Files
tmerrittandClaude Opus 4.8 49e117bfcc Fix Pass 3 symbol application and add promotion criteria to PROMPTS.md
- Apply symbols.inc hardware register names to Defender 2 (U) (51 operands)
- Apply symbols.inc hardware register names to Donkey Kong 3 (JUE) (36 operands)
- Add APU register symbols (-) to Defender 2 (U) and Donkey Kong 3 (JUE) symbols.inc
- Apply symbols to Donkey Kong Jr. Math (U) (80 operands: 11 single + 69 hardware)
- Apply symbols to Excitebike (JU) (786 operands: 785 single + 1 hardware)
- Add promotion criteria to PROMPTS.md: symbol/local substitution,
  ROM-specific semantic naming, and verification checklist

Add branch/jump target naming requirement to PROMPTS.md

All branches and jumps must target symbolic labels with descriptive names
derived from program flow role (e.g., _Loop, _Next, _Done, _Store, _Return),
never raw address literals. Adds criterion 8 to verification checklist.

Rename all OVERVIEW.md to README.md; add root README content to top-level

- Rename all OVERVIEW.md files to README.md throughout the repo (47 files)
- Prepend README.md content to top-level OVERVIEW.md before rename
- Fix apply_symbols.py NAME_RE regex to handle spaced assignments
- Apply symbols.inc to Defender 2 (U) (51 hardware operands)
- Apply symbols.inc to Donkey Kong 3 (JUE) (36 hardware operands)
- Apply symbols.inc to Donkey Kong Jr. Math (U) (80 operands: 11 single + 69 hardware)
- Apply symbols.inc to Excitebike (JU) (786 operands: 785 single + 1 hardware)
- Add missing Zp18/FrameCounter aliases to Excitebike prg.s
- Build all 27 top-level projects: byte-identical

Promote Donkey Kong Jr. Math back to _wip tier

Moves code from `copilot` folder and verifies each builds after

Add pre-commit hook for byte-identical verification

Add .git/hooks/pre-commit that runs 'make' then 'make clean' in each
project directory before committing. This ensures every project builds
byte-identical before any commit is accepted.

Also includes all file moves from the Donkey Kong Jr. Math (U) demotion
and other file restructuring from the session.

moves code out of copilot folder, its all AI generated.
Moves NROM games into NROM folder

removes copilot folder from Lunar Pool
Adds makefile to build all projects recursively

Updates docs to reflect changes in layout

Repromotes Donkey Kong Jr Math
Repromotes Excitebike
Promotes Popeye (JU) (PRG 1)
Updates Makefile to provide summary of build failure/success

Promote Raid on Bungeling Bay (U): Pass 2/3 partial, whole-ROM byte-identical

Move _wip/NROM/Raid on Bungeling Bay (U) to NROM/ and switch the build
from a PRG-only compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to the space-containing original ROM name
  - Makefile builds header.o/prg.o/chr.o into reconstructed.nes and
    compares it against rom.nes ('Byte-identical ROM verified.')
  - one leftover neutral indirect operand jmp (Zp01) at $E2EC becomes
    jmp (IndDispatch01); apply_symbols.py reports 0 substitutions pending

README.md / TODO.md / AGENTS.md updated: 29 promoted, 7 in _wip/.

Pac-Man (U): Pass 2 complete (label renaming) + Pass 3 partial (ZP aliases, table names)

Pass 2 — fresh map derived from the committed split, not from any drafted
map (the drafted maps in other projects were audited and found not
applicable):

  - all 194 address-derived Label_XXXX definitions renamed to semantic
    routine-entry names plus <Routine>_<Role>_<addr> internal branch
    targets; zero Label_ remains
  - all 49 jsr/jmp call sites resolved from raw $XXXX to labels; zero
    raw $XXXX call operands remain
  - routinemap.tsv / derived_names.tsv record the derivation

Pass 3 (partial):

  - 15 proven semantic zero-page aliases added to locals.inc
    (GameState, NmiFlag, ScrollX/Y, PpuCtrlShadow, OamDmaPage,
    CocktailModeFlag, ActivePlayerFlag, GameplaySuspended, FrameCounter,
    StateTimer, Player1/2Input, ActiveInput, CopyrightVerified)
  - 112 operands substituted into prg.s (11 single + 101 hardware)
  - key data tables named: ProgrammerSig ($C0EB), GameStateDispatchTable
    ($C253), TitleScreenData ($C2FD), EntityPtrTable ($D912),
    AudioCommandTable ($EFDD)

Also corrects the README's claim that the RESET vector points at padding:
$FF00 holds real boot code (sei/cld, PPU off, double vblank wait, then
jmp ColdStart at $C042).

.gitignore: ignore reconstructed_prg.bin (build artifact of the _wip
Makefiles; '**/reconstructed.*' does not match the underscore form).

Promote Pac-Man (U): Pass 2/3 complete, whole-ROM byte-identical

Move _wip/NROM/Pac-Man (U) to NROM/ and switch the build from a PRG-only
compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Pac-Man (U) [!].nes' (the original ROM name
    contains a space and brackets)
  - Makefile builds header.o/prg.o/chr.o into reconstructed.nes and
    compares it against rom.nes
  - reconstructed.nes is 24,592 bytes, MD5 a69d310f8cae9397fbd39f204672b5c7
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Pass 3 residue closed.  The last 7 multi-alias zero-page operands are
resolved per site through a new sites.tsv, each proven from context
rather than guessed:

  - jmp ($0010) at $C250/$D3CA/$D90F/$D9B6 -> (DispatchPtrLo); each
    is immediately preceded by sta DispatchPtrLo/sta DispatchPtrHi
  - jmp ($00FE) at $EFDA -> (AudioHandlerPtrLo); preceded by
    sta AudioHandlerPtrLo/sta AudioHandlerPtrHi
  - sta a:$0000,y at $C048/$C089 -> a:Zp00,y; the literal zero-page
    base in the two ZP clear loops, so the neutral name is used rather
    than the semantic WorkPtrLo.  The 'a:' prefix survives the
    substitution, so the bytes stay 99 00 00 (sta abs,Y)

apply_symbols.py now reports 119 operands substituted (101 hardware,
11 single-name, 7 site) and 0 residue.

New tool _tools/align_audit_comments.py: re-aligns the audit comment to
column 35 after a substitution lengthens an operand (nesdis.py pads each
instruction to 31 characters).  Whitespace-only, so the byte identity
cannot change.  405 lines re-aligned in this project; all 2,387 audit
comments still match prg.bin at the stated PRG offset, 0 mismatches.

Docs: root README.md / TODO.md / AGENTS.md updated - 30 promoted, 6 in
_wip/; a per-project detail entry for Pac-Man (U) added; the stale
'Donkey Kong 3 (JUE) has no README.md' claim corrected (it has a
318-line one).

Promote Raid on Bungeling Bay (U) [a2]: Pass 3 complete, whole-ROM byte-identical

Move _wip/NROM/Raid on Bungeling Bay (U) [a2] to NROM/ and switch the build
from a PRG-only compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Raid on Bungeling Bay (U) [a2].nes' (the original
    ROM name contains spaces and brackets)
  - reconstructed.nes is 24,592 bytes, MD5 659d340a1e9d420eee28df13319b0094
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Pass 3 - 15 semantic zero-page aliases, each applied only at the sites
where its role is proven:

  - PpuCtrlShadow ($C2), 15 sites: the reset entry primes it right after
    'sta PPUCTRL', and every other use is an ora/and/eor followed by
    'sta PPUCTRL'
  - NmiPathSelector ($C4), 5 sites: written 1 at $C3E9 and 0 at $C962
  - GameState ($D6), 6 sites: 'cmp #$02' and used as an index at $C4C7
  - FrameSubCounter ($55), 6 sites: set to $0A at $C520, decremented per
    NMI at $C07B
  - PrngPeriodCounter ($EA) / PrngSeedB ($EB) / PrngState ($EC), 13 sites:
    the PRNG state
  - PtrLo ($00) / PtrHi ($01), 8 sites: the 16-bit pair $1C13 and $1610
    compared at $E785/$E791
  - IndDispatch01 ($01) / IndDispatch02 ($02), 3 sites: the computed
    dispatch at $E2EC
  - IndDispatch1B ($1B) / IndDispatch1C ($1C), 6 sites: the dispatch at
    $E7A3
  - IndDispatch17 ($17) / IndDispatch19 ($19): the dispatches at $E79D
    and $E7A0

Addresses that carry two names keep the neutral ZpXX name where the other
role applies - $01 is PtrHi at the 16-bit compare and IndDispatch01 at the
dispatch; $17 is IndDispatch17 at the dispatch and Zp17 for the absolute
RAM $0017 store in the copy loop at $E895/$E8D0.

New tool _tools/apply_zp_aliases.py does the per-site substitution:
apply_symbols.py only rewrites *numeric* operands, so it cannot rename an
operand that is already written as a neutral ZpXX name.  The tool keeps the
ca65 'a:' prefix (dropping it would turn 'sta a:Zp17,y' into a zero-page
store and change the bytes) and rewrites only the operand token, so the
audit comment survives byte for byte.

Naming correction in the promoted sibling.  Finishing this dump showed that
$EA was misnamed 'VBlankWaitCounter': the routine at $C412 is the game's
pseudo-random generator (the classic eor/asl/php/lsr/plp/rol scrambler,
called from thirteen gameplay sites, twice in a row at $CDF4/$CDF9 with the
second result masked #$07), so $EA is the scrambler's phase counter.
Renamed PrngPeriodCounter in both dumps and named $EB/$EC PrngSeedB /
PrngState.  The sibling's two 'sta a:IndDispatch17,y' operands were also
wrong - they are absolute stores to RAM $0017, not the dispatch pointer -
and are now 'a:Zp17,y', matching the file's 'a:' = absolute convention.

Audit-comment alignment re-done with _tools/align_audit_comments.py (1,040
lines here, 1,080 in the sibling).  Both files still match prg.bin at every
stated PRG offset: 5,467 and 5,483 audit comments, 0 mismatches.

Docs: root README.md / TODO.md / AGENTS.md updated - 31 promoted, 5 in
_wip/; per-project detail entries added for both Raid dumps.

Promote Pac-Man (Tengen) (U): Pass 2/3 from scratch, whole-ROM byte-identical

Move _wip/NROM/Pac-Man (Tengen) (U) to NROM/ and switch the build from a
PRG-only compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Pac-Man (Tengen) (U) [!].nes'
  - reconstructed.nes is 24,592 bytes, MD5 d34e7a74d8d2c231b6cc601210e28ad0
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Disassembled from scratch.  No name, map or file was carried over from the
sibling 'Pac-Man (U)' dump; the map was derived from this dump's own
committed split and the two were only compared afterwards.

Pass 2 (new tool _tools/apply_pass2_map.py):
  - all 194 Label_XXXX definitions renamed to semantic routine entries plus
    <Routine>_<Role> branch targets; zero Label_ remains
  - all 48 raw $XXXX jsr/jmp operands resolved to labels; zero raw $XXXX
    call or branch operands remain
  - the map is in routinemap.tsv

Pass 3:
  - 30 semantic zero-page aliases, each applied only at the sites where its
    role is proven (per-site choice in sites.tsv; the addresses that carry
    two roles keep the neutral ZpXX name elsewhere).  _tools/
    derive_zp_aliases.py records how the set was derived, and locals.inc
    records the reason for every remaining neutral slot
  - 28 data tables named (new tool _tools/name_data_region.py), including
    CharacterDataTable ($C66A) and CharacterNameStrings ($C67E), where the
    ROM itself names Blinky, Pinky, Inky and Clyde - which is why the four
    indexed entities are called ghosts and not 'actors'
  - apply_symbols.py reports 0 substitutions pending and 0 residue
  - audit-comment alignment re-done with _tools/align_audit_comments.py;
    all 2,479 audit comments still match prg.bin at the stated PRG offset

Pass 1 correction - six command handlers recovered (new tool
_tools/recode_region.py).  ScriptCommandTable ($EFDD) is read by the traced
instruction at $EFCC, and six of its entries point at $F00A, $F022, $F03A,
$F052, $F062 and $F072 - all of which the tracer had left as data, and two
of which it had mis-split across the 'jmp $EF61' at $F01F and $F04F.
Those 120 bytes are code here, decoded straight from the ROM; the six
handlers tile $F00A-$F081 exactly.  The same gap exists in the promoted
'Pac-Man (U)' dump, which has not been corrected - recorded in both READMEs.

Residue (documented, not guessed): the unreached main game logic at
$C45A-$C55F is still .byte data.  It is code - the tracer's own decoder
walks it cleanly and the dispatch table at $C511 points into it - but
nothing reaches it, so it cannot be entered without a guess.  The same gap
exists in the promoted 'Pac-Man (U)' dump.  Re-deriving it is a Pass 1 job;
a Mesen Code Data Logger capture is the tool the repo uses for it.

Docs: root README.md / TODO.md / AGENTS.md updated - 32 promoted, 4 in
_wip/; a per-project detail entry added for the Tengen dump.

Promote Pyramid (U): Pass 1 corrected, Pass 2/3 complete, whole-ROM byte-identical

Move _wip/NROM/Pyramid (U) to NROM/ and switch the build from a PRG-only
compare to a whole-ROM one:

  - header.s/chr.s added (one-line .incbin of header.bin / chr.bin)
  - linker.cfg gains HEADER ($0000, $0010) and CHR ($0000, $2000)
    areas ahead of PRG ($C000, $4000)
  - rom.nes symlink to 'Pyramid (U) (Sachen).nes'
  - reconstructed.nes is 24,592 bytes, MD5 aa285ff17f25dd05da5996b7466c59e2
    - equal to the original ROM; the header/prg/chr splits were checked
    against the original before promotion and are byte-exact

Pass 1 correction - the committed split was a strict subset of the correct
one.  This game dispatches through 'jmp' trampoline tables that live
*inside* the data regions, and the tracer cannot follow a jmp there, so
828 bytes of code were still marked as data.  Four such tables were found
($C01E 3 entries, $C02A 6, $C042 2, $C054 5) plus ten more entries at
$C000-$C01B; all sixteen targets decode as valid instructions.  Seeding
them, the $C800 boot mainline and six further code starts recovers the
whole lot, plus a five-byte stub at $DF89 (lda $33 / jmp $DECB) that sat
in a hole between two routines.  The re-trace loses NO committed code byte
and takes the split from 34.5% to 39.6% (3,130 instructions / 6,493 code
bytes).  'make regen' reproduces it, so the split stays verifiable.

Pass 2 - a fresh map derived from this dump's own committed split:
  - 428 Label_XXXX definitions renamed; zero Label_ residue
  - 320 raw $XXXX jsr/jmp operands resolved; zero raw $XXXX branch
    operands remain
  - 431 routine entries and the 32 data blocks named from the code
  - the internal branch-target names are derived mechanically from the
    branch that reaches them by the new _tools/derive_branch_names.py
    (beq -> OnZero, bne -> OnNonzero, bcc/bcs -> the carry cases, a
    backwards branch -> Loop)
  - recorded in routinemap.tsv

Pass 3:
  - 24 semantic zero-page aliases, each applied only where its role is
    proven; the 57 slots that stay neutral are each listed with the reason
    in locals.inc (the neutral set lives in zp_aliases.inc so that
    'make regen' can rebuild locals.inc from prg.bin)
  - 32 data tables named - TaskVectorTable1/2, LevelScriptData,
    MusicPeriodTable, SoundEnvelopeTable, the actor tables - recorded in
    data_region_names.tsv
  - apply_symbols.py reports 0 substitutions pending and 0 residue; no
    hardware register is left as a raw literal
  - the audit comments are now canonical on every line, data included
    (the old file carried only 'PRG:$xxxx' on its 1,358 data lines);
    all 3,762 audit comments match prg.bin at their stated PRG offset

Kept as-is, not 'cleaned up':
  - sta $4100 stays a raw operand.  The iNES header claims mapper 0 but
    the boot code writes past the NES register space; the ROM does not
    explain it, so it is recorded rather than guessed
  - the 'A'/'V' check on RAM $0120/$0121 and its seed/clear routines
    are named for what they do, not for what they are for
  - the ninth entry of the $C3A6 task vector table ($D820) is a junk
    slot and stays data

Docs: root README.md / TODO.md / AGENTS.md updated - 33 promoted, 3 in
_wip/; a per-project detail entry added.

Hogan's Alley (JU): Pass 1 correction, Pass 2, Pass 3, promoted to NROM/

The light-gun game whose engine dispatches through *inline* tables:
`IndirectCall` at $C34D pops the return address of the `jsr` that called
it and reads a 16-bit handler pointer from the word that follows, so all
six handler tables ($C124 19 entries, $C219 4, $C89C 14, $CDD1 1, $D234 2,
$D3D6 14) live inside the code stream and the static tracer cannot follow
them.

Pass 1 correction.  The committed split was a strict subset of the correct
one -- 41.8% of the PRG was classified as code.  A fresh Mesen Code Data
Logger capture was merged with the four captures already in the folder
(hogans_merged.cdl, the OR of five per-byte flag arrays, 6,544 code bytes)
and _tools/cdl_reclass.py rewrote the split to match what the CPU actually
fetched: 1,216 bytes moved from data to code, five the other way, 59 labels
emitted.  The split is now 49.1% code (3,950 instructions, 8,041 bytes).
The four branch targets the reclassifier could not prove were turned into
labels by the new _tools/resolve_raw_branches.py.

Pass 2.  206 routine entries hand-named from this dump's own code and 413
internal branch targets derived mechanically by _tools/derive_branch_names.py:
630 Label_XXXX definitions gone, 484 raw $XXXX call operands resolved, 15
call targets the tracer had never labelled given a label.  Recorded in
routinemap.tsv.  No SubC<addr> residue was needed -- every entry the engine
reaches is named after what it does.

Pass 3.  60 semantic zero-page aliases, each applied only where its role is
proven (zp_aliases.inc, zp_alias_sites.tsv); the slots that stay neutral are
each listed with the reason.  All 34 data blocks named
(data_region_names.tsv).  apply_symbols.py reports 1 residue: `sta a:$00B4,y`
at $C203, the same address as Zp40/ActorPalette but forced to absolute
addressing, so it must stay numeric.

Promotion.  header.s, chr.s and a HEADER/PRG/CHR linker.cfg added, rom.nes
symlinked to the original ROM; the whole-ROM cmp passes on the first
promoted build.  There is deliberately no `make regen` target: the Pass 1
split here is the static trace corrected by a CDL capture, and the base the
correction was applied to is not what the current _tools/nesdis.py
produces, so prg.s is the maintained source of truth.

Tools changed:
  nesdis.py             --split/--note/--provenance options, so a data
                          region can carry its own name and explanation;
                          a forced-data address is no longer reported as a
                          recovered routine entry
  apply_pass2_map.py    can create the label for a call target the tracer
                          left unlabelled; no longer double-labels it
  apply_zp_aliases.py   --at-file, an address-based per-site list
  derive_branch_names.py keeps the map's own header instead of writing a
                          fixed one
  resolve_raw_branches.py  new: turns `bXX *+$NN` operands into labels
  build_hogans_map.py   new: the hand-written Pass 2 map builder

The existing regen pipelines (MUSCLE (U), Urban Champion (JU)) still
reproduce prg.s byte for byte.

Apply the symbols.inc register names at Pass 1; fix a dropped byte in cdl_reclass

nesdis.py now names the hardware registers as it renders the operands, so a
project's Pass 1 output already reads `lda PPUSTATUS` instead of `lda $2002`
and the Pass 3 apply_symbols.py step has nothing left to do for them.

  * nesdis.py --symbols FILE reads a symbols.inc-style file and substitutes
    the register names.  Only unambiguous entries in the $2000-$4017 window
    are used: $4017 is both JOY2 and APUFRAMECOUNTER, so it stays numeric
    and apply_symbols.py reports it as multi-alias residue, exactly as
    before.  The default is the symbols.inc next to --out, so a new project
    gets the names without asking; --no-symbols opts out.
  * The renderer records the operand's numeric value on the Insn, because
    operand_value() used to re-parse the operand text and could no longer
    read a name.
  * The controller bit masks in symbols.inc (PAD_A and friends) are
    constants, not addresses, and are still never substituted.

MUSCLE (U) and Urban Champion (JU) keep --no-symbols: their committed
prg.s was produced with the registers named by the Pass 3 apply_symbols.py
step, and the columns in those files reflect the in-place substitution.
Adding the missing apply_symbols.py step to both regen pipelines makes
them reproduce their committed prg.s byte for byte again - neither did
before this change (MUSCLE was 440 lines out, Urban Champion 772).

cdl_reclass.py had a bug that cost a byte: a region whose last source row
straddled the region's end was replaced by a regeneration of the region
only, so the tail of that row was dropped.  Mario Bros (JU) hit it at
$C595, where the rebuild came out one byte short and every label after it
shifted.  A region now covers the whole rows it replaces.

pass2.py reflow takes an optional column argument; the default is
unchanged (the ';' lands on the same column as before).

Mario Bros (JU): Pass 1 correction, Pass 2, Pass 3, promoted to NROM/

A two-player platformer whose handler tables are *inline*: the pointers sit
in the middle of the code stream, right after the `jsr` that reads them, so
the static tracer could never follow them.

Pass 1 correction.  The committed split was a strict subset of the correct
one -- only 72.0% of the PRG was classified as code.  A Mesen Code Data
Logger capture of this ROM (mario_mesen.cdl, 10,915 code bytes) showed
1,010 bytes the tracer had left as data were code; two branch targets the
capture never reached ($E4CB and $E639) were forced with --override for 57
more, so 1,067 bytes moved from data to code and 22 moved the other way.
The split is now 78.4% code (6,210 instructions, 12,847 bytes).  The three
branch targets the reclassifier could not prove were turned into labels by
_resolve_raw_branches.py, which now refuses to put a label on a `.byte` row.

Pass 2.  206 routine entries and 519 internal branch targets: 931
Label_XXXX definitions gone, 51 raw $XXXX call operands resolved and 12 call
targets the tracer had never labelled given a label.  Zero SubC residue --
the 185 entries a previous session had left as address-derived residue were
all named from this dump's own code.  Recorded in routinemap.tsv.

Pass 3.  25 semantic zero-page aliases, each applied only where its role is
proven (zp_aliases.inc); the slots that stay neutral are each listed with the
reason.  35 data tables named -- GameStateHandlerTable, EnemyBehaviourTable,
EnemyScriptTable, EnemyTypePointerTable, SoundRoutineTable,
NoteFrequencyTable and the rest -- and recorded in
data_region_names.tsv.  apply_symbols.py reports 0 residue.

Promotion.  header.s, chr.s and a HEADER/PRG/CHR linker.cfg added, rom.nes
symlinked to the original ROM; the whole-ROM cmp passes on the first
promoted build.  There is deliberately no `make regen` target: the Pass 1
split here is the static trace corrected by a CDL capture, and the base the
correction was applied to is not what the current _tools/nesdis.py
produces, so prg.s is the maintained source of truth.

Tools:
  apply_pass2_map.py     renames a label of any spelling -- SubC<addr> is
                          the honest residue form -- and its references
                          follow it; one combined pattern, so a 16,000-line
                          file does not need a substitution per label
  resolve_raw_branches.py refuses to label a data row
  build_mario_map.py      new: the hand-written Pass 2 map builder

Remove the old _wip/NROM/Mario Bros (JU) folder (promoted to NROM/)

Mario Bros (JU): add the promoted-tier header, CHR, rom.nes symlink and zero-page aliases

Moves _ROMS/<ROM> into _wip/<MAPPER>/<ROM>

Sync the docs and the skeleton tool with the 857-project _wip tier

The _wip/ tier now holds 857 projects across 30 mapper folders, all
building byte-identical for the whole ROM.  README.md, TODO.md and
AGENTS.md still described the old 39-project tier, so bring them in line
with WIP.md, which carries the tier's index.

The tier is no longer 39 projects of NROM-256 with a 16/32 KB PRG:
only two projects have a 16 KB PRG, 151 have 32 KB, 523 have 128 KB and
one has 1.5 MB, so most of it is a banked mapper whose image does not fit
the 6502's address space.  Those projects link their MEMORY areas at .nes
file offsets rather than CPU addresses, which is the only option and the
honest model; the 39 older projects keep the CPU-address layout because
their PRG really is one contiguous window.

make_skeleton.py gains the two layouts (--layout flat|cpu), the board
name for the mapper, and a fix for find_rom() mistaking the build
output reconstructed.nes for the source ROM.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-10-20 16:44:06 -04:00

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label Label_C79E Reset
label Label_C7E1 MainGameLoop
label Label_C7E7 InitPPU_1
label Label_C7E1 GameLoopEntry
label Label_C7E7 InitPPURegisters
label Label_C85F NmiHandler
label Label_C8C1 NmiFrameUpdate
label Label_C8CB NmiFrameUpdate2
label Label_C8D4 NmiFrameUpdate3
label Label_C8D7 NmiFrameUpdate4
label Label_C8E8 NmiFrameEnd
label Label_C8F3 InitAPURegisters
label Label_C8F3 InitAPU
label Label_C8FE InitSound_1
label Label_C914 InitLevel
label Label_C940 UpdateGameState
label Label_C95D UpdateGameState2
label Label_C98A UpdateGameState3
label Label_CA30 UpdateSprites
label Label_CA53 UpdateSprites2
label Label_CA56 CallCBAE
label Label_CA5C CallCBB7
label Label_CAA9 CopyToOAM
label Label_CAB9 CopyFromOAM
label Label_CAC9 UpdateSpriteData
label Label_CB1B HandleController
label Label_CBAE ClearZeropage
label Label_CBB7 WaitVBlank_1
label Label_CBBD UpdateScroll
label Label_CBCA UpdateScroll2
label Label_CBF4 UpdateScroll3
label Label_CBF5 UpdateOAM
label Label_CBF7 UpdateOAM2
label Label_CC03 UpdateOAM3
label Label_CC04 UpdateScroll4
label Label_CC23 UpdateScroll5
label Label_CC34 UpdateScroll6
label Label_CC47 InitScroll
label Label_CCC1 UpdateScroll7
label Label_CCD6 UpdateScroll8
label Label_CCF4 CheckGameState_1
label Label_CD22 UpdateGameTimer
label Label_CD6F UpdateSpritePosition
label Label_CD76 UpdateSpritePosition2
label Label_CD7F UpdateSpritePosition3
label Label_CD89 UpdateSpritePosition4
label Label_CD9D UpdateSpritePosition5
label Label_CDB1 UpdateSpritePosition6
label Label_CDCA UpdateSpritePosition7
label Label_CE0E UpdateSpritePosition8
label Label_CE24 UpdateSpritePosition9
label Label_CE7C UpdateSpritePosition10
label Label_CED6 UpdateSpritePosition11
label Label_CF13 UpdateSpritePosition12
label Label_CF19 UpdateSpritePosition13_1
label Label_CF1C UpdateSpritePosition13_3
label Label_CF2B UpdateSpritePosition14
label Label_CF42 UpdateSpritePosition15
label Label_CF87 UpdateSpritePosition16
label Label_CFA8 UpdateSpritePosition17
label Label_CFC6 UpdateSpritePosition18
label Label_D008 UpdateSpritePosition19
label Label_D032 UpdateSpritePosition20
label Label_D041 UpdateSpritePosition21_1
label Label_D04C UpdateSpritePosition21_3
label Label_D086 UpdateSpritePosition22_1
label Label_D0B5 UpdateSpritePosition22_3
label Label_D0C0 UpdateSpritePosition23
label Label_D11F UpdateSpritePosition24
label Label_D169 UpdateSpritePosition25
label Label_D175 UpdateSpritePosition26
label Label_D19A UpdateSpritePosition27
label Label_D1A4 UpdateSpritePosition28
label Label_D1AA UpdateSpritePosition29
label Label_D1CF UpdateSpritePosition30
label Label_D208 UpdateSpritePosition31
label Label_D25D UpdateSpritePosition32
label Label_D275 UpdateSpritePosition33
label Label_D28B UpdateSpritePosition34
label Label_D2CB UpdateSpritePosition35
label Label_D2DF UpdateSpritePosition36
label Label_D2FD UpdateSpritePosition37
label Label_D323 UpdateSpritePosition38
label Label_D326 UpdateSpritePosition39
label Label_D32F UpdateSpritePosition40
label Label_D360 UpdateSpritePosition41
label Label_D36A UpdateSpritePosition42_1
label Label_D37B UpdateSpritePosition42_3
label Label_D37E UpdateSpritePosition43
label Label_D38E UpdateSpritePosition44
label Label_D3AA UpdateSpritePosition45
label Label_D3CC UpdateSpritePosition46
label Label_D4A1 UpdateSpritePosition47
label Label_D4B9 UpdateSpritePosition48
label Label_D4CF UpdateSpritePosition49
label Label_D4F0 UpdateSpritePosition50
label Label_D5C1 UpdateSpritePosition51
label Label_D5D1 UpdateSpritePosition52
label Label_D5F5 UpdateSpritePosition53
label Label_D6A8 UpdateSpritePosition54
label Label_D730 UpdateSpritePosition55
label Label_D739 UpdateSpritePosition56
label Label_DBB6 UpdateSpritePosition57
label Label_DBC8 UpdateSpritePosition58
label Label_DBE3 UpdateSpritePosition59
label Label_DBFA UpdateSpritePosition60
label Label_DC0D UpdateSpritePosition61
label Label_DC11 UpdateSpritePosition62
label Label_DC3E UpdateSpritePosition63
label Label_DCAA UpdateSpritePosition64
label Label_DCDD UpdateSpritePosition65
label Label_DCE3 UpdateSpritePosition66
label Label_DCEC UpdateSpritePosition67
label Label_DD32 UpdateSpritePosition68
label Label_DD5D UpdateSpritePosition69
label Label_DD75 UpdateSpritePosition70
label Label_DD78 UpdateSpritePosition71
label Label_DD8F UpdateSpritePosition72
label Label_DD92 UpdateSpritePosition73
label Label_DDA3 UpdateSpritePosition74
label Label_DDAC UpdateSpritePosition75
label Label_DDBE UpdateSpritePosition76
label Label_DDBE UpdateSpritePosition77
label Label_DDC7 UpdateSpritePosition78
label Label_DDF1 UpdateSpritePosition79
label Label_DE30 UpdateSpritePosition80
label Label_DE41 UpdateSpritePosition81
label Label_DE63 UpdateSpritePosition82
label Label_DE75 UpdateSpritePosition83
label Label_DE7E UpdateSpritePosition84
label Label_DE30 UpdateSoundEngine
label Label_E023 WaitVBlank_3
label Label_E025 WaitVBlank2
label Label_E02C WaitVBlank3
label Label_E035 WaitPPUReady
label Label_E046 WaitFrame
label Label_E049 InitPPU_3
label Label_E09B InitSprites
label Label_E0E3 DrawSprite
label Label_E0EF WritePPU
label Label_E0F6 WritePPU2
label Label_E0FD InitGame
label Label_E278 UpdateBallTrajectory
label Label_E28A InitSound_3
label Label_E293 InitSprites2
label Label_E2A6 UpdateBallPhysics
label Label_E3E2 UpdateGameMode
label Label_E403 CheckGameState_3
label Label_E40E UpdateDisplay
label Label_E459 UpdateDisplay2
label Label_E48C UpdateSprites3
label Label_E497 UpdateDisplay3
label Label_E4E2 UpdateDisplay4
label Label_E506 PlaySound
label Label_E535 PlaySoundEffect
label Label_E54A PlayMusic
label Label_E5B2 UpdateMusic
label Label_E609 UpdateMusicEngine
label Label_E68F UpdateMusicChannel
label Label_E7AC UpdateMusicChannel2
label Label_E94D UpdateSoundEffects
label Label_E96A UpdateSoundChannel2
label Label_E9ED UpdateSoundChannel3
label Label_EA2F UpdateSoundChannels
label Label_EA50 UpdateSoundEffect
label Label_EA58 UpdateSoundEffect2
label Label_EAD1 UpdateSoundChannel4
label Label_EAE5 UpdateSoundChannel5
label Label_EB0D UpdateSoundChannel6
label Label_EB27 UpdateSoundChannel7
label Label_EB9D UpdateSoundChannel8
label Label_EBF9 UpdateSoundChannel9
label Label_EC80 UpdateMusic2
label Label_EC8D UpdateMusicChannel10
label Label_ED06 UpdateMusicChannel11
label Label_EDB0 UpdateMusicChannel12
label Label_EDED UpdateMusicChannel13
label Label_EDF2 UpdateMusicChannel14
label Label_EE3D UpdateMusicChannel15
label Label_EE4D UpdateMusicChannel16
label Label_EF28 UpdateMusicChannel17
label Label_EF79 UpdateMusicChannel18
label Label_EFD3 UpdateMusicChannel19
label Label_EFDC UpdateMusicChannel20
label Label_F03F UpdateMusicChannel21
label Label_F06F UpdateMusicChannel22
label Label_F0C4 UpdateMusicChannel23
label Label_F0DF UpdateMusicChannel24_1
label Label_F0E7 UpdateMusicChannel24_3
label Label_F138 UpdateMusicChannel25
label Label_F140 UpdateMusicChannel26_1
label Label_F1FB UpdateMusicChannel26_3
label Label_F226 UpdateMusicChannel27
label Label_F2F0 UpdateMusicChannel28
label Label_F321 UpdateMusicChannel29
label Label_F3B9 UpdateMusicChannel30
label Label_F3E8 UpdateMusicChannel31
label Label_F41E UpdateMusicChannel32
label Label_F44B UpdateMusicChannel33
label Label_FB2C UpdateAPU
label Label_FB40 UpdateAPU2
label Label_FB43 UpdateAPU3
label Label_FB46 UpdateAPU4
label Label_FB49 UpdateAPU5
label Label_FB5D UpdateAPU6
label Label_FB6E UpdateAPU7
label Label_FBDD UpdateAPU8
label Label_FC0F UpdateAPU9
label Label_FC2B UpdateAPU10
label Label_FC72 UpdateAPU11
label Label_FCE2 UpdateAPU12
label Label_FD0D UpdateAPU13
label Label_FD55 UpdateAPU14
label Label_FD91 UpdateAPU15
label Label_FFDC UpdateAPU16
label Label_FFE3 UpdateAPU17
label Label_FFE9 UpdateAPU18
label Label_FFF0 UpdateAPU19
label Label_FFF7 ResetVector
zp Zp00 TempPtrLo
zp Zp01 TempPtrHi
zp Zp02 TempReg
zp Zp03 TempReg2
zp Zp04 TempReg3
zp Zp05 TempReg3
zp Zp06 TempReg4
zp Zp07 TempReg5
zp Zp08 TempReg6
zp Zp09 TempReg7
zp Zp0A TempReg8
zp Zp0B TempReg9
zp Zp0C TempReg10
zp Zp0D TempReg11
zp Zp0E TempReg12
zp Zp0F TempReg13
zp Zp10 PPUCtrlShadow
zp Zp11 PPUMaskShadow
zp Zp12 PPUScrollX
zp Zp13 PPUScrollY
zp Zp10 PPUCtrlShadow
zp Zp11 PPUMaskShadow
zp Zp12 PPUScrollX
zp Zp13 PPUScrollY
zp Zp14 TempReg14
zp Zp15 TempReg15
zp Zp16 TempReg16
zp Zp17 TempReg17
zp Zp18 TempReg18
zp Zp19 TempReg19
zp Zp1A TempReg20
zp Zp1B TempReg21
zp Zp1C TempReg22
zp Zp1D TempReg23
zp Zp1E TempReg24
zp Zp1F TempReg25
zp Zp20 TempReg26
zp Zp21 TempReg27
zp Zp22 TempReg28
zp Zp23 TempReg29
zp Zp24 TempReg30
zp Zp25 TempReg31
zp Zp26 TempReg32
zp Zp27 TempReg33
zp Zp28 TempReg34
zp Zp29 TempReg35
zp Zp2A TempReg36
zp Zp2B TempReg37
zp Zp2C TempReg38
zp Zp2D TempReg39
zp Zp2E TempReg40
zp Zp2F TempReg41
zp Zp2F TempReg42
zp Zp30 TempReg43
zp Zp31 TempReg44
zp Zp32 TempReg45
zp Zp33 TempReg46
zp Zp34 TempReg47
zp Zp35 TempReg48
zp Zp36 TempReg49
zp Zp37 TempReg50
zp Zp38 TempReg51
zp Zp39 TempReg52
zp Zp3A TempReg53
zp Zp3B TempReg54
zp Zp3C TempReg55
zp Zp3D TempReg56
zp Zp3E TempReg57
zp Zp3F TempReg58
zp Zp40 TempReg59
zp Zp41 TempReg60
zp Zp42 TempReg61
zp Zp43 TempReg62
zp Zp44 TempReg63
zp Zp45 TempReg64
zp Zp46 TempReg65
zp Zp47 TempReg66
zp Zp48 TempReg67
zp Zp49 TempReg68
zp Zp4A TempReg69
zp Zp4B TempReg70
zp Zp4C TempReg71
zp Zp4D TempReg72
zp Zp4E TempReg73
zp Zp4F TempReg74
zp Zp50 TempReg75
zp Zp51 TempReg76
zp Zp52 TempReg77
zp Zp53 TempReg78
zp Zp54 TempReg79
zp Zp55 TempReg80
zp Zp56 TempReg81
zp Zp57 TempReg82
zp Zp58 TempReg83
zp Zp59 TempReg84
zp Zp5A TempReg85
zp Zp5B TempReg86
zp Zp5C TempReg87
zp Zp5D TempReg88
zp Zp5E TempReg89
zp Zp5F TempReg90
zp Zp5F TempReg91
zp Zp60 TempReg92
zp Zp61 TempReg93
zp Zp62 TempReg94
zp Zp63 TempReg95
zp Zp64 TempReg96
zp Zp65 TempReg96
zp Zp66 TempReg97
zp Zp67 TempReg98
zp Zp68 TempReg99
zp Zp69 TempReg100
zp Zp6A TempReg101
zp Zp6B TempReg102
zp Zp6C TempReg103
zp Zp6D TempReg104
zp Zp6E TempReg105
zp Zp6F TempReg106
zp Zp70 TempReg107
zp Zp71 TempReg108
zp Zp72 TempReg109
zp Zp73 TempReg110
zp Zp74 TempReg111
zp Zp75 TempReg111
zp Zp76 TempReg112
zp Zp77 TempReg113
zp Zp78 TempReg114
zp Zp79 TempReg115
zp Zp7A TempReg116
zp Zp7B TempReg117
zp Zp7C TempReg118
zp Zp7D TempReg119
zp Zp7E TempReg120
zp Zp7F TempReg121
zp Zp80 TempReg122
zp Zp81 TempReg123
zp Zp82 TempReg124
zp Zp83 TempReg125
zp Zp84 TempReg126
zp Zp85 TempReg127
zp Zp86 TempReg128
zp Zp87 TempReg129
zp Zp88 TempReg130
zp Zp89 TempReg131
zp Zp8A TempReg132
zp Zp8B TempReg133
zp Zp8C TempReg134
zp Zp8D TempReg135
zp Zp8E TempReg136
zp Zp8F TempReg137
zp Zp90 TempReg138
zp Zp91 TempReg139
zp Zp92 TempReg140
zp Zp93 TempReg141
zp Zp94 TempReg141
zp Zp95 TempReg142
zp Zp96 TempReg143
zp Zp97 TempReg144
zp Zp98 TempReg145
zp Zp99 TempReg146
zp Zp9A TempReg147
zp Zp9B TempReg148
zp Zp9C TempReg149
zp Zp9D TempReg150
zp Zp9E TempReg151
zp Zp9F TempReg152
zp ZpA0 TempReg153
zp ZpA1 TempReg154
zp ZpA2 TempReg155
zp ZpA3 TempReg156
zp ZpA4 TempReg157
zp ZpA5 TempReg158
zp ZpA6 TempReg159
zp ZpA7 TempReg160
zp ZpA8 TempReg161
zp ZpA9 TempReg162
zp ZpAA TempReg163
zp ZpAB TempReg164
zp ZpAC TempReg165
zp ZpAD TempReg166
zp ZpAE TempReg167
zp ZpAF TempReg168
zp ZpB0 TempReg169
zp ZpB1 TempReg170
zp ZpB2 TempReg171
zp ZpB3 TempReg172
zp ZpB4 TempReg173
zp ZpB5 TempReg174
zp ZpB6 TempReg175
zp ZpB7 TempReg176
zp ZpB8 TempReg177
zp ZpB9 TempReg177
zp ZpBA TempReg178
zp ZpBB TempReg179
zp ZpBC TempReg180
zp ZpBD TempReg181
zp ZpBE TempReg182
zp ZpBF TempReg183
zp ZpC0 TempReg184
zp ZpC1 TempReg185
zp ZpC2 TempReg186
zp ZpC3 TempReg187
zp ZpC4 TempReg188
zp ZpC5 TempReg189
zp ZpC6 TempReg190
zp ZpC7 TempReg191
zp ZpC8 TempReg192
zp ZpC9 TempReg193
zp ZpCA TempReg194
zp ZpCB TempReg195
zp ZpCC TempReg196
zp ZpCD TempReg197
zp ZpCE TempReg198
zp ZpCF TempReg199
zp ZpD0 TempReg185
zp ZpD1 TempReg186
zp ZpD2 TempReg187
zp ZpD3 TempReg188
zp ZpD4 TempReg189
zp ZpD5 TempReg190
zp ZpD6 TempReg191
zp ZpD7 TempReg192
zp ZpD8 TempReg193
zp ZpD9 TempReg194
zp ZpDA TempReg195
zp ZpDB TempReg196
zp ZpDC TempReg197
zp ZpDD TempReg198
zp ZpDE TempReg199
zp ZpDF TempReg200
zp ZpE0 TempReg201
zp ZpE1 TempReg202
zp ZpE2 TempReg203
zp ZpE3 TempReg204
zp ZpE4 TempReg205
zp ZpE5 TempReg206
zp ZpE6 TempReg207
zp ZpE7 TempReg208
zp ZpE8 TempReg209
zp ZpE9 TempReg210
zp ZpEA TempReg211
zp ZpEB TempReg212
zp ZpEC TempReg213
zp ZpED TempReg214
zp ZpEE TempReg215
zp ZpEF TempReg216
zp ZpF0 TempReg217
zp ZpF1 TempReg218
zp ZpF2 TempReg219
zp ZpF3 TempReg220
zp ZpF4 TempReg221
zp ZpF5 TempReg222
zp ZpF6 TempReg223
zp ZpF7 TempReg224
zp ZpF8 TempReg225
zp ZpF9 TempReg226
zp ZpFA TempReg227
zp ZpFB TempReg228
zp ZpFC TempReg229
zp ZpFD TempReg230
zp ZpFE TempReg231
zp ZpFF TempReg232