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
..

Lunar Pool (U)

ROM: Lunar Pool (U).nes (24,592 bytes, iNES). Status: PASSES 1-3 COMPLETE; PROMOTED TO THE TOP LEVEL 2026-10-18 — 5,300 instructions / 11,077 code bytes (67.6%) / 5,301 data bytes / the 6 vector bytes as .word, byte accounting exact (11,077 + 5,301 + 6 = 16,384), and BYTE-IDENTICAL for the whole ROM (header + PRG + CHR) via cmp reconstructed.nes rom.nes. Pass 2 named all 705 labels — Label_<addr> is gone — and Pass 3 named 33 data structures and finished the zero-page audit (38 semantic aliases, 66 deliberately neutral ZpXX, ten former phantom aliases deleted). The ~354 bytes the CDL could not settle stay .byte on purpose; they are itemised under Known remaining gaps.

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 $E80C (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
$CB1D SetPpuCtrlAndMask
$E817 Reset_WaitVblank (falls through)
$CA3C WritePpuCtrl
$E81E Reset_WaitVblank2 (falls through)
$CC7B ResetVramQueue
$CA60 SetNtBase2000
$C3F5 ResetGameState
$E830 Reset_ClearShadowTables (falls through)
$CC7D ResetVramQueue_Loop (falls through)
$C3BC ClearGameState
$E848 Reset_LoadSpritePalettes (falls through)

NMI is at $FF65 (NmiHandler). It is the per-frame handler; what it calls:

Address Routine
$CB25 TriggerOamDma
$CC8F DrainVramQueue
$CA52 WritePpuCtrlAndResetScroll
$C003 RunObjectFrame

IRQ is at $FF64 (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 Vertical
Battery-backed flag clear
ROM SHA-256 6da37fd34e8f4eb3df34e9f446726a193db77d0e0bba32aa328ef225993fc8a1
PRG SHA-256 43a2f54cd48b38fc1e4a33051e019528e9789a774ace773fa7549c33dc9492c9

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

Vector Target Note
NMI $FF65 per-frame heartbeat
RESET $E80C non-$C000 entry — the tracer has to seed it explicitly (--extra-seed 0xE80C)
IRQ $FF64 a bare rti sitting immediately before the NMI handler, so IRQs are effectively ignored

Pass Status

Pass Status Description
Pass 0 Superseded prg.s was a 12-line .incbin of the whole PRG — no disassembly at all
Pass 1 Complete Static code/data split, then reclassified against a Mesen Code Data Logger capture (see below). As Pass 1 delivered it: 5,285 instructions / 11,041 bytes emitted as instructions (67.4%) / 5,343 bytes emitted as data (.byte, plus the six vector bytes as .word); 11,041 + 5,343 = 16,384 exactly. Labels: 640 Label_<addr> plus Reset/NmiHandler/IrqHandler.
Pass 2 Complete NES hardware constants in symbols.inc; zero-page aliases in locals.inc; and all 705 labels named — Label_<addr> is gone from the file. 17 dispatch targets that carried no label at all (UpdateObjects_Render_Sound $C05C, SetupRound $EB60, PrintStageNumber $E21A, SetPpuAddr $F989, …) were given labels and routine headers. Naming rule used: PascalCase for jsr/jmp targets and logical block heads, <Block>_<Role> (_Loop, _Next, _Alt, _Done, _Skip, _Return, _Store, …) for targets inside a routine; jsr/jmp operands stay raw numeric — this file's convention, as in Joypad Test Cartridge (U) — while branch operands are symbolic. (Earlier revisions claimed 218 entries renamed, 195 of them SubC<addr>; no SubC label ever existed — git log -S SubC finds no commit that added one.)
Pass 3 Complete Zero-page audit: 38 semantic aliases (object core, VRAM write queue, VRAM read-back, PPU helpers) and 66 neutral ZpXX whose roles are documented as deliberately unproven in locals.inc. Data structures: 41 tables/blocks named across the 44 data blocks of the PRG (see Pass 3 data-table inventory below); the blocks that are not named are recorded there as unreferenced data or as unreached code, with their ROM provenance. Vectors are .word NmiHandler, Reset, IrqHandler. What is still unnamed is the residue listed under Known remaining gaps — it stays .byte on purpose.

Pass 3 data-table inventory

The tracer leaves 44 data blocks in prg.s; each one is listed below. Every row says what the bytes are and which instruction of this dump reads them, or records that nothing reads them.

The game is FCI's Lunar Pool (1985): a two-player beach-volleyball match. The player serves, the computer returns, and a rally is scored on the number of touches before the ball lands.

The named tables and blocks

Address Size Name Structure Read by
$C000-$C002 3 ResetStub the three bytes 4C 0C E8 = jmp $E80C; the reset vector points at $E80C directly, so this stub is never executed not referenced by any instruction
$C0C0-$C0E5 38 ObjectOpcodeHandlerTable 19 x 16-bit LE handler addresses, one per object-script opcode ($80-$92); every target is a jmp trampoline into the real handler. The code bases the table one entry early, so entry 0 is dead lda $C0C0,y at $C0B7 and lda $C0C1,y at $C0B3 (the low and high byte of the selected handler address)
$C3B4-$C3BB 8 SoundChannelMask / SoundChannelDisableMask ($C3B8) eight bytes: 01 02 04 08 are the APU channel-enable bit masks and FE FD FB F7 their complements lda $C3B4,y at $C395 and lda $C3B8,y at $C336
$C47A-$CA20 1447 ObjectStatePointerTable ($C47A), SpawnObjectTable ($C522), StateTimerTable ($C543), AnimationPointerTable ($C552), SpriteAnimationTable ($C559) the PRG's biggest table, a run of 16-bit little-endian words. $C47A-$C521 = 84 per-object state pointers, indexed by (obj_ptr_lo + $0519,x) * 2; $C522-$C542 = 16 spawn-record pointers for object ids 1-15 (id 0 is dead); $C543-$C552 = 16 per-state timer values 1,2,3,4,6,8,12,16,24,32,48,64,96,128,192,0, indexed by script opcode - $DF; $C552-$C558 = frame-sequence pointers; $C559-$C56E = per-sprite animation descriptors used by the draw path lda $C522,x at $C411, lda $C523,x at $C40D, lda $C543,y at $C1D2, lda $C552,y at $C2D2, lda $C553,y at $C2D7, lda $C559,y at $C24C
$CF40-$CF4A 11 VsCommandList an inline RunCommandList script (a byte per command, $FF = end) issued when the VS-COMP scene is loaded not referenced by any instruction (the list is reached through the command-list interpreter)
$D05A-$D05A 1 DrawCellRunTileTable the fourth of the four corner tiles $3C $69 $C3 $96 that DrawCellRun selects by the row bits; the other three bytes lie in the code region at $D057-$D059 not referenced by any instruction (the tiles are selected by the row bits)
$D4FA-$D535 60 LayoutScriptTable 30 x 16-bit LE pointers, one per stage, to that stage's layout script not referenced by any instruction (reached indirectly through the stage index)
$D559-$E01D 2757 LayoutData the per-stage layout records: 2,757 bytes of tile and object data that the layout scripts read not referenced by any instruction (reached indirectly through LayoutScriptTable)
$E862-$E87F 30 BootSignatureText ($E862), TitleAttributeRow ($E870) $E862-$E86E = the ASCII string "JEMINI DAZO!!"; $E86F = its NUL, which is also the first byte of the 16-byte warm-boot signature the game compares against the RAM copy at $0440-$044F; $E870-$E87E = the remaining 15 bytes of that signature, which are the title screen's colour codes lda $E86F,x at $E8FF (the 16 signature bytes)
$E9A3-$E9C9 39 TitleColorCycleTable ($E9A3), StartGameAttributeRow ($E9B9) $E9A3-$E9B8 = 22 colour codes cycled into the $0085-$0087 palette shadow each frame; $E9B9-$E9C8 = 16 attribute bytes copied to the $0140-$014F shadow when a game starts lda $E9A3,x at $E984, $E98F, $E99A and lda $E9B9,x at $E9CC
$E9FB-$EA0A 16 TitleCommandList an inline RunCommandList script for the title screen (a byte per command, $FF = end) not referenced by any instruction (reached through the command-list interpreter)
$EB50-$EB5F 16 BallJumpHeightTable 16 x 8-bit ball heights: the ball rises 09 0A 0B 1B 2B 3B, pauses for two frames at 30 30, then falls back 3B 2B 1B 0B 0A 09; $FF $FF ends the table lda $EB50,x at $EABC
$EBF1-$EBF7 7 StageLabelText the ASCII string "stage" followed by ; and a NUL not referenced by any instruction (the string is reached through the inline-string printer)
$EC05-$EC0B 7 StartLabelText ; followed by the ASCII string "start" and a NUL not referenced by any instruction (the string is reached through the inline-string printer)
$EC2A-$EC39 16 StageAttributeTable 16 per-stage attribute bytes copied to the attribute shadow when a stage starts not referenced by any instruction (copied by index)
$ED3F-$ED4E 16 SpritePaletteTable 4 x 4-byte records [flag $FF][colour][colour][colour] - the four sprite palettes, copied to the $0090-$009F palette shadow by Reset_LoadSpritePalettes not referenced by any instruction (copied as a block)
$EEE9-$EEEF 7 BallAppearTiles the CHR tile indices of the "ball appears" step animation, indexed by the step counter at $0340 lda $EEE9,x at $EEC1
$EF2A-$EF30 7 BallSinkTiles the CHR tile indices of the "ball sinks" step animation lda $EF2A,x at $EEF8
$F098-$F0CD 54 TileCollisionTable 27 x 16-bit LE collision-flag words, one per tile lda $F098,x at $F093 and lda $F099,x at $F08F (the low and high byte of the selected word)
$F5F3-$F653 97 EndingCommandList the inline RunCommandList script for the ending screen at the head of the block; the rest of the block is the ending code and its inline data not referenced by any instruction (reached through the command-list interpreter)
$F762-$F779 24 AimPhaseTable0 ($F762), AimPhaseTable1 ($F76A), AimPhaseTable2 ($F772) three parallel 8-byte colour sequences (10 00 0C 0E 0E 0C 00 10, 32 22 12 02 01 02 12 22, 0A 0B 1B 2B 3B 2B 1B 0B) shimmered into the $008B/$008F/$0092 palette shadow while aiming lda $F762,x at $EDD5, lda $F76A,x at $EDDA, lda $F772,x at $EDDF
$F78B-$F7A6 28 StrPlayer1 ($F78B), StrShot ($F79B) $F78B-$F78E = the tail of the Japanese "player" string (65 72 81 and a NUL); $F79B-$F7A1 = $81 then "shot" (73 68 6F 74), then $81 and a NUL. The bytes between them are code not referenced by any instruction (the strings are reached through the inline-string printer)
$F7F9-$F819 33 StrPlayer2 ($F7F9), StrGameOver ($F80B) $F7F9-$F7FC = the tail of the Japanese "player" string again; $F80B-$F816 = "game" (67 61 6D 65), $81, "over" (6F 76 65 72), $81 and a NUL. The bytes between them are code not referenced by any instruction (the strings are reached through the inline-string printer)
$F82B-$F84B 33 StrPlayer3 ($F82B), StrHiScore ($F83B) $F82B-$F82E = the tail of the Japanese "player" string; $F83B-$F846 = $81 then "hiscore__" (68 69 60 73 63 6F 72 65 5F 5F`) and a NUL. The bytes between them are code not referenced by any instruction (the strings are reached through the inline-string printer)
$FAC9-$FAF8 48 PaletteColorTable 12 rows of 4 colour codes, mapped to PPU palette entries by MapColorCodeToPalette not referenced by any instruction (the rows are indexed by colour)
$FB18-$FB2B 20 LinearStepValueTable 10 x 16-bit big-endian values in an exact arithmetic progression of $1A1A: $000D $1A27 $3441 $4E5B $6875 $828F $9CA9 $B6C3 $D0DD $EAF7 not referenced by any instruction (the values are picked by index)
$FB90-$FB98 9 BallSpeedLevelTable 9 x 8-bit descending values 0B 0B 0B 0B 0A 0A 09 09 08 lda $FB90,x at $FB3A and $FB56
$FECE-$FF0D 64 SineTable 64 x 8-bit sine values (0, 6, 12, 18, ... 255), read by GetSine cmp $FECE,y at $E6D9, cmp $FECF,y at $E6E4, lda $FECE,x at $FEBE
$FF90-$FFF8 105 PaddingFf 105 bytes of $FF filler between the last table and the vector page not referenced by any instruction

The blocks that are not tables

Address Size Name Structure Read by
$C0F2-$C12A 57 - a run of jmp trampolines (4C 8F C0, 4C 5C C0, ...) - code, reached only indirectly through ObjectOpcodeHandlerTable at $C0C0. The tracer never reached it because it is entered through the pointer table reached indirectly through ObjectOpcodeHandlerTable at $C0C0
$C14A-$C18C 67 - another run of jmp trampolines - code, reached only indirectly through ObjectOpcodeHandlerTable reached indirectly through ObjectOpcodeHandlerTable at $C0C0
$CA9E-$CAA2 5 - unreferenced; decodes as a run of instructions (lda $F0, and #$01, rts) - code the tracer could not reach, not data not referenced by any instruction
$CAC9-$CAF6 46 - unreferenced; decodes as 23 consecutive instructions - code the tracer could not reach, not data not referenced by any instruction
$CB3E-$CB44 7 - unreferenced; decodes as a run of instructions (ldx #$FA, jmp $CB45) - code the tracer could not reach, not data not referenced by any instruction
$CB55-$CB59 5 - unreferenced; decodes as a run of instructions (ldx #$F8, jmp $CB61) - code the tracer could not reach, not data not referenced by any instruction
$CD38-$CD3B 4 - unreferenced; decodes as a run of instructions (lda $0180, rts) - code the tracer could not reach, not data not referenced by any instruction
$D05A-$D05A 1 DrawCellRunTileTable see the named-table section above not referenced by any instruction
$E281-$E285 5 - unreferenced; decodes as a run of instructions (pla, tay, pla, tax, rts) - code the tracer could not reach, not data not referenced by any instruction
$E8E6-$E8F5 16 - unreferenced; four groups of four small values (03 03 1B 03, 03 03 05 1C, 09 01 07 0D, 18 0D 02 FF) whose meaning was not established from this dump not referenced by any instruction
$F0F2-$F101 16 - unreferenced; decodes as a run of instructions - code the tracer could not reach, not data not referenced by any instruction
$F15B-$F160 6 - unreferenced; decodes as a run of instructions - code the tracer could not reach, not data not referenced by any instruction
$F187-$F192 12 - unreferenced; decodes as a run of instructions - code the tracer could not reach, not data not referenced by any instruction
$F2D8-$F2DA 3 - unreferenced; decodes as a run of instructions - code the tracer could not reach, not data not referenced by any instruction
$F7CB-$F7E7 29 - unreferenced; a mixture of code and inline string bytes for the Japanese "game over" caption, which the tracer could not split not referenced by any instruction
$F866-$F866 1 - a single byte $F7 sitting between two instructions not referenced by any instruction
$FFF9-$FFFF 7 - the IRQ stub (rti at $FFF9) followed by the three vectors: NMI = $C02C, RESET = $C000, IRQ = $FFF9 the CPU reads the vectors from the vector page

Notes

  • The blocks that "decode as N consecutive instructions" 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.
  • The two blocks at $C0F2-$C12A and $C14A-$C18C are also code, but they are not dead: ObjectOpcodeHandlerTable points straight at them. They are listed as "reached indirectly" rather than as unreferenced data.
  • LayoutScriptTable and LayoutData hold the stage layouts. No decoded instruction names an address inside either block - the stage index selects the entry and the script then walks the layout data - so the two blocks are reached indirectly and their internal record structure is recorded here rather than claimed.

The Pass 1 split came from a static trace only, and a static trace cannot see code that is reached through computed dispatch, nor can it tell inline string data from an instruction that happens to decode from the same bytes. Both errors were present.

Ground truth came from the emulator: Mesen's Code Data Logger marks every byte the CPU fetched as an opcode (Code) and every byte it read as data (Data). Playing the ROM through title → 1P → game over → VS COMP marked 10,028 PRG bytes Code (61.2%) and 1,534 Data; that is the classification oracle for every byte it observed. Where the CDL is silent the previous classification is kept, never guessed.

code bytes data bytes
As originally emitted by Pass 1 9,403 6,981
After the CDL reclassification 11,041 5,343

1,738 bytes that Pass 1 had emitted as .byte are executed code and are now instructions; 100 bytes it had emitted as instructions are read as data and are now .byte.

The result reconciles with the CDL exactly, with no disagreement in either direction:

emitted as CDL says Code CDL says Data CDL never saw it
instructions 10,028 0 1,013
data (.byte/.word) 0 1,534 3,809

Every byte the CDL observed is therefore classified the way the CPU used it. The 1,013 instruction bytes the CDL never saw are Pass 1 static code plus the two inference steps below; the 3,809 unseen data bytes are the residue — 45 of them carry an undocumented opcode's disassembly in the audit comment (Pass 1 read them as code statically, but the CDL never watched the session fetch them, and ca65 V2.19 cannot encode those opcodes anyway, so they stay .byte with the disassembly recorded).

As an independent structural check, all 1,183 control-flow targets in the file — 633 jsr/jmp operands and 550 branch targets — land exactly on an instruction boundary; none points into an operand or a .byte run.

The rewrite is reproducible with _tools/cdl_reclass.py (dry run by default). Capture a CDL from the Mesen MCP with mesen_cdl_file(action:'save', memoryType:'NesPrgRom', filepath:'lunar.cdl') — the capture is cumulative, so it does not reset — then:

python3 _tools/cdl_reclass.py --dir "copilot" --cdl lunar.cdl \
  --override 0xC0C0-0xC0E5:D \
  --override 0xF81A-0xF825:C --override 0xF826-0xF82E:D --override 0xF82F-0xF83A:C \
  --override 0xF83B-0xF846:D --override 0xF847-0xF84B:C --override 0xF84C-0xF857:C \
  --override 0xF858-0xF861:D --override 0xF862-0xF866:C

Its output differs from this prg.s only in this provenance header, the .word vector split, and three jsr Label_CAA3 → jsr $CAA3 operand spellings (this file spells jsr/jmp operands as raw addresses and branch operands as Label_<addr>). Always run make afterwards.

Two inference steps were needed beyond the CDL because the capture never reached the hi-score screen. They are marked as inference, not ground truth:

  • $C0C0–$C0E5 is a 19-entry little-endian 16-bit pointer table (read as lda $C0C0,y / lda $C0C1,y). Pass 1 had decoded it as a cmp (ZpXX,x) chain; the CDL only observed the few entries the current game state walked. Code resumes at $C0E6 (tax), which is a real branch target from $C101.
  • $F81A (hi-score) and $F84C ("perfect") are text routines. They are never reached in normal play until a hi-score is beaten, so the CDL is silent; their inline-string structure is inferred from the CDL-confirmed twins $F77A and $F7E8.

The inline-string dispatcher (this is not a jump gate)

$CBDC (and its variant $CBC9, which also clears the PPU destination first) is a print-inline-string-and-return-after-it helper:

$CBDC  pla / sta ptr_lo        ; pop the caller's return address = the string address
$CBDF  pla / sta ptr_hi
$CBE2  jsr $CB5A               ; prepare the PPU destination
$CBE5  ldy #$00
$CBE7  lda (ptr_lo),y          ; next character
$CBE9  beq $CBF4               ; $00 terminates
$CBEB  jsr $CC29               ; emit it (advances ptr_lo/hi)
$CBEE  jsr $CB5A
$CBF1  jmp $CBE5
$CBF4  lda ptr_hi / pha        ; push the address of the byte after the $00 ...
$CBF7  lda ptr_lo / pha
$CBFA  rts                     ; ... and rts to it

So every jsr $CBDC in the image is immediately followed by a $00-terminated string that begins with the control byte $81 ($81 also acts as the word separator), and execution resumes after the terminator:

site bytes text
$F786 $81player$81$00 player
$F79B $81shot$81$00 shot
$F7F4 $81player$81$00 player
$F809 $81game$81over$81$00 game over
$F826 $81player$81$00 player
$F83B $81hi`score__$00 hi`score__
$F858 $81perfect_$00 perfect_

Earlier revisions of this document claimed a jmp ($7961) RAM-pointer dispatch at $F788/$F7F6/$F828. That was a flat-tracer phantom. The bytes after jsr $CBDC are the strings above; the decoder happened to start an instruction two bytes into player, reading $6C $61 $79 as jmp ($7961) — the operand is the middle of the word "player". Nothing in the ROM ever writes $7961/$7962, and $6000–$7FFF is unmapped on NROM, so such a jump could not work. The three sites are gone from the classification; no instruction in the corrected file is an indirect jmp.

The genuine computed dispatch that remains is small and resolved. $CBE5 re-reads its string pointer through ptr_lo/ptr_hi and re-enters its loop with it — plain code. $F193 does the reverse: it pushes Zp17/Zp16 and rtses, so a caller sets that pair and the rts transfers control to it; the pattern is named in locals.inc and every target is inside CDL-covered code.

Code the CDL proved but Pass 1 missed (largest runs)

Range Bytes What it is
$EA00–$EBAF 432 VS-COMP / select-screen logic ($EB16 is still unreached and stays data)
$EBF3–$ED4E 348 menu/round state machine
$CE35–$CF9A 358 collision/entity maths
$D4FA–$E01D 2,852 $D4FA 30-entry pointer table ($D4FA–$D535), the 35-byte code helper at $D536–$D558, then variable-length records from $D559
$F897–$F98F 249 high-score / attract handling
$C0F2–$C18C 155 object update chain (branches back to $C0E6)
$D325–$D391, $D2A0–$D2D3, $D1BB–$D209 240 further record/table walkers

Tracer fixes required during Pass 1

Three undocumented opcodes were missing from _tools/nesdis.py and were added, with the --undocumented switch (default off, so existing make regen pipelines stay byte-stable):

  • $72 — RRA abs (the RRA family had $63/$67/$6F/$73/$77/$7B/$7F but not $72).
  • $42 — NOP #imm (the family had $80/$82/$89/$C2/$E2 but not $42).
  • $FA — NOP abs,X (the family had $1C/$3C/$5C/$7C/$DC/$FC but not $FA).

One emitter fix: ca65 silently rewrites an operand whose high byte is $00 into the shorter zero-page form (sta $00FF,x becomes sta $FF,x, emitting $95 instead of $9D). render() now emits the a: prefix for ABS/ABSX/ABSY/IND operands with a high byte of $00, forcing the absolute form so the bytes match the ROM. operand_value() strips the prefix when parsing.

Entry points that are still named after their address

48 of the 233 address-derived entry points are still named SubC<addr>. The other 185 now carry a name taken from what the ROM shows them doing, and their ; Global: lines were rewritten to say so. The residue is grouped below by why the dump does not reveal a better name.

Address Name Why the dump does not reveal a better name
$CD20A SubCD20A a three-instruction stub that seeds the VRAM pointer for the attribute table; it is only ever reached from the neighbouring attribute code, and nothing in the dump says which picture it belongs to
$E0BA, $E0E3, $E0E7, $E118, $E147, $E162 SubCE0BA … SubCE162 the diagonal-movement pair for the two sides of the rally. The code moves a 16-bit position by a decoded fixed-point step, but the dump never says in words which of the two is the ball and which is the aiming cursor
$E1AC, $E1F2 SubCE1AC, SubCE1F2 print the score-panel marker tile ($68 = h for one player, $6E = n for the other) and the six digits that follow it. The dump gives the glyph indices but not the Japanese word the glyph stands for
$E202, $E20D, $E215, $E21A, $E225, $E22D, $E24F, $E25C, $E286, $E2A2, $E2C8 SubCE202 … SubCE2C8 eleven stubs that each print one label tile at one fixed screen position. The tile indices ($62, $87, $C3, $C4, $7D, $7E) are visible, but the game's font is a Japanese one and the dump carries no character table, so a name would have to guess at the word
$E31D, $E322, $E34A, $E370 SubCE31D … SubCE370 the serve state machine. It reads two RAM flags and a frame counter, and the game never names what the flags mean
$E3BF, $E3FB, $E40E, $E415, $E43B, $E582, $E586, $E60B, $E67A SubCE3BF … SubCE67A the field-index and hit-test arithmetic. The dump shows the 16-bit and 8-bit coordinate maths, but not which player each side of the comparison is
$E71D, $E76D, $E7B1, $E7B5 SubCE71D … SubCE7B5 three setters of one byte that is then compared against a per-slot threshold; the dump shows the comparison but not what the byte counts
$EA0B, $EB06, $EC0C, $EC3A SubCEA0B … SubCEC3A three screen set-ups and one index reset. Each draws a different panel, and the dump's own strings do not name those panels
$EE3A SubCEE3A a two-instruction stub that stores a constant into a flag byte; it is the tail of the routine above it
$F017 SubCF017 a one-instruction stub inside the ball-state routine; it is the tail of the block above it
$F0CE SubCF0CE a candidate entry in the ball-collision table at $F098. The bytes here decode as TXS/SBC ($A5),Y/SED, which no sensible routine would start with, so the tracer's split of this region is probably one byte out. The dump does not settle what the routine is
$F225, $F238 SubCF225, SubCF238 two tests of the ball's state byte against $22; the dump does not say which state $22 is
$F413 SubCF413 counts a round timer down and then loads the round statistics; the dump does not name the timer
$F56C SubCF56C a two-call stub that picks between two of the field routines; the dump does not say what the branch tests

Two of these are not really entry points at all: $EE3A and $F017 are the tails of the routine above them and carry a SubC name only because Pass 2 gave every label in the file a name.

Known remaining gaps

  • The static tracer reported two overlaps ($C3BB — resolved with --data 0xC3BB:1 — and $F0EF) and three rejected mis-aligned stubs. The residue that remains is the CDL's: 5,343 bytes (32.6%) are still emitted as data (.byte, plus the six vector bytes as .word).
  • Unreached in the CDL session, therefore still unclassified: the hi-score entry screen ($F81A+ / $F84C+ are inferred by symmetry, above), the 2-player-only branches, and $EB16 (a poll loop behind beq at $EB11, emitted as a raw beq *+$05).
  • locals.inc carries 104 aliases: 38 semantic (see the Pass 3 notes at the foot of the file) and 66 neutral ZpXX. Ten further aliases were deleted by the reclassification: they were phantoms — $49/$84/$8A/$AA/$C0 came from the mis-decoded $C0C0 table, and $3B/$65/$67/$72/$81 were ASCII characters of the inline strings read as operands.

Project folder contents

File Purpose
Lunar Pool (U).nes original ROM image (reference)
rom.nes space-free symlink to the ROM, used by the cmp
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
prg.s disassembly: 5,285 instructions with per-instruction address/byte audit comments, unclassified bytes kept as .byte/.word, and 41 named data tables
symbols.inc shared NES hardware constants (PPU/APU/controller)
locals.inc project-local zero-page aliases — 38 semantic, 66 neutral ZpXX; Pass 3 evidence notes at the foot of the file
linker.cfg PRG at $C000, 16 KB, fill = yes
Makefile links reconstructed.nes and cmps it against rom.nes (whole ROM)
reconstructed.nes build output from the last verified build
lunarpool_gameplay.cdl Mesen Code Data Logger capture used for the Pass 1 reclassification

This project is promoted: the project folder links header.s + prg.s + chr.s and make compares the whole reconstructed.nes against rom.nes, so header, PRG and CHR are all proven. header.bin/chr.bin remain as the .incbin sources for those two stubs.

Build

cd "NROM/Lunar Pool (U)"
make        # → cmp reconstructed.nes rom.nes → "Byte-identical ROM verified."

Next Steps

Passes 1-3 are complete and the project is promoted to the top level (row 17); see Pass Status above. The data tables are interpreted and recorded in Pass 3 data-table inventory. The remaining residue is the ~354 bytes the CDL could not settle, kept .byte on purpose and itemised under Known remaining gaps; the largest single item is the 16-byte block at $E8E6-$E8F5, whose meaning was not established from this dump. No pass work is pending.