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
Mario Bros (JU) — Game Flow from Power-On
Status
Pass 3 complete; promoted. prg.s is a traced disassembly, corrected
against a Mesen Code Data Logger capture, with every address-derived label
replaced by a name, every jsr/jmp operand symbolic and every hardware
register named through symbols.inc. make prints
Byte-identical ROM verified. for the whole ROM.
Every data block in the PRG is interpreted in
section 8, the Pass 3 data-table inventory:
each block says what the bytes are and which instruction in this dump reads
them. Eight blocks that earlier revisions had named turned out to be code
the tracer could not reach, or fragments of the two inline dispatch tables;
those are left unnamed in prg.s and recorded here as what they are.
This document describes the execution flow of the disassembled Mario Bros (JU)
PRG bank (16 KB, mapped at CPU $C000–$FFFF), starting from power-on. It is
based entirely on prg.s in this folder. The rebuild is verified
byte-identical to the original ROM, header and CHR included (make prints
Byte-identical ROM verified.).
Mario Bros is a two-player platformer: Mario runs, jumps, and throws water balloons at turtles, beetles, paratroopa and piranha plants while the stage scrolls. The engine is built around three ideas that show up everywhere below:
- a frame heartbeat — the NMI sets a flag and the main loop spends it, and a second flag stops the NMI handler from doing its per-frame work twice;
- an inline dispatch table — the handler table sits in the middle of the code stream, right after the call that reads it, so the static tracer cannot follow it;
- a script interpreter — the enemies are driven by byte-coded scripts that the engine walks with a 16-bit pointer.
1. Reset Vector — CPU $FFFC → $C000
Reset ($C000–$C04E)
| Step | Code | Purpose |
|---|---|---|
| 1 | cld / sei |
Clear decimal mode, disable interrupts |
| 2 | lda PPUSTATUS / bpl WaitVblank1 |
Wait for the first VBlank (PPU warm-up) |
| 3 | stx PPUCTRL / stx PPUMASK |
Blank the PPU |
| 4 | dex / txs |
Stack pointer to $01FF |
| 5 | ldx Zp70 |
Read the warm-start signature |
| 6 | $C015–$C025 | Clear RAM $0000–$07FF through the Zp00/Zp01 pointer |
| 7 | $C026–$C02B | If the signature was zero (a cold boot) store the marker $5F at $0500; a warm start writes the old marker back |
| 8 | jsr InitVramAddress / jsr SetVramAddressF400 |
Point the PPU at the two VRAM areas the game uses |
| 9 | sta PPUSCROLL ×2 |
Scroll to zero |
| 10 | sty GameRunningFlag (=$01) |
The game is running |
| 11 | lda #$0F / sta APUSTATUS |
Enable all five APU channels |
| 12 | lda #$90 / sta PPUCTRL / sta Zp09 |
NMI on, background and sprites on; the PPUMASK shadow starts at $06 |
| 13 | lda #$06 / sta Zp0A |
The PPUMASK shadow's second half |
| 14 | lda #$00 / sta FramePendingFlag |
No frame is pending yet |
Step 7 is the warm-start check: $0500 is read before the RAM clear, so a
cold boot (signature zero) writes the marker $5F and a warm start writes the
old marker back.
2. The Main Loop and the Frame Dispatch
ClearFramePending ($C04F–$C07C) is the main loop:
ClearFramePending: lda GameRunningFlag
bne ClearFramePending_Loop
...
ClearFramePending_Loop: jsr NopPadding
jsr DecFrameCounter
jsr UpdateGameplay
lda #$01 / sta NmiPhaseFlag
EndFrame: lda FramePendingFlag
beq EndFrame_Loop
inc FrameCounter
lda #$00 / sta NmiPhaseFlag
jmp ClearFramePending
EndFrame_Loop: jsr TestRamFlagPair0500
jmp EndFrame
The loop spends the frame-pending flag the NMI sets: it advances the frame counter, runs the gameplay update, and only then clears the flag, so the NMI cannot interrupt the middle of a frame.
UpdateGameplay ($C4B8) is the gameplay work list. It tests the
GameRunningFlag and the mode index, and then copies the six per-actor
parameters from the frame-countdown block into the actor block, walks the
actor list, and dispatches each actor's behaviour.
3. The NMI Handler
NmiHandler ($C07D–$C0B5)
NmiHandler: pha / txa / pha / tya / pha
lda #$00 / sta OAMADDR
lda #$02 / sta OAMDMA
lda NmiPhaseFlag
beq NmiHandler_Loop
jsr UpdateOamShadow
jsr DrawStageText
jsr DrawHudRow
jsr DrawTileRow2
jsr SetScroll
jsr ReadControllerPort
The handler pushes every register, starts an OAM DMA from $0200, and then
tests NmiPhaseFlag ($22). The flag is set while the main loop is working
and cleared by it, so the per-frame work (the OAM shadow, the stage text, the
HUD, the tile row, the scroll and the controller read) happens once per
frame and not once per NMI. This is the same guard the other games in this
repo use to stop a $2002 read from re-arming the NMI inside one scanline.
4. The Dispatch Architecture
The engine does not use a jump table in the data segment. It uses an inline table: the handler table is the data that follows the call, and the call itself pops the address of that data off the stack.
IndirectCall-style dispatch is not used here, but the inline table
idiom is: the handler pointers sit in the middle of the code stream, so the
static tracer cannot follow them, and the Code Data Logger can only tell that
the bytes were fetched.
The main table is GameStateHandlerTable ($C510) and its continuation
blocks ($C520, $C527, $C595, $C599, $C5A2) — twelve 16-bit handler pointers
that the engine walks with the index in Zp41. The table is interrupted by
the four bytes at $C595–$C598, which the Code Data Logger saw as data.
The other dispatch is the script interpreter. SetupScriptPointer
($CB85) takes a table base and a byte offset, AdvanceScriptPointer
($CBAE) steps it by $20, and FetchScriptByte ($E9FA) reads the next byte
of the script. RunScript ($E9D3) is the interpreter loop, and the command
byte it fetches is compared against $AA and $BB to pick the command's
meaning.
5. The Controller
ReadControllerPort ($CCC5) strobes $4016 and reads the port;
ReadControllerBits ($CCD3) shifts the eight bits out. The value is
compared with the previous one so that a button has to be held before it is
accepted, and the result lands in Zp10/Zp11, the Mario sprite state the
NMI handler tests.
6. The Sound Engine
The sound engine lives at the top of the PRG ($F8A7–$FD27) and works from per-note state in the zero page:
| Address | What it holds |
|---|---|
| $D0–$D3 | the per-note state |
| $E0 | the envelope counter |
| $E4 | the envelope value |
| $E5 | the note table index |
| $E6 | the note index the current note was read for |
| $E9/$EA | the two values the APU sweep registers are loaded with |
| $EB–$EF | the envelope state |
| $F0/$F1 | the volume table indices |
| $F2 | the channel state |
| $F3 | the main state byte |
| $F8–$FF | the eight note parameters |
SetNoteOffset00…SetNoteOffset04 ($F776–$F782) are the four channel
entries: each loads an offset, a volume of $40 and the note's X and Y, then
copies four bytes into the APU's table. NoteParameterTable ($FCC8) holds
the note records, NoteFrequencyTable ($F904) the frequencies, and
PulseDutyTable ($F992) the four pulse-channel control values.
7. Memory Map (Key Zero Page / RAM)
| Address | Name | What it holds |
|---|---|---|
| $20 | FramePendingFlag |
Set by the NMI, spent by the main loop |
| $22 | NmiPhaseFlag |
The NMI has already run this frame |
| $26 | ModeIndex |
The mode the game is in |
| $28 | ActorActionFlag |
An actor action is running |
| $2A | FrameCountdown |
The frame countdown, reloaded with 10 |
| $2C | ActorType |
The type of the actor being worked on |
| $2D | ActorIndex |
The index of the actor being worked on |
| $2F | FrameCounter |
The frame counter; its low bit is the frame parity |
| $30 | GameRunningFlag |
The game is running |
| $33 | ScriptStepCounter |
The actor scripts count down through their steps |
| $34 | ScriptParam |
The parameter the next script step is called with |
| $35 | ScriptCommand |
The script command byte |
| $3F | PlayerSlot |
The player slot being worked on |
| $45 | ActorYPosition |
The actor's Y position |
| $46 | ActorXPosition |
The actor's X position |
| $4A | ActorYTarget |
The Y position the animation counts towards |
| $A0/$A1 | ScriptPtrLo/ScriptPtrHi |
The pointer to the actor script block |
| $A2 | ScriptStep |
The byte offset inside the script block |
| $B4 | ActorPalette |
The four palette bytes |
| $B8 | ActorTileIndex |
The actor's tile index |
| $B9 | ScrollX |
The horizontal scroll position |
| $BB | ActorCount |
The number of actors in use |
| $BF | ActorCommand |
The actor command byte |
| $C4 | ActorState |
The actor's state byte |
The full zero-page map, with the reason every neutral ZpXX slot was left
neutral, is in zp_aliases.inc.
8. Pass 3 Data-Table Inventory
Every data block the tracer emitted in this PRG is listed below — 35 blocks in all. "Read by" gives the address of the instruction in this dump that fetches the block; where no instruction reaches the bytes the row says so and records what the bytes are instead.
Several blocks that earlier revisions of this project had named are in fact code that the tracer could not reach, or fragments of the inline dispatch tables; those are recorded as such here. Where a block is a fragment of a table whose other parts the tracer emitted as code, the row names the table and the fragment it is.
| Address | Size | Name | Structure | Read by |
|---|---|---|---|---|
$C510-$C51D |
14 | GameStateHandlerTable |
The first seven of the twelve 16-bit little-endian handler pointers of the inline table that follows jsr DispatchViaStackPointer at $C50D: $D34A, $E14A, $D3F9, $D3A8, $C5A3, $D5E5, $E453. The table runs $C510-$C527; the index is the gameplay mode in Zp40, which the code sets to 5 at $C4ED and to 10 at $C4FF, so the table must have at least eleven entries. |
The dispatcher at $CD9E pops the table address off the stack (the return address of its own jsr plus one) and walks it with the index in Zp40; no absolute operand in this dump points into the block |
$C520-$C524 |
5 | GameStateHandlerTableEntry8 |
The continuation of that same inline table: the pointers $D451 and $E129, plus the low byte of $D45C. The bytes at $C51E were decoded as sbc $D5 and the bytes at $C525 as an undocumented nop $8B,x, so the tracer split the table. |
as above |
$C527 |
1 | GameStateHandlerTableEntry11 |
The high byte of the twelfth and last pointer of that inline table, $E28B. |
as above |
$C595-$C596 |
2 | EnemyTypeHandlerTable |
The pointer $D47D of the second inline table, the one that follows jsr DispatchViaStackPointer at $C590; that table runs $C593-$C5A2 and holds eight pointers — $D40B, $D47D, $D491, $D496, $D49B, $D4A0, $D4AF, $D448 — one per enemy slot, indexed by Zp50 |
The dispatcher pops the table address off the stack and walks it with the index in Zp50 |
$C599 |
1 | EnemyTypeHandlerTable2 |
The low byte of the pointer $D496 of the same table |
as above |
$C5A2 |
1 | EnemyTypeHandlerTable3 |
The high byte of the pointer $D448 of the same table |
as above |
$C632-$C635 |
4 | (unnamed) | code the tracer could not reach: lda $51 / bne $C630 — the tail of the routine at $C62C |
none |
$CA5A-$CA5D |
4 | (unnamed) | code the tracer could not reach: lda #$86 / ldx #$F2, the path that writes tile $86 at PPU address $F286 in the tile-drawing routine that starts at $CA3B |
none |
$D491-$D4FD |
109 | (unnamed) | code the tracer could not reach — 51 instructions. It holds the entry points the enemy-type table points at ($D491, $D496, $D49B, $D4A0, $D4AF): inc $50 / jmp $D34A, inc $50 / jmp $E14A, inc $50 / jmp $D3F9, inc $50 / lda #$00 / sta $55 … / jmp $D3A8, and the enemy-spawn routine itself at $D4AF |
none — the pointers into it are read out of the inline table, not with an absolute operand |
$D62D-$D633 |
7 | (unnamed) | code the tracer could not reach: lsr a four times, then sta $00,x / inx |
none |
$D9B3-$D9B5 |
3 | ScoreTextOffsetTable |
The low byte of the PPU address at which each of the three score digits is drawn ($10, $30, $20); the high byte is supplied by the caller |
lda $D9B3,y at $D9AD -> Zp00 |
$DDB0-$DDB5 |
6 | EnemyActiveFlagTable |
Four bytes ($08, $16, $24, $32) — the value written into the enemy-active flag for each of the four enemy slots; the last two bytes of the block are code (lda #$08) |
lda $DDB0,x at $DDAA -> jmp SetEnemyActiveFlag |
$E078-$E0B7 |
64 | EnemyTileSequenceTable |
64 tile indices in $0A-$24 — the tile sequence an enemy walks through while it moves; the last sixteen entries are $24, the blank tile |
no absolute operand in this dump points into the block, so the instruction that walks it is not established |
$E0D0-$E128 |
89 | EnemyScriptBlock |
The byte-coded enemy scripts. The script interpreter at $E14A-$E1BE reads the stream one byte at a time: a byte of $AA is a two-parameter command, a byte of $FF ends the script and restarts it, and any other byte is the head of a four-byte record (three parameters, copied to ScriptParam $34, Zp32 $32, $04F3 and $04FC). The block holds the whole 85-byte script plus three trailing bytes |
lda $E0D0,x at $E14F, $E157, $E15D, $E190, $E196, $E1A7 and $E1AE; the script pointer itself is Zp31 |
$E16C-$E16F |
4 | (unnamed) | code the tracer could not reach: bcc $E172 / lda #$03 |
none |
$E18C-$E18F |
4 | (unnamed) | code the tracer could not reach: bne $E192 / ldx #$41 |
none |
$E1A4-$E1A6 |
3 | (unnamed) | code the tracer could not reach: sty $04C0 |
none |
$E45C-$E463 |
8 | StageHandlerPointerTable |
Four 16-bit little-endian code addresses — $E464, $E48A, $E49A, $E4AA — the four stage-setup routines, indexed by the stage counter $04B4 |
the addresses are reached through jsr DispatchViaStackPointer at $E459, which the code enters with A = $04B4 |
$E494-$E499 |
6 | StageSubHandlerPointerTable |
Three 16-bit little-endian code addresses — $E51A, $E5CE, $E670 — the sub-routines a stage script can call, indexed by $04BA |
jsr DispatchViaStackPointer at $E491, entered with A = $04BA |
$E4A4-$E4A9 |
6 | StageSubHandlerPointerTable2 |
Three 16-bit little-endian code addresses — $E554, $E646, $E6B8 — the second stage sub-routine set |
jsr DispatchViaStackPointer at $E4A1, entered with A = $04BA |
$E4F1-$E4FB |
11 | (unnamed) | code the tracer could not reach: lda $1E / sta $00 / lda #$09 / sta $01 / jsr $DE83 / ldx #$A4 |
none |
$E558-$E5CD |
118 | StageOamSetupCode |
Ten instructions of code the tracer could not reach (lda #$2F / sta $1E / lda #$07 / sta $00 / ldy #$E5 / cpy $C8), then 102 bytes of data: six tile indices at $E568 and the 24-byte OAM template at $E574 |
the template is fetched by lda $E574,x at $E53D; the six bytes at $E568 have no reader in this dump |
$E568-$E573 |
6 | StageSpriteTileList |
Six CHR tile indices, 15 16 0A 1B 12 18, that belong to the same stage-setup pattern set as the OAM template |
no absolute operand in this dump points into it |
$E574-$E58B |
24 | StageOamTemplate |
Eight three-byte OAM records, each (Y, tile, X): 40 13 20, 40 12 28, 48 15 20, 48 14 28, 50 17 20, 50 16 28, 78 13 41, 78 12 41 — the eight objects the stage puts on the screen |
lda $E574,x / sta $0200,x at $E53D/$E540, X = 23 down to 0 |
$E69E-$E69F |
2 | (unnamed) | code the tracer could not reach: inc $05 |
none |
$E6B8-$E708 |
81 | StageScriptSetupCode |
Seven instructions of code the tracer could not reach (lda #$01 / sta $1F / ldx #$17 / ldy #$22 / lda $04B6,x / bne $E680), then the stage-layout tables |
the tables have their own consumers, listed below |
$E6C5-$E6E4 |
32 | StageColumnParameterTable |
One byte per column of the stage layout (32 columns), read with the column index in Y while the stage script is written into the nametable | lda $E6C5,y at $E2D1 |
$E6E5-$E708 |
36 | StageRowParameterTable |
Three byte arrays at $E6E5, $E6E6 and $E6E7, one entry per row of the stage layout, read with the row index in X; a row whose entries are zero is left blank |
lda $E6E5,x at $E2E8, lda $E6E6,x at $E2F1, lda $E6E7,x at $E2FA |
$ECCC-$ECEB |
32 | ActorInitialStateTemplate |
The 32-byte initial state of the actor block at $B0-$CF, copied verbatim when a stage starts. The eight four-byte groups are 01 00 02 00, 33 05 8C 23, 00 00 00 00, 4C F6 00 80, 00 00 01 0A, 02 01 00 00, 00 00 00 00, 00 00 04 03; the block holds the actor's command byte ($B1), palette ($B4), tile ($B6) and counters, but the field order inside a group is not established |
lda $ECCC,x at $ECBD / sta ZpB0,x (X = $1F down to 0) copies all 32 bytes to ZpB0-ZpCF |
$ECF5-$ECFA |
6 | (unnamed) | code the tracer could not reach: jsr $DFBD / jmp $C75A |
none |
$EE53-$EE69 |
23 | SoundEffectRoutineTable |
Ten 16-bit big-endian addresses into the sound engine — $F763, $F76D, $F77B, $F78B, $F79B, $F7A4, $F7B3, $F7C2, $F7CB, $F7DA — in groups of four, three and three, each group closed by a $00 |
lda $EE53,x at $EE22 and $EE2B reads the high byte and then the low byte of the address; the index is the timer script counter $04C6 |
$EF67-$F8A6 |
2368 | StageSpriteLayoutTable |
The stage layout and sprite data: from $EF67 a run of four-byte OAM records (Y, tile, attribute, X) — 77 8A 03 70, 77 8B 03 78, A7 8A 03 20 and so on — that place the stage's objects on the screen, and the sub-tables below |
the four-byte records are read through the stage-setup pointer, so no absolute operand points at them; the sub-tables have their own consumers |
$F4B2-$F4C8 |
23 | EnemyTileGroupTable |
Groups of tile indices, one group per enemy type, each group closed by $FF: 06 0C 00 0C FF, 00 26 2C FF, 06 52 54 52 56 FF, 0A 6C 6C 6F 6F 6C 6C 72 72 FF |
lda $F4B2,y at $CEA5 and $CEB2 — $FF means "this enemy has no more tiles", otherwise the tile is stored to ZpB6 and the index advanced |
$F574-$F583 |
16 | EnemySpawnVramAddressTable |
Eight 16-bit little-endian PPU addresses — $212D, $21F7, $2203, $22AB, $2132, $21E8, $221C, $22B4 — the nametable cells at which an enemy may be placed |
cmp $F574,x at $CF8D and $CF95, lda $F574,x at $EB32 and lda $F575,x at $EB3A |
$F68D-$F6B4 |
40 | ScoreDigitOamTemplateTable |
Eight four-byte OAM entries, one per score digit, the last one all $FD/$FE as the terminator |
lda $F68D,y at $D04F and $D059 copies four bytes per digit into the sprite buffer at $0591 |
$F901 |
1 | PulseNotePeriodEntry0Low |
The low byte of the first entry of the pulse note period table | read through the note lookup lda $F901,y at $F8DB |
$F903 |
1 | PulseNotePeriodRestEntry |
The low byte of the second entry of the pulse note period table; the entry is a rest, and the engine skips a note whose low period byte is zero | read through lda $F901,y at $F8DB |
$F904-$F96A |
103 | PulseNotePeriodTable |
The pulse note period table, two bytes per entry: the even byte holds the period's bits 8-10 (the engine ORs $08 into it for the length counter) and the odd byte holds bits 0-7. The first entries are 01 C4 ($1C4), 00 00 (the rest), 00 69, 00 D4, 00 C8, 00 BD, 00 B2, 00 A8, 00 9F, 00 8D, 00 85, 00 7E, 00 76, 00 70, 01 AB … — a descending chromatic ladder, 00 69 = C6 at 1055 Hz, 00 70 = B5 at 988 Hz, 01 AB = C4 at 261 Hz. The table continues into the lower octaves; the tail from $F930 on does not keep the even alignment, so its entry boundaries are not established |
lda $F900,y at $F8E3 and lda $F901,y at $F8DB, with Y = twice the note number |
$F94E-$F96A |
29 | TriangleChannelParameterTable |
Per-channel parameter bytes for the triangle voice: the engine reads eight consecutive bytes at $F94E plus the channel's own offset, so each channel has its own eight-byte window |
lda $F94E,y at $F98E, Y = the channel's base $068D plus the octave; the base itself comes from the double lookup lda $FE64,y / tay / lda $FE64,y / sta $068D at $FD41/$FD45/$FD48 |
$F992-$F9A1 |
16 | PulseChannelControlTable |
The APU pulse channel control bytes — duty and volume — for the sound effects: $8C, $84, $83, $8D, $8D, $83, $83, $8B, $8C, $83, $8B, $8C, $8A, $8A, $8B, $8B |
lda $F99D,y at $FA14 loads one as the sweep/envelope control, ldy $F997,x at $FA73 loads one as the duty/volume value |
$FB32-$FB37 |
6 | SoundEffectNoteIndexTable |
Six bytes, 26 22 26 22 26 22 — the note indices the short "hit" effect steps through, three note/pause pairs |
lda $FB32,y at $FB1E, Y = $06F0 & 7 |
$FB3D |
1 | (unnamed) | a single $8E byte — the low half of a stx operand; no instruction in this dump reads it |
none |
$FE64-$FFFF |
412 | SoundNoteOffsetTable |
The sound engine's note data and the vectors. The first eight bytes are per-channel offsets ($08, $0D, $12, $17, $1C, $21, $26, $2B) into the note records that follow; each offset is used twice, once as the note base and once as the index of the five-byte record that holds the note's parameters. The last six bytes of the block are the NMI, RESET and IRQ vectors |
lda $FE64,y at $FD41 turns the offset into a pointer, and lda $FE65,y at $FD4B, $FE66,y at $FD50, $FE67,y at $FD55, $FE68,y at $FD5A read the note record |
$FE6C-$FFEF |
900 | SoundNoteRecordTable |
The note records the offsets select — five bytes each (note base, period, envelope, sweep, volume) — followed by the rest of the sound engine's stream data | the records are reached through the offsets in $FE64 |
How the structures were derived. DispatchViaStackPointer at $CD9E pops the
return address of its own jsr off the stack, so the table it reads always
begins one byte past the last byte of that jsr instruction. Working the
five call sites out gives the table bases $C510, $C593, $E45C, $E494
and $E4A4, and the index register at each site is what the table is keyed on
(Zp40, Zp50, $04B4, $04BA). The record size of each of them is
therefore two bytes — a 16-bit handler address — and the address of each
target was read off the table and matched against the routine names already in
the source. The OAM templates follow from the copying loops
(lda base,x / sta $0200,x with a known count), which fix both the record
size and the field order. The note tables follow the same pattern as the
sibling sound engines in NROM/Hogan's Alley (JU) and NROM/Millipede (U),
which share the code at $F7xx-$FDxx: the note base byte is used twice,
once as the note offset and once as the record index, which fixes the record
size at five bytes. The period table's contents were checked against the
2A03's own pitch formula — the entries 00 69, 00 70 and 01 AB are C6,
B5 and C4 to within one LSB — which is what identifies it as a period table
rather than an arbitrary byte run.
9. Naming and Residue
- 1,025 labels, no
Label_residue and noSubCresidue, and no raw$XXXXoperand on anyjsr,jmpor branch. - 6,210 instructions / 12,847 bytes = 78.4 % of the PRG is code; the other 3,522 bytes are data.
- Every instruction carries the canonical audit comment
; CPU:$C123 PRG:0123 AD 21 03, and every one of them matchesprg.binbyte for byte. - The routine names came from reading this dump's own code. The internal
branch targets are derived from the branch that reaches them (
beq→OnZero,bne→OnNonzero, a backwards branch →Loop) and are prefixed with the owning routine, e.g.UpdateGameplay_OnNonzero. - The zero-page slots that keep their neutral
ZpXXname are listed with the reason inzp_aliases.inc.
The Pass 1 correction
The static trace alone classified only 72.0 % of the PRG as code. A Mesen
Code Data Logger capture was taken of this ROM (mario_mesen.cdl, 10,915
code bytes) and _tools/cdl_reclass.py rewrote the split to match what the
CPU actually fetched: 1,067 bytes moved from data to code (1,010 from the
capture and 57 more forced with --override because two branch targets —
$E4CB and $E639 — are code the capture never reached) and 22 moved the
other way. The three branch targets the tool could not prove were turned
into labels by _tools/resolve_raw_branches.py.
The biggest single win is $D508–$D56D, a hundred bytes the tracer had
left as data that decode as a coherent routine, and $CA3B–$CA5D, which is
the tile-drawing routine.
10. Promotion to NROM/ (2026-10-20)
git mvfrom_wip/NROM/toNROM/.header.sandchr.sadded;linker.cfgnow links the HEADER, PRG and CHR areas, so the whole ROM is compared againstrom.nes.rom.nesis a symlink toMario Bros (JU).nes.makeprintsByte-identical ROM verified.— the header and the 8 KB of CHR are proven, not just the PRG.
There is deliberately no make regen target here. The Pass 1 split in
this project is the static trace corrected by a Code Data Logger capture,
and the base the correction was applied to is not what the current
_tools/nesdis.py produces, so a regen pipeline could not reproduce prg.s
byte for byte. prg.s is the maintained source of truth; the tools that
produced it are named above.
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 $C000 (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 |
|---|---|
$C002 |
WaitVblank1 (falls through) |
$C01D |
ClearRamPageLoop (falls through) |
$C02B |
ClearRamPageLoop_Loop (falls through) |
$CA1B |
InitVramAddress |
$CA2B |
SetVramAddressF400 |
$C04F |
ClearFramePending (falls through) |
$CA22 |
SetVramAddress2400B |
NMI is at $C07D (NmiHandler). It is the per-frame handler; what it calls:
| Address | Routine |
|---|---|
$CB58 |
UpdateOamShadow |
$EE6A |
DrawStageText |
$CCFF |
DrawHudRow |
$CA66 |
DrawTileRow2 |
$CE09 |
SetScroll |
$CCC5 |
ReadControllerPort |
$CAF7 |
UpdateEnemyScroll |
IRQ is at $C000 (Reset) - the same address as RESET, so the IRQ vector reaches the reset path.