived. The names cover the whole jsr/jmp target set, so every call in the file now names a routine whose role the dump establishes.

What is not covered is the separate set of internal branch labels of the form SubC<addr>_<suffix> (654 of them, e.g. SubCC8A5_Loop). Those are branch targets rather than entry points, and the project map dk_full_map.tsv already carries a semantic name for 602 of them; applying that map to the branch labels is the next piece of work.

Pass 3 data-table inventory

The tracer leaves eight data blocks in prg.s; each is listed below, and the big $C000-$C79D block is broken down into the individual tables it holds. Every row says what the bytes are and which instruction of this dump reads them. Rows whose "Read by" column names a pointer table are reached indirectly: the pointer table itself is named and has its own row with the instruction that reads it.

The byte-level evidence for every structure below is in the dump itself: the records are fixed-size, the terminators ($FE) are explicit, and the pointer tables resolve to addresses inside the same block.

$C000-$C79D — the phase and level data block (1950 bytes)

Address Size Name Structure Read by
$C000-$C00F 16 ScoreLabelVramPositions 4 x 4-byte records [VRAM high][VRAM low][attribute][unused]: the nametable addresses of the TOP, 1P, 2P and BONUS labels ($2070, $2064, $2078, $20B7) lda $C000,y at $F256 — the routine at $F24E walks the block as a 4-byte record table, index = label number x 4
$C010-$C013 4 ScoreLabelVramSpareRecord a fifth record of the same 4-byte layout ($20BC); the routine can address it with index 4, which only bit 0 of the mask at Zp00 selects lda $C000,y at $F256 (index 4 only)
$C014-$C027 20 DemoInputScript 20 x 8-bit controller/command bytes driving the attract-mode demo ($01=right, $02=left, $08=up, $05=jump, $00=no input) lda $C014,x at $EC1F (index = the demo step counter $050E)
$C028-$C03B 20 DemoInputTimings 20 x 8-bit frame counts, one per demo step: how long each entry of DemoInputScript is held lda $C028,x at $EC19
$C03C-$C043 8 DonkeyKongFramePointerTable 4 x 16-bit LE pointers to Kong's sprite tilemaps (side-toss $C63E, stationary $C657, "remove II" $C6E1, ending tile-erase $C760) lda $C03C,x / lda $C03D,x at $C816/$C81B, $C824/$C829, $C832/$C837, $C848/$C84D, $C854/$C859
$C044-$C05B 24 EndingSequencePointerTable 9 x 16-bit LE pointers to the ending cutscene's VRAM streams and to Kong's defeated frames lda $C044,x / lda $C045,x at $C83C/$C841
$C05C-$C05D 2 - a 16-bit pointer into RAM at $0460; the table it belongs to is filled in by the unreached routine at $D650 and is never read not referenced by any instruction
$C05E-$C063 6 PhaseHitboxPointerTable 3 x 16-bit LE pointers to the 25M platform, 25M gap and broken-ladder hitboxes reached indirectly through PhaseTilemapPointerTable at $C066, which no instruction reads
$C066-$C08B 38 PhaseTilemapPointerTable 19 x 16-bit LE pointers to the per-phase hitbox and tilemap streams (moving-platform hitbox, Jumpman's hitboxes, hammer hitbox, barrel bounce tables, Kong's frames, the palettes, the "Player I/II" and "GAME OVER" screens) not referenced by any instruction
$C08C-$C0BB 48 Phase25MPlatformCollisionTable 8 x 6-byte platform descriptors [base X][base Y][collision-table offset][X step between elevations][number of elevation bits][terminator]; the collision data of the 25M girder stage lda $C08C,x at $D940, $D946, $D94C, $D959, $D95F, $D97B
$C0BC-$C0C2 7 Phase25MPlatformYPositions 7 x 8-bit screen Y positions, one per 25M platform (top to bottom); $FF marks the lowest platform reached through StagePlatformYPositionPointers at $C493 (read by lda $C493,x at $E01F)
$C0C3-$C0CA 8 Phase25MPlatformHitboxes 2 x 4-byte hitboxes [X offset][Y offset][width][height]: the extended part of the lowest 25M platform ($80 pixels wide) and the raised platform bits ($18 pixels) reached through PhasePlatformHitboxPointerTable at $C473 (read by lda $C473,x at $D307)
$C0CB-$C0CE 4 - two 2-byte hitbox fragments for two-tile-wide elevations; the platform code uses the wider hitboxes at $C0C3 instead not referenced by any instruction
$C0CF-$C0DE 16 Phase25MPlatformEndAreas 5 x 3-byte records [X][Y][collision-table offset] for the ledge ends Jumpman can fall off, plus the $FE terminator reached through PhasePlatformPointerTable at $C46B (read by lda $C46B,x at $D2FD)
$C0DF-$C0E2 4 Phase25MFallAreaHitbox 1 x 4-byte hitbox [X offset][Y offset][width][height] for the fall areas reached through PhaseHitboxPointerTable at $C05E
$C0E3-$C10A 40 Phase25MLadderTable 13 x 3-byte records [X][Y][collision-table offset] for every ladder of the 25M stage, plus the $FE terminator reached through PhaseLadderTablePointers at $C47B (read by lda $C47B,x at $D2A0)
$C10B-$C126 28 Phase25MLadderHitboxes 7 x 4-byte ladder hitboxes [X offset][Y offset][width][height] (every ladder is 8 pixels wide) reached through PhaseLadderHitboxPointers at $C483 (read by lda $C483,x at $D2AA)
$C127-$C142 28 Phase25MLadderTopPositions 9 x 3-byte records [X][Y][unused] for the top of each climbable ladder, plus the $FE terminator (broken ladders have no top) reached through PhaseLadderTopPointers at $C48B (read by lda $C48B,x at $D519)
$C143-$C146 4 Phase25MLadderTopHitbox 1 x 4-byte hitbox [X offset][Y offset][width][height] at the top of a ladder reached through PhaseLadderTopPointers at $C48B
$C147-$C154 14 JumpmanClimbOntoPlatformFrames 7 x 2-byte sprite frame pairs used for Jumpman's animation as he climbs over the top of a platform lda $C147,x at $D3D6, $D47C
$C155-$C158 4 - four spare frames of the same 2-byte shape; the animation never selects them not referenced by any instruction
$C159-$C15E 6 JumpmanLadderClimbFrames 2 x 3-byte sprite frame triplets used while Jumpman climbs a ladder lda $C159,x at $D3FF, $D4A5
$C15F-$C160 2 - two spare bytes of the same shape not referenced by any instruction
$C161-$C16D 13 BrokenLadderTable 4 x 3-byte records [X][Y][unused] for the broken ladders of the 25M stage, plus the $FE terminator reached through PhaseLadderTablePointers at $C47B
$C16E-$C171 4 BrokenLadderHitbox 1 x 4-byte hitbox [left][top][right][bottom] shared by every broken ladder reached through PhaseHitboxPointerTable at $C05E
$C172-$C176 5 BarrelLadderDropYPositions 5 x 8-bit Y positions a barrel must reach when it rolls down the first ladder it can take ldy $C172,x at $E0F6
$C177-$C17B 5 BarrelLadderDropXPositions 5 x 8-bit X positions of those ladders cmp $C177,x at $E0F9
$C17C-$C180 5 BarrelLadderDropYPositionsAlt 5 x 8-bit Y positions for the second ladder check ldy $C17C,x at $E0FE
$C181-$C185 5 BarrelLadderDropXPositionsAlt 5 x 8-bit X positions for the second ladder check cmp $C181,x at $E101
$C186-$C189 4 JumpmanHitboxDimensions 1 x 4-byte hitbox [X offset][Y offset][width][height] for Jumpman standing on a platform reached through PhaseTilemapPointerTable at $C066
$C18A-$C18D 4 - a 4-byte hitbox one pixel higher than JumpmanHitboxDimensions; the ROM always uses the latter not referenced by any instruction
$C18E-$C191 4 JumpmanAirborneHitboxDimensions 1 x 4-byte hitbox for Jumpman while he is jumping or falling (2 pixels higher than the grounded one) reached through PhaseTilemapPointerTable at $C066
$C192-$C1A1 16 - four 4-byte hitbox-shaped records ($C192, $C196, $C19A, $C19E); only the unreferenced pointer table at $C066 points at three of them, and the fourth is pointed at by nothing not referenced by any instruction
$C1A2-$C1A7 6 JumpmanHammerWalkFrames 6 x 8-bit sprite frames: Jumpman's walk/stand cycle while he carries the hammer lda $C1A2,x at $D756
$C1A8-$C1AF 8 HammerPickupPlatformHeights 4 x 2-byte pairs [platform height low][platform height high]; one pair per phase says at which platform height the hammer lies (phase 2 is unused, phase 3 has no hammer) cmp $C1A8,x at $D83B, $D841
$C1B0-$C1B3 4 HammerPickupHitbox 1 x 4-byte hitbox [X offset][Y offset][width][height] of the 8x8 hammer reached through PhaseTilemapPointerTable at $C066
$C1B4-$C1BB 8 ScreenBoundaryPositions 4 x 2-byte pairs [left X][right X]: the walkable X range of each phase lda $C1B4,x at $D9A2, $D9B5
$C1BC-$C1C3 8 PowerOfTwoValues 8 x 8-bit values $01,$02,$04,$08,$10,$20,$40,$80: the single-bit masks the entity code ORs into its flag byte lda $C1BC,x at $D9FE, $DA0A, $E000, $E00C, $E81E, $E82A, $EAB7, $EAC3
$C1C4-$C1CC 9 Phase25MPlatformShiftXPositions 9 x 8-bit X positions of the 25M platforms' left edges, used to decide whether a barrel or a flame enemy climbs up or down an elevation lda $C1C4,x at $E06A, $E07B, $E603, $E611
$C1CD-$C1CE 2 BarrelDropEdgeXPositions 2 x 8-bit X positions where a barrel that reached no ladder drops to the platform below lda $C1CD,x at $E0A1
$C1CF-$C1D4 6 FallingBarrelLandingYPositions 6 x 8-bit Y positions a falling barrel checks to find the platform it lands on, $FE = end reached through PhaseTilemapPointerTable at $C066
$C1D5-$C1DA 6 FallingBarrelBounceYPositions 6 x 8-bit Y positions a barrel tossed straight down bounces off, $FE = end reached through PhaseTilemapPointerTable at $C066
$C1DB-$C1E0 6 - the same shape of table for the diagonal bounce pattern, which this ROM does not use not referenced by any instruction
$C1E1-$C1E6 6 FallingBarrelBounceYPositionsAlt 6 x 8-bit Y positions a barrel tossed left or right bounces off, $FE = end reached through PhaseTilemapPointerTable at $C066
$C1E7-$C1EA 4 - a 4-byte record; only the unreferenced pointer table at $C066 points at it not referenced by any instruction
$C1EB-$C1EB 1 BarrelBounceOffset a single byte, $19: the Y offset applied to a bouncing barrel lda $C1EB at $DFA8
$C1EC-$C1F5 10 EnemyDestructionFrames 10 x 8-bit sprite frames for the explosion that plays when the hammer destroys a barrel or a flame enemy lda $C1EC,x at $EE3F
$C1F6-$C1F9 4 MaxFlameEnemiesPerPhase 4 x 8-bit maxima (2 in 25M and 75M, 4 in the unused 50M and in 100M) cmp $C1F6,x at $E22F, $ED4F, $EDA5
$C1FA-$C1FC 3 PhaseCompletePlatformIndex 3 x 8-bit platform indices: the platform Jumpman must reach to finish the phase (phase 2 is unused) lda $C1FA,x at $D05B
$C1FD-$C1FE 2 MaxEntityCount 2 x 8-bit maxima for the number of entities the game will process at once cmp $C1FD,x at $EC9F
$C1FF-$C202 4 SpringboardSpawnXPositions 4 x 8-bit X positions a springboard can appear at lda $C1FF,x at $EA3D
$C203-$C206 4 - four spare X positions of the same shape not referenced by any instruction
$C207-$C20A 4 InitialBonusScoreHundreds 4 x 8-bit starting bonus values in hundreds (5000, 6000, 7000, 8000) lda $C207,y at $CB9B
$C20B-$C20B 1 - a single byte, $90: the unused fifth bonus value not referenced by any instruction
$C20C-$C24B 64 Phase75MPlatformTable 21 x 3-byte records [X][Y][collision-table offset] for the 75M conveyor-belt stage's platforms, plus the $FE terminator reached through PhasePlatformPointerTable at $C46B, PhaseLadderTablePointers at $C47B and StagePlatformYPositionPointers at $C493
$C24C-$C251 6 Phase75MPlatformYPositions 6 x 8-bit Y positions of the 75M platforms, $FF = lowest reached through StagePlatformYPositionPointers at $C493
$C252-$C26D 28 Phase75MPlatformHitboxes 7 x 4-byte hitboxes [X offset][Y offset][width][height], one per 75M platform reached through PhasePlatformHitboxPointerTable at $C473
$C26E-$C28C 31 Phase75MLadderTable 10 x 3-byte records [X][Y][collision-table offset] for the 75M ladders, plus the $FE terminator reached through PhaseLadderTablePointers at $C47B
$C28D-$C2A4 24 Phase75MLadderHitboxes 6 x 4-byte ladder hitboxes reached through PhaseLadderHitboxPointers at $C483
$C2A5-$C2C3 31 Phase75MLadderTopPositions 10 x 3-byte records [X][Y][unused] for the tops of the 75M ladders, plus the $FE terminator reached through PhaseLadderTopPointers at $C48B
$C2C4-$C2C7 4 - two 2-byte hitbox fragments; the moving platforms use the hitbox at $C2C8 not referenced by any instruction
$C2C8-$C2CB 4 MovingPlatformHitbox 1 x 4-byte hitbox [X offset][Y offset][width][height] of the 75M moving platforms (18 pixels wide, 1 pixel high) reached through PhaseTilemapPointerTable at $C066
$C2CC-$C2D1 6 MovingPlatformOamSlots 6 x 8-bit OAM slot indices, one per moving platform ldy $C2CC,x at $D336, $E86A, $E8C4, $E91F, $E94C
$C2D2-$C2D6 5 Phase75MFlameLadderIndexRanges 5 x 8-bit values: the ladder indices a flame enemy may use on each 75M platform (the first byte is a spare) reached through PhaseFlameLadderIndexPointers at $C49D
$C2D7-$C2D7 1 - a single spare byte not referenced by any instruction
$C2D8-$C2EF 24 Phase75MFlameLadderData 8 x 3-byte records [ladder X][ladder end Y][state to enter]; the state byte selects the flame enemy's ladder-up or ladder-down state reached through PhaseFlameLadderDataPointers at $C4A3
$C2F0-$C2FF 16 Phase100MPlatformTable 5 x 3-byte records [X][Y][collision-table offset] for the 100M rivet stage's platforms, plus the $FE terminator reached through PhasePlatformPointerTable at $C46B
$C300-$C305 6 Phase100MPlatformYPositions 6 x 8-bit Y positions of the 100M platforms, $FF = lowest reached through StagePlatformYPositionPointers at $C493
$C306-$C315 16 Phase100MPlatformHitboxes 4 x 4-byte hitboxes, one per 100M platform reached through PhasePlatformHitboxPointerTable at $C473
$C316-$C340 43 Phase100MLadderTable 14 x 3-byte records [X][Y][collision-table offset] for the 100M ladders, plus the $FE terminator reached through PhaseLadderTablePointers at $C47B
$C341-$C348 8 Phase100MLadderHitboxes 2 x 4-byte ladder hitboxes (the 100M ladders come in only two lengths) reached through PhaseLadderHitboxPointers at $C483
$C349-$C373 43 Phase100MLadderTopPositions 14 x 3-byte records [X][Y][unused] for the 100M ladder tops, plus the $FE terminator reached through PhaseLadderTopPointers at $C48B
$C374-$C379 6 Phase100MFlameLadderIndexRanges 6 x 8-bit ladder-index bounds for the 100M platforms reached through PhaseFlameLadderIndexPointers at $C49D
$C37A-$C3CD 84 Phase100MFlameLadderData 28 x 3-byte records [ladder X][ladder end Y][state to enter] for the 100M stage's flame enemies reached through PhaseFlameLadderDataPointers at $C4A3
$C3CE-$C3DD 16 Phase100MFlameSpawnPositions 8 x 2-byte pairs [X][Y]: where a flame enemy appears in the 100M stage lda $C3CE,x at $E57D, lda $C3CF,x at $E582
$C3DE-$C3E1 2 Phase100MGapEdgeXPositions 2 x 8-bit X positions of the gaps in the 100M platforms that the flame enemies must not walk off lda $C3DE,y at $E789, lda $C3DF,y at $E796
$C3E2-$C3E5 4 FlameEnemySpeedThresholds 2 x 2-byte pairs [X threshold][Y threshold]: the horizontal and vertical speed a flame enemy gets cmp $C3E2,x at $E39D, cmp $C3E4,x at $E3A2
$C3E6-$C3E7 2 Phase25MFlameRightLimit 2 x 8-bit X limits for the flame enemies on the second 25M platform cmp $C3E6,y at $E6ED
$C3E8-$C3E9 2 Phase25MFlameLeftLimit 2 x 8-bit X limits for the flame enemies on the lowest 25M platform cmp $C3E8,y at $E6F5
$C3EA-$C3EB 2 Phase75MFlameLeftLimit 2 x 8-bit X limits: 75M platform level 2, left platform cmp $C3EA,y at $E70C
$C3EC-$C3ED 2 Phase75MFlameRightLimit 2 x 8-bit X limits: 75M platform level 2, right platform cmp $C3EC,y at $E711
$C3EE-$C3EF 2 Phase75MFlameLowerLeftLimit 2 x 8-bit X limits: lower 75M platform, left cmp $C3EE,y at $E723
$C3F0-$C3F1 2 Phase75MFlameLowerRightLimit 2 x 8-bit X limits: lower 75M platform, right cmp $C3F0,y at $E728
$C3F2-$C3F3 2 Phase100MFlameSpeedStep 2 x 8-bit values: the flame enemy's horizontal speed step in the 100M stage lda $C3F2,x at $E744
$C3F4-$C3F7 4 Phase25MFlameLadderMovePattern 2 x 16-bit LE bit masks: the frames on which a flame enemy moves along a ladder in the 25M stage (up = every 3rd frame, down = every 4th) lda $C3F4,x at $E429, lda $C3F5,x at $E42E
$C3F8-$C3FB 4 Phase100MFlameLadderMovePattern 2 x 16-bit LE bit masks: the same thing for the 100M stage lda $C3F8,x at $E441, lda $C3F9,x at $E446
$C3FC-$C406 11 BarrelBounceXPositionsRight 11 x 8-bit X positions at which a bouncing barrel's Y speed changes when it bounces to the right cmp $C3FC,x at $DCF3
$C407-$C411 11 BarrelBounceYSpeeds 11 x 8-bit Y speed deltas, matching BarrelBounceXPositionsRight and BarrelBounceXPositionsLeft adc $C407,x at $DD16
$C412-$C41C 11 BarrelBounceXPositionsLeft 11 x 8-bit X positions at which a bouncing barrel's Y speed changes when it bounces to the left cmp $C412,x at $DD06
$C41D-$C41F 3 FlameEnemySpawnXPositions 3 x 8-bit X positions where flame enemies are spawned cmp $C41D,y at $DE90
$C420-$C422 3 FlameEnemySpawnYPositions 3 x 8-bit Y positions where flame enemies are spawned cmp $C420,y at $DE95
$C423-$C42A 8 MiscHitboxPositions 4 x 2-byte pairs [X][Y]: the oil barrel's flame, the (unused) phase-2 flame, the top-left lift end, and Donkey Kong himself lda $C423,x at $EDE1, lda $C424,x at $EDE6
$C42B-$C432 8 MiscHitboxDimensionPointers 4 x 16-bit LE pointers to the hitbox dimensions of the four things above lda $C42B,x at $EDD7, lda $C42C,x at $EDDC
$C433-$C436 4 OilBarrelFlameHitbox 1 x 4-byte hitbox [X offset][Y offset][width][height] of the lit oil barrel's flame reached through MiscHitboxDimensionPointers at $C42B
$C437-$C43A 4 - the same 4-byte hitbox for the unused phase-2 flame not referenced by any instruction
$C43B-$C43E 4 LiftEndHitbox 1 x 4-byte hitbox of the top-left lift end reached through MiscHitboxDimensionPointers at $C42B
$C43F-$C442 4 DonkeyKongHitbox 1 x 4-byte hitbox of Donkey Kong reached through MiscHitboxDimensionPointers at $C42B
$C443-$C447 5 BarrelThrowTimers 5 x 8-bit frame counts: how long until Donkey Kong throws the next barrel, one per difficulty lda $C443,x at $DA38
$C448-$C44C 5 BarrelHorizontalSpeedTimers 5 x 8-bit frame counts for the barrel's horizontal movement, one per difficulty (all $88) lda $C448,x at $DB78
$C44D-$C451 5 VerticalBarrelTossTimers 5 x 8-bit frame counts for Donkey Kong's vertical barrel toss, one per difficulty lda $C44D,x at $DAFA
$C452-$C456 5 - five unused timer values of the same shape not referenced by any instruction
$C457-$C45B 5 SpringboardSpawnTimers 5 x 8-bit frame counts until the next springboard spawns, one per difficulty lda $C457,x at $EA59
$C45C-$C460 5 MovingPlatformMovePatternA 5 x 8-bit bit masks: the frames on which the 75M moving platforms move, one per difficulty lda $C45C,x at $E837
$C461-$C465 5 MovingPlatformMovePatternB 5 x 8-bit bit masks: the second half of the moving platforms' move pattern lda $C461,x at $E83C
$C466-$C46A 5 Phase100MFlameSpawnTimers 5 x 8-bit frame counts between flame enemy spawns in the 100M stage, one per difficulty lda $C466,x at $E21A
$C46B-$C472 8 PhasePlatformPointerTable 4 x 16-bit LE pointers to the per-phase platform tables (25M uses $C08C, 75M $C20C, 100M $C2F0) lda $C46B,x at $D2FD, lda $C46C,x at $D302
$C46F-$C476 8 - a second copy of the platform pointer table; no instruction reads it not referenced by any instruction
$C473-$C47A 8 PhasePlatformHitboxPointerTable 4 x 16-bit LE pointers to the per-phase platform hitbox tables lda $C473,x at $D307, lda $C474,x at $D30C
$C477-$C47E 8 - a second copy of the platform hitbox pointer table; no instruction reads it not referenced by any instruction
$C47B-$C482 8 PhaseLadderTablePointers 4 x 16-bit LE pointers to the per-phase ladder tables lda $C47B,x at $D2A0, lda $C47C,x at $D2A5
$C483-$C48A 8 PhaseLadderHitboxPointers 4 x 16-bit LE pointers to the per-phase ladder hitbox tables lda $C483,x at $D2AA, lda $C484,x at $D2AF
$C48B-$C492 8 PhaseLadderTopPointers 4 x 16-bit LE pointers to the per-phase ladder-top tables lda $C48B,x at $D519, lda $C48C,x at $D51E
$C493-$C49A 8 StagePlatformYPositionPointers 4 x 16-bit LE pointers to the per-phase platform Y position tables lda $C493,x at $E01F, lda $C494,x at $E024
$C49B-$C49C 2 PhaseFlameLadderIndexPointer 1 x 16-bit LE pointer to the flame enemy's ladder-index table for the current phase lda $C49B,y at $E7B5, lda $C49C,y at $E7BA
$C49D-$C4A0 4 PhaseFlameLadderIndexPointers 2 x 16-bit LE pointers to the 75M and 100M ladder-index tables reached through PhaseFlameLadderIndexPointer at $C49B
$C4A1-$C4A2 2 PhaseFlameLadderDataPointer 1 x 16-bit LE pointer to the flame enemy's ladder-data table for the current phase lda $C4A1,y at $E7D6, lda $C4A2,y at $E7DB
$C4A3-$C4A6 4 PhaseFlameLadderDataPointers 2 x 16-bit LE pointers to the 75M and 100M ladder-data tables reached through PhaseFlameLadderDataPointer at $C4A1
$C4A7-$C4B2 12 ScreenLayoutPointers 6 x 16-bit LE pointers to the VRAM layout streams: 25M stage ($F55B), title screen ($F8D9), 75M stage ($F7CD), 100M stage ($F71C), title screen again, and the HUD ($FA1B) lda $C4A7,x at $C808, lda $C4A8,x at $C80D; the pointer is then streamed to VRAM by lda (Zp00),y at $F22D
$C4B3-$C4F5 67 Phase25MEntityInitData 11 x 6-byte entity initialisation records [X][Y][first tile][rows/columns][OAM slot][drawing mode] plus the $FE terminator; they place Pauline, the barrels, the two hammers and Jumpman and clear the sprites the stage does not use reached through PhaseEntityInitPointers at $C5A6
$C4F6-$C568 115 Phase75MEntityInitData 19 x 6-byte entity initialisation records of the same shape, plus the $FE terminator; they also place the six moving platforms reached through PhaseEntityInitPointers at $C5A6
$C569-$C5A5 61 Phase100MEntityInitData 10 x 6-byte entity initialisation records of the same shape, plus the $FE terminator reached through PhaseEntityInitPointers at $C5A6
$C5A6-$C5AD 8 PhaseEntityInitPointers 4 x 16-bit LE pointers to the per-phase entity initialisation records lda $C5A6,x at $CCC8, lda $C5A7,x at $CCCD
$C5AE-$C5B7 10 Phase100MCollectibleYPositions the Y positions of the two collectibles (the handbag and the umbrella) of the 100M stage; the code addresses them with an index base of 8 lda $C5AE,x at $EE95, $EEF7
$C5B8-$C5B8 1 - a single byte between the two position tables not referenced by any instruction
$C5B9-$C5C0 8 Phase100MBoltYPositions 8 x 8-bit Y positions of the rivets (bolts) of the 100M stage lda $C5AE,x at $EE95, $EEF7 (index 11-18)
$C5C1-$C5C1 1 - a single byte between the two position tables not referenced by any instruction
$C5C2-$C5CB 10 Phase100MCollectibleXPositions the X positions of the two collectibles of the 100M stage (index base 8) lda $C5C2,x at $EE8D, $EEFF
$C5CC-$C5CC 1 - a single byte between the two position tables not referenced by any instruction
$C5CD-$C5D4 8 Phase100MBoltXPositions 8 x 8-bit X positions of the rivets of the 100M stage lda $C5C2,x at $EE8D, $EEFF (index 11-18)
$C5D6-$C5D8 3 Phase100MEraseVramLowBytes 3 x 8-bit low bytes of the VRAM address of the tile erased when a bolt or a collectible is removed lda $C5D6,x at $EF42
$C5D9-$C5DF 7 - seven bytes of mixed small values between the erase-address tables; nothing reads them not referenced by any instruction
$C5E0-$C5E8 9 - nine bytes of mixed small values; nothing reads them not referenced by any instruction
$C5E9-$C5EC 4 Phase100MEraseVramHighBytes 4 x 8-bit high bytes of the same erased-tile VRAM address lda $C5E9,x at $EF47
$C5ED-$C5F3 7 - seven bytes of mixed small values; nothing reads them not referenced by any instruction
$C5F4-$C5F9 6 - six bytes of mixed small values; nothing reads them not referenced by any instruction
$C5FA-$C5FB 2 PhaseCollectibleIndexBase 2 x 8-bit index bases (8 and 23) into the collectible position tables, selected by the phase number ldx $C5FA,y at $EEF2
$C5FC-$C5FE 3 - three spare bytes; nothing reads them not referenced by any instruction
$C5FF-$C5FF 1 BoltCheckCount a single byte, $0B: the index of the first rivet the collision check starts from ldx $C5FF at $EE8A
$C600-$C603 4 ScorePointAwards 4 x 8-bit score awards in hundreds (100, 300 (unused), 500, 800) lda $C600,x at $D016
$C604-$C607 4 ScoreSpriteTiles 4 x 8-bit CHR tile indices for the score pop-ups "1", "3", "5", "8" lda $C604,x at $CFE7
$C608-$C60B 4 DonkeyKongVramLowByte 4 x 8-bit low bytes of the VRAM address of Kong's picture, one per phase (the high byte is always the same) lda $C608,x at $CB4C, $EB19
$C60C-$C624 25 Tilemap_DonkeyKong_PickupBarrel a VRAM update stream: [columns][tile rows...] — the 6x4 tile grid of Kong picking up a barrel reached through DonkeyKongFramePointerTable at $C03C and PhaseTilemapPointerTable at $C066
$C625-$C63D 25 Tilemap_DonkeyKong_HoldingBarrel a VRAM update stream: the 6x4 tile grid of Kong holding a barrel reached through PhaseTilemapPointerTable at $C066
$C63E-$C656 25 Tilemap_DonkeyKong_SideToss a VRAM update stream: the 6x4 tile grid of Kong tossing a barrel to the side reached through DonkeyKongFramePointerTable at $C03C
$C657-$C66F 25 Tilemap_DonkeyKong_Stationary a VRAM update stream: the 6x4 tile grid of Kong standing still reached through DonkeyKongFramePointerTable at $C03C
$C670-$C688 25 Tilemap_DonkeyKong_HitChestLeftHand a VRAM update stream: the 6x4 tile grid of Kong hitting his chest with his left hand reached through PhaseTilemapPointerTable at $C066
$C689-$C6A1 25 Tilemap_DonkeyKong_HitChestRightHand a VRAM update stream: the 6x4 tile grid of Kong hitting his chest with his right hand reached through PhaseTilemapPointerTable at $C066
$C6A2-$C6A5 4 FlameEnemyThreatenedPalette a palette upload: [count][$2C][$16][$13], the sprite-2 palette the 100M flame enemies use while Jumpman holds the hammer reached through PhaseTilemapPointerTable at $C066
$C6A6-$C6A9 4 FlameEnemyPalette a palette upload: [count][$16][$30][$37], the normal sprite-2 palette of the flame enemies reached through PhaseTilemapPointerTable at $C066
$C6AA-$C6C1 24 Tilemap_PlayerScreen a VRAM update stream: the attributes and the " PLAYER I " / " PLAYER II " text of the two-player start screen lda $C6AA,y at $CBDF
$C6C2-$C6E0 31 Tilemap_GameOver a VRAM update stream: the attributes and the " GAME OVER " message lda $C6C2,y at $CBF7
$C6E1-$C6E3 3 Tilemap_RemovePlayerII a VRAM update stream: two blank tiles that erase the "II" of the two-player screen reached through DonkeyKongFramePointerTable at $C03C
$C6E4-$C6F0 13 EndingScoreEraseStream a VRAM update stream: the tiles that erase the score and the stat rows during the ending reached through EndingSequencePointerTable at $C044
$C6F1-$C707 23 EndingPlatformEraseStream a VRAM update stream: the tiles that erase the platforms during the ending, then Kong's sprite palette reached through EndingSequencePointerTable at $C044
$C708-$C718 17 EndingKongEraseStream a VRAM update stream: the tiles that erase Kong during the ending reached through EndingSequencePointerTable at $C044
$C719-$C71B 3 EndingDefeatedKongAttributes a VRAM update stream: the two attribute bytes of the defeated-Kong frames reached through EndingSequencePointerTable at $C044
$C71C-$C734 25 Tilemap_DonkeyKong_Defeated1 a VRAM update stream: the 6x4 tile grid of Kong's first defeated frame reached through EndingSequencePointerTable at $C044
$C735-$C74D 25 Tilemap_DonkeyKong_Defeated2 a VRAM update stream: the 6x4 tile grid of Kong's second defeated frame reached through EndingSequencePointerTable at $C044
$C74E-$C752 5 EndingPlatformStream a VRAM update stream: the platform Jumpman and Pauline stand on during the ending reached through EndingSequencePointerTable at $C044
$C753-$C75F 13 EndingBottomPlatformStream a VRAM update stream: the three platforms drawn along the bottom of the screen during the ending reached through EndingSequencePointerTable at $C044
$C760-$C77C 29 EndingTileEraseStream1 a VRAM update stream: the umbrella, handbag and platform tiles erased in the first half of the DK-defeat cutscene reached through DonkeyKongFramePointerTable at $C03C and EndingSequencePointerTable at $C044
$C77D-$C799 29 EndingTileEraseStream2 a VRAM update stream: the remaining umbrella and ladder tiles erased in the second half of the cutscene reached through EndingSequencePointerTable at $C044
$C79A-$C79B 2 CommonSpeedTableA 2 bytes ($FF, $01) added to the high byte of an entity's sprite pointer; the routine at $E6C6 picks this table when the entity's flag bit 0 is set lda $C79A,y at $E6D5
$C79C-$C79D 2 CommonSpeedTableB 2 bytes ($01, $FF) added to the same pointer's high byte; picked when the entity's flag bit 0 is clear lda $C79C,y at $E6DB

The other seven data blocks

Address Size Name Structure Read by
$D650-$D696 71 - unreferenced; decodes as 34 consecutive instructions, so it is code the tracer could not reach, not data. The routine writes the terminator $FE twice into the collision table at $0460 and then walks the OAM to find a platform for each barrel — the table it fills is the one pointed at by the unused word at $C05C not referenced by any instruction
$E144-$E165 34 - unreferenced; decodes as 18 consecutive instructions, so it is code the tracer could not reach, not data. The routine walks the OAM from slot 8 and records the platform index of each barrel not referenced by any instruction
$F55B-$F7CB 449 Phase25MScreenLayoutStream a VRAM update stream for the whole 25M stage: palette upload, attribute blocks, and the girder/ladder/Pauline/barrel tilemap drawn with the $20/$23 VRAM commands reached through ScreenLayoutPointers at $C4A7 (lda $C4A7,x at $C808); the bytes are consumed by lda (Zp00),y at $F22D
$F71C-$F7CC 177 Phase100MScreenLayoutStream a VRAM update stream for the whole 100M stage: palette upload, attributes and the rivet-stage tilemap reached through ScreenLayoutPointers at $C4A7; consumed by lda (Zp00),y at $F22D
$F7CD-$F8D8 268 Phase75MScreenLayoutStream a VRAM update stream for the whole 75M stage: palette upload, attributes and the conveyor-belt tilemap reached through ScreenLayoutPointers at $C4A7; consumed by lda (Zp00),y at $F22D
$F8D9-$FA1A 322 TitleScreenLayoutStream a VRAM update stream for the title screen: palette upload, the "DONKEY KONG" logo, the menu and the copyright line reached through ScreenLayoutPointers at $C4A7; consumed by lda (Zp00),y at $F22D
$FA1B-$FA47 45 HudLayoutStream a VRAM update stream for the HUD: the score, lives, bonus and level rows reached through ScreenLayoutPointers at $C4A7; consumed by lda (Zp00),y at $F22D
$FA9C-$FA9E 3 - the three bytes $20 $95 $FA are a jsr $FA95 that no branch ever reaches; it is an unreachable instruction, not data not referenced by any instruction
$FAE6-$FAF4 15 StepSfxSweepValues 15 x 8-bit APU sweep values for the step sound effect ldy $FAE5,x at $FC6C (the code addresses the table one byte below its first entry)
$FAF5-$FAFF 11 JumpSfxSweepValues 11 x 8-bit APU sweep values for the jump sound effect (a value below $80 disables the sweep) ldy $FAF5,x at $FC32
$FB00-$FB4B 76 ChannelFrequencyTable 3 unused bytes then 36 x 16-bit LE APU frequency words; the sound engine indexes it with the channel's frequency index lda $FB00,y at $FAAA, lda $FB01,y at $FAA2
$FB4C-$FB61 22 ChannelLengthTable 22 x 8-bit note-length values (1/8, 1/16, 1/32, 1/64 steps) used to time a note lda $FB4C,y at $FAD1
$FB62-$FB66 5 TriangleNoteLengthTable 5 x 8-bit note lengths for the triangle channel lda $FB62,y at $FD4D
$FB67-$FB74 14 PlayerDeadFrequencyTable 14 x 8-bit frequency indices for the "player died" square-wave effect ldy $FB67,x at $FB8B, adc $FB67,x at $FB9A
$FE59-$FE8E 54 FanfareHeaderTable 9 x 6-byte fanfare headers [note-length offset][sound data pointer low][sound data pointer high][triangle data offset][square-1 data offset]; the offsets are relative to the header's own sound data lda $FE59,y at $FD67, $FD6B, lda $FE5A,y at $FD71, lda $FE5B,y at $FD76, lda $FE5C,y at $FD7B, lda $FE5D,y at $FD80
$FE8F-$FEA9 27 GameStartSoundData the square-channel note stream of the "game start" fanfare reached through the pointer in FanfareHeaderTable at $FE59
$FEAA-$FEAF 6 GameStartTriangleData the triangle-channel note stream of the "game start" fanfare reached through the offset in FanfareHeaderTable at $FE59
$FEB0-$FEBB 12 PhaseCompleteSoundData the square-channel note stream of the "phase complete" fanfare reached through the pointer in FanfareHeaderTable at $FE59
$FEBC-$FECF 19 PhaseCompleteSquare1Data the square-1-channel note stream of the "phase complete" fanfare reached through the offset in FanfareHeaderTable at $FE59
$FECF-$FEE8 26 KongDefeatedSoundData the square-channel note stream of the "Kong defeated" fanfare reached through the pointer in FanfareHeaderTable at $FE59
$FEE9-$FF04 28 KongDefeatedSquare1Data the square-1-channel note stream of the "Kong defeated" fanfare reached through the offset in FanfareHeaderTable at $FE59
$FF05-$FF0F 11 PhaseStartSoundData the square-channel note stream of the "phase start" fanfare reached through the pointer in FanfareHeaderTable at $FE59
$FF10-$FF1F 16 PhaseStartSquare1Data the square-1-channel note stream of the "phase start" fanfare reached through the offset in FanfareHeaderTable at $FE59
$FF20-$FF40 33 TitleScreenThemeSoundData the square-channel note stream of the title-screen theme reached through the pointer in FanfareHeaderTable at $FE59
$FF41-$FF5D 29 TitleScreenThemeTriangleData the triangle-channel note stream of the title-screen theme reached through the offset in FanfareHeaderTable at $FE59
$FF5E-$FFA0 67 TitleScreenThemeSquare1Data the square-1-channel note stream of the title-screen theme reached through the offset in FanfareHeaderTable at $FE59
$FFA1-$FFA8 8 DeadPart2SoundData the square-channel note stream of the "player dead, part 2" effect reached through the pointer in FanfareHeaderTable at $FE59
$FFA9-$FFAC 4 DeadPart2TriangleData the triangle-channel note stream of the "player dead, part 2" effect reached through the offset in FanfareHeaderTable at $FE59
$FFAD-$FFAF 3 KongFallingSoundData the square-channel note stream of the "Kong falling" effect reached through the pointer in FanfareHeaderTable at $FE59
$FFB0-$FFBD 14 KongFallingSquare1Data the square-1-channel note stream of the "Kong falling" effect reached through the offset in FanfareHeaderTable at $FE59
$FFBE-$FFC3 6 ScoreSoundData the square-channel note stream of the score chime reached through the pointer in FanfareHeaderTable at $FE59
$FFC4-$FFCC 9 GamePauseSoundData the square-channel note stream of the pause jingle reached through the pointer in FanfareHeaderTable at $FE59
$FFCD-$FFD3 7 MusicDataOffsetTable 7 x 8-bit offsets into the music data, one per music track, used as the triangle channel's beat counter lda $FFCD,y at $FD25
$FFD4-$FFDC 9 Phase25MMusicData 9 bytes of triangle-channel note/timing data for the 25M stage music reached through the music pointer set at $FD2B/$FD2F
$FFDD-$FFE1 5 Phase100MMusicData 5 bytes of triangle-channel note/timing data for the 100M stage music reached through the music pointer set at $FD2B/$FD2F
$FFE2-$FFE5 4 HurryUpMusicData 4 bytes of triangle-channel note/timing data for the hurry-up tune reached through the music pointer set at $FD2B/$FD2F
$FFE6-$FFF9 20 HammerMusicData 20 bytes of triangle-channel note/timing data for the hammer tune; the IRQ vector at $FFFE points into the middle of it, which is why the IRQ handler is a placeholder reached through the music pointer set at $FD2B/$FD2F
$FFFA-$FFFF 6 InterruptVectorTable 3 x 16-bit LE vectors: NMI = $C85F, RESET = $C79E, IRQ = $FFF0 the CPU reads them from the vector page; the IRQ target is the placeholder inside HammerMusicData

Notes on the blocks that are not tables

  • The two blocks that "decode as N consecutive instructions" ($D650-$D696 and $E144-$E165) are code, not data: the tracer never reached them, so they are still emitted as .byte rows, but their contents are instructions. They are left unnamed on purpose.
  • $FA9C-$FA9E is a single unreachable jsr, not a table.
  • The pointer table at $C066 and the duplicate pointer tables at $C46F and $C477 are not read by any instruction of this dump. The tables they point at are still interpreted above (their layout is plain from the records), but they are marked as reached indirectly so the reader knows the evidence for them is the record shape rather than an instruction.
  • The 16-byte group at $C192-$C1A1 is four 4-byte hitbox-shaped records. Nothing reads them; their layout is recorded, not assumed.

Pass 3 Details (2026-10-19, revised 2026-10-21)

  • Data table naming: the 2026-10-19 pass named ten whole blocks. After the 2026-10-21 Pass 1 re-split from the Mesen CDL capture (dk_gameplay.cdl) the generic block names were replaced by 175 individually interpreted tables, listed in the Pass 3 data-table inventory above. The old names (LevelPtrTable, ObjectPtrTable, LevelDataPtrTable, SpriteInitPtrTable, MusicDataTable, APUDataTable, SfxDataTable, VectorTable, UnreachedCode_D650, UnreachedCode_E144) are gone; every one of the ten regions is now covered by named sub-tables, by a recorded unreferenced group, or by a note that the bytes are unreachable code.
  • The $C000-$C79D region turned out to be the phase/level data block: per phase (25M girders, 75M conveyor belt, 100M rivets) it holds the platform and ladder tables, the hitbox tables, the per-phase pointer tables, the entity initialisation records and Kong's sprite tilemaps.
  • The $F55B-$FA47 region is not music data: it is the five VRAM update streams that draw the three stages, the title screen and the HUD.
  • All regions remain byte-identical; make proves the whole ROM (header + PRG + CHR).

Promotion (2026-10-19)

Executed per PROMPTS.md / AGENTS.md: git mv to top level, rom.nes symlink added, header.s + chr.s + HEADER/PRG/CHR linker.cfg added (a Pass-0 skeleton ships none of the three), Makefile switched from cmp reconstructed_prg.bin prg.bin to cmp reconstructed.nes rom.nes. No _tools path change was needed — this Makefile does not reference _tools/, and there is no make regen target. Mirroring discrepancy resolved to Horizontal from header byte 6.

Next Steps

The data tables are done: every one of the eight tracer data blocks is interpreted in the inventory above, and the 173 tables carry ROM-specific names. Open work that is not about the tables:

  • The two unreached code blocks at $D650-$D696 and $E144-$E165 are still emitted as .byte rows. Seeding the tracer at their first byte would turn them into real routines; the README records what they do in the meantime.
  • The 19-byte pointer table at $C066 and the duplicate tables at $C46F and $C477 are read by no instruction of this dump. Their targets are interpreted from the record shape, not from a reader.
  • The 654 SubC<addr>_<suffix> branch labels and the 145 zero-page slots in locals.inc still carry address-derived or neutral names; behavioural names for them would be the next piece of work.