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

886 lines
18 KiB
Plaintext

C000 Reset
C002 WaitVBlank_E023_1
C00D ClearZeropage
C023 InitGameState
C03B MainGameLoop
C04A ClearSpriteRAM
C058 InitLevel
C09B CheckGameMode
C0AE GameModeTitle
C0BC GameModePlay
C0BF WaitVBlank_E023Frame
C0CC CheckController
C0D3 UpdateFrameCounter
C0E9 CheckHighScore
C10E ProcessController
C181 UpdateSprites_C34B_1
C18F UpdateSpritePositions
C1ED NmiHandler
C25A NmiFrameEnd
C26F HandleBonus
C27F GameStateUpdate
C294 InitBallLaunch
C2DE DrawPlayfield
C301 DrawStatusBar
C32E DrawDigits
C34B UpdateSprites_C34B_3
C37C BallPhysicsMain
C38C CheckTilt
C3B1 UpdateFlipper
C3B7 UpdateBallTrajectory_E278_1
C3C7 BallLost
C3CE UpdateBonusTimer
C3D3 BallLostHandler
C3E0 DrawGameOverScreen
C3F4 ClearPlayfieldRTS
CBA7 SubCCBA7
CBB6 SubCCBB6
CBBA SubCCBBA
CC78 SubCCC78
CCE9 SubCCCE9
CD02 SubCCD02
CD34 SubCCD34
CD41 SubCCD41
CD9C IncrementBonus
CDA4 UpdateBonusDisplay_3
CDA5 SubCCDA5
CE4E SubCCE4E
CE6C InitializeRAM
CEF2 ProcessSpriteData
CF04 ProcessSpriteAttributes
CF82 ProcessSpriteAttributes2
CFEC UpdateSprites_C34B2
D03C UpdateScore
D07C UpdateBallY
D093 UpdateBallX
D0AD UpdateScore2
D0E0 UpdateFlipperSound
D159 UpdateBallPosition_3
D15B UpdateBallPosition2
D191 UpdateBallY2
D1FB UpdateBallSprite
D296 CheckCollision
D2E4 CheckFlipperHit
D2E9 CheckBallPocket
D334 CheckBallVelocity
D359 CheckBallPosition
D386 CheckTiltSwitch
D390 DrawScore
D3AA UpdateScoreDisplay_3
D3CC UpdateScoreDigits
D4A1 ReadPPUData_3
D4B9 ReadPPUData2
D4CF UpdateScoreDisplay2
D4F0 UpdateFlippers_3
D5C1 CheckFlipperPressed
D5D1 UpdateFlipperState
D5F5 UpdateFlipperSprites_3
D6A8 UpdateBallVelocity
D730 CheckBallSpeed
D739 UpdateBallDirection
DBB6 UpdateBumper
DBC8 UpdateBumperState
DBE3 UpdateBumperHit
DBFA UpdateBumperSprites
DC0D UpdateBumperState2
DC11 UpdateBumperState3
DC3E UpdateBumperHit2
DCAA UpdateBumperState4
DCC9 SubCDCC9
DCDD UpdateBumperChain
DCE3 UpdateBumperState5
DCEC UpdateBumperState6
DD32 UpdateBumperChain2
DD5D UpdateBumperState7
DD75 UpdateBumperState8
DD78 UpdateBumperState9
DD8F UpdateBumperState10
DD92 UpdateBumperState11
DDA3 UpdateBumperState12
DDAC UpdateBumperState13
DDB5 SubCDDB5
DDBE UpdateBumperHit4
DDC7 UpdateBumperState15
DDC9 SubCDDC9
DDD0 SubCDDD0
DDD9 SubCDDD9
DDF1 UpdateBumperState16
DDFA SubCDDFA
DE1B SubCDE1B
DE30 UpdateSoundEngine
DE41 UpdateSoundChannel
DE52 SubCDE52
DE63 UpdateSoundChannel2_E96A_1
DE6C SubCDE6C
DE75 UpdateSoundChannel3_E9ED_1
DE7E UpdateSoundChannel4_EAD1_1
DFE8 SubCDFE8
DFEA SubCDFEA
E023 WaitVBlank_E023Loop
E025 WaitVBlank_E023_3
E02C WaitVBlank_E0232
E035 WaitPPUReady
E046 WaitFrame
E049 InitPPU
E09B InitSprites
E0E3 DrawSprite
E0EF WritePPU
E0F6 WritePPU2
E0FD InitGame
E278 UpdateBallTrajectory_E278_3
E28A InitSound
E293 InitSprites2
E2A6 UpdateBallPhysics
E3E2 UpdateGameMode
E403 CheckGameState
E40E UpdateDisplay
E48C UpdateSprites_C34B3
E497 UpdateDisplay3
E506 PlaySound
E5B6 SubCE5B6
E609 UpdateMusicEngine
E68F UpdateMusicChannel
E7AC UpdateMusicChannel2
E94D UpdateSoundEffects
E96A UpdateSoundChannel2_E96A_3
E9ED UpdateSoundChannel3_E9ED_3
EA2F UpdateSoundChannels
EA50 UpdateSoundEffect
EA58 UpdateSoundEffect2
EAD1 UpdateSoundChannel4_EAD1_3
EAE5 UpdateSoundChannel5
EB0D UpdateSoundChannel6
EB27 UpdateSoundChannel7
EB9D UpdateSoundChannel8
EBF9 UpdateSoundChannel9
EC80 UpdateMusic2
EC8D UpdateMusicChannel10
ED06 UpdateMusicChannel11
EDB0 UpdateMusicChannel12
EDED UpdateMusicChannel13
EDF2 UpdateMusicChannel14
EE3D UpdateMusicChannel15
EE4D UpdateMusicChannel16
EF28 UpdateMusicChannel17
EF79 UpdateMusicChannel18
EFD3 UpdateMusicChannel19
EFDC UpdateMusicChannel20
F03F UpdateMusicChannel21
F06F UpdateMusicChannel22
F0C4 UpdateMusicChannel23
F0DF UpdateMusicChannel24
F0E7 UpdateMusicChannel25
F138 UpdateMusicChannel26
F140 UpdateMusicChannel27
F1FB UpdateMusicChannel28
F226 UpdateMusicChannel29
F2F0 UpdateMusicChannel30
F321 UpdateMusicChannel31
F3B9 UpdateMusicChannel32
F3E8 UpdateMusicChannel33
F41E UpdateMusicChannel34
F44B UpdateMusicChannel35
FB2C UpdateAPU
FB40 UpdateAPU2
FB43 UpdateAPU3
FB46 UpdateAPU4
FB49 UpdateAPU5
FB5D UpdateAPU6
FB6E UpdateAPU7
FBDD UpdateAPU8
FC0F UpdateAPU9
FC2B UpdateAPU10
FC72 UpdateAPU11
FCE2 UpdateAPU12
FD0D UpdateAPU13
FD55 UpdateAPU14
FD91 UpdateAPU15
FFDC UpdateAPU16
FFE3 UpdateAPU17
FFE9 UpdateAPU18
FFF0 UpdateAPU19
FFF7 ResetVector
# ---- derived internal branch-target names ----
C000 Reset
C002 WaitVBlank_E023_1
C00D ClearZeropage
C01D SubCC01D_OnNonnegative
C023 InitGameState
C03B MainGameLoop
C04A ClearSpriteRAM
C058 InitLevel
C06C SubCC06C_Loop
C074 SubCC074_OnNonnegative
C09B CheckGameMode
C0A4 SubCC0A4_OnNonzero
C0AE GameModeTitle
C0BC GameModePlay
C0BF WaitVBlank_E023Frame
C0CC CheckController
C0D3 UpdateFrameCounter
C0E9 CheckHighScore
C10B SubCC10B_Loop
C10E ProcessController
C121 SubCC121_Loop
C12F SubCC12F_Loop
C142 SubCC142_Loop
C145 SubCC145_OnZero
C157 SubCC157_Loop
C160 SubCC160_Loop
C181 UpdateSprites_C34B_1
C18C SubCC18C_Loop
C18F UpdateSpritePositions
C1C5 SubCC1C5_Loop
C1DD SubCC1DD_Loop
C1E7 SubCC1E7_Loop
C1EA SubCC1EA_Loop
C1ED NmiHandler
C20B SubCC20B_Loop
C223 SubCC223_OnNonnegative
C22B SubCC22B_Loop
C231 SubCC231_Loop
C25A NmiFrameEnd
C26F HandleBonus
C27F GameStateUpdate
C294 InitBallLaunch
C2BD SubCC2BD_OnNonzero
C2CF SubCC2CF_OnNonzero
C2DE DrawPlayfield
C2F0 SubCC2F0_OnNonzero
C301 DrawStatusBar
C315 SubCC315_OnNonzero
C32E DrawDigits
C33F SubCC33F_OnNonzero
C34B UpdateSprites_C34B_3
C34D SubCC34D_OnNonnegative
C37C BallPhysicsMain
C38C CheckTilt
C3B1 UpdateFlipper
C3B7 UpdateBallTrajectory_E278_1
C3C7 BallLost
C3CE UpdateBonusTimer
C3D3 BallLostHandler
C3E0 DrawGameOverScreen
C3E9 SubCC3E9_OnNonzero
C3F4 ClearPlayfieldRTS
CBA7 SubCCBA7
CBAF SubCCBAF_Loop
CBB4 SubCCBB4_Loop
CBB6 SubCCBB6
CBBA SubCCBBA
CBC4 SubCCBC4_Loop
CBCF SubCCBCF_OnNonzero
CBE9 SubCCBE9_Loop
CBF6 SubCCBF6_Loop
CBFD SubCCBFD_Loop
CC01 SubCCC01_Loop
CC06 SubCCC06_Loop
CC15 SubCCC15_OnNonzero
CC18 SubCCC18_OnCarryClear
CC35 SubCCC35_Loop
CC3A SubCCC3A_Loop
CC58 SubCCC58_Loop
CC5D SubCCC5D_Loop
CC64 SubCCC64_Loop
CC70 SubCCC70_Loop
CC77 SubCCC77_Loop
CC78 SubCCC78
CC7F SubCCC7F_Loop
CC8F SubCCC8F_Loop
CCA2 SubCCCA2_OnNonzero
CCB6 SubCCCB6_Loop
CCB7 SubCCCB7_Loop
CCBB SubCCCBB_Loop
CCD3 SubCCCD3_Loop
CCD9 SubCCCD9_Loop
CCDD SubCCCDD_Loop
CCE9 SubCCCE9
CD02 SubCCD02
CD0B SubCCD0B_OnNonnegative
CD30 SubCCD30_Loop
CD34 SubCCD34
CD41 SubCCD41
CD46 SubCCD46_OnNonzero
CD59 SubCCD59_Loop
CD5E SubCCD5E_Loop
CD68 SubCCD68_OnNonzero
CD71 SubCCD71_Loop
CD7D SubCCD7D_Loop
CD97 SubCCD97_Loop
CD9C IncrementBonus
CDA4 UpdateBonusDisplay_3
CDA5 SubCCDA5
CE4E SubCCE4E
CE6C InitializeRAM
CE70 SubCCE70_OnNonnegative
CE77 SubCCE77_OnNonnegative
CE96 SubCCE96_OnNonnegative
CEA9 SubCCEA9_OnNonnegative
CEC5 SubCCEC5_OnNonzero
CEC9 SubCCEC9_OnNonzero
CED1 SubCCED1_Loop
CEEA SubCCEEA_Loop
CEF2 ProcessSpriteData
CF04 ProcessSpriteAttributes
CF25 SubCCF25_Loop
CF3A SubCCF3A_OnNonzero
CF43 SubCCF43_Loop
CF76 SubCCF76_Loop
CF7B SubCCF7B_Loop
CF82 ProcessSpriteAttributes2
CF8A SubCCF8A_OnNonzero
CF95 SubCCF95_Loop
CF97 SubCCF97_OnNonzero
CF9E SubCCF9E_Loop
CFA7 SubCCFA7_Loop
CFC1 SubCCFC1_Loop
CFCC SubCCFCC_Loop
CFD3 SubCCFD3_Loop
CFD5 SubCCFD5_OnCarryClear
CFEB SubCCFEB_Loop
CFEC UpdateSprites_C34B2
D030 SubCD030_Loop
D03C UpdateScore
D055 SubCD055_Loop
D066 SubCD066_Loop
D06C SubCD06C_Loop
D076 SubCD076_Loop
D07C UpdateBallY
D08F SubCD08F_Loop
D093 UpdateBallX
D0AD UpdateScore2
D0C9 SubCD0C9_Loop
D0D2 SubCD0D2_Loop
D0DF SubCD0DF_Loop
D0E0 UpdateFlipperSound
D0F5 SubCD0F5_Loop
D0F8 SubCD0F8_Loop
D10E SubCD10E_Loop
D118 SubCD118_Loop
D11E SubCD11E_Loop
D125 SubCD125_Loop
D154 SubCD154_Loop
D157 SubCD157_Loop
D159 UpdateBallPosition_3
D15B UpdateBallPosition2
D18E SubCD18E_Loop
D191 UpdateBallY2
D1AA SubCD1AA_OnNonzero
D1B3 SubCD1B3_Loop
D1B8 SubCD1B8_Loop
D1BD SubCD1BD_OnNonzero
D1CA SubCD1CA_Loop
D1CE SubCD1CE_Loop
D1D1 SubCD1D1_Loop
D1EA SubCD1EA_Loop
D1FB UpdateBallSprite
D203 SubCD203_Loop
D238 SubCD238_Loop
D248 SubCD248_Loop
D25B SubCD25B_Loop
D261 SubCD261_Loop
D271 SubCD271_Loop
D288 SubCD288_Loop
D296 CheckCollision
D2A3 SubCD2A3_Loop
D2B8 SubCD2B8_Loop
D2E0 SubCD2E0_Loop
D2E4 CheckFlipperHit
D2E7 SubCD2E7_Loop
D2E9 CheckBallPocket
D334 CheckBallVelocity
D33C SubCD33C_Loop
D358 SubCD358_Loop
D359 CheckBallPosition
D365 SubCD365_Loop
D36B SubCD36B_Loop
D36D SubCD36D_Loop
D379 SubCD379_Loop
D37F SubCD37F_Loop
D381 SubCD381_Loop
D386 CheckTiltSwitch
D38F SubCD38F_Loop
D390 DrawScore
D3A8 SubCD3A8_Loop
D3AA UpdateScoreDisplay_3
D3CC UpdateScoreDigits
D3EA SubCD3EA_OnNonzero
D3F4 SubCD3F4_OnNonzero
D40B SubCD40B_Loop
D40F SubCD40F_Loop
D413 SubCD413_OnNonzero
D41E SubCD41E_Loop
D420 SubCD420_OnNonnegative
D42A SubCD42A_Loop
D42E SubCD42E_Loop
D437 SubCD437_Loop
D439 SubCD439_Loop
D441 SubCD441_Loop
D445 SubCD445_OnNonnegative
D45C SubCD45C_Loop
D46A SubCD46A_OnNonzero
D481 SubCD481_Loop
D48F SubCD48F_Loop
D497 SubCD497_Loop
D499 SubCD499_Loop
D49F SubCD49F_Loop
D4A1 ReadPPUData_3
D4B9 ReadPPUData2
D4CF UpdateScoreDisplay2
D4F0 UpdateFlippers_3
D528 SubCD528_Loop
D52F SubCD52F_Loop
D53E SubCD53E_Loop
D544 SubCD544_Loop
D553 SubCD553_Loop
D5C1 CheckFlipperPressed
D5C3 SubCD5C3_OnNonnegative
D5CB SubCD5CB_Loop
D5D1 UpdateFlipperState
D5D7 SubCD5D7_Loop
D5F0 SubCD5F0_Loop
D5F1 SubCD5F1_Loop
D5F5 UpdateFlipperSprites_3
D61A SubCD61A_Loop
D63A SubCD63A_Loop
D63F SubCD63F_Loop
D66C SubCD66C_OnCarrySet
D677 SubCD677_Loop
D678 SubCD678_Loop
D69A SubCD69A_Loop
D6A8 UpdateBallVelocity
D6C3 SubCD6C3_Loop
D6CB SubCD6CB_Loop
D6F5 SubCD6F5_Loop
D70C SubCD70C_Loop
D70E SubCD70E_OnOverflowSet
D70F SubCD70F_Loop
D710 SubCD710_Loop
D71F SubCD71F_Loop
D726 SubCD726_Loop
D728 SubCD728_Loop
D730 CheckBallSpeed
D738 SubCD738_Loop
D739 UpdateBallDirection
D744 SubCD744_Loop
DBB6 UpdateBumper
DBB8 SubCDBB8_OnNonnegative
DBC8 UpdateBumperState
DBCD SubCDBCD_OnNonnegative
DBDE SubCDBDE_Loop
DBE3 UpdateBumperHit
DBEE SubCDBEE_Loop
DBF9 SubCDBF9_Loop
DBFA UpdateBumperSprites
DBFC SubCDBFC_OnNonnegative
DC0D UpdateBumperState2
DC11 UpdateBumperState3
DC2E SubCDC2E_Loop
DC34 SubCDC34_Loop
DC37 SubCDC37_Loop
DC3E UpdateBumperHit2
DC5A SubCDC5A_Loop
DC64 SubCDC64_Loop
DC6C SubCDC6C_Loop
DC7A SubCDC7A_OnNonzero
DC82 SubCDC82_Loop
DC8E SubCDC8E_Loop
DC9E SubCDC9E_Loop
DCAA UpdateBumperState4
DCC8 SubCDCC8_Loop
DCC9 SubCDCC9
DCCB SubCDCCB_OnNonnegative
DCDD UpdateBumperChain
DCE3 UpdateBumperState5
DCEC UpdateBumperState6
DCF9 SubCDCF9_Loop
DCFB SubCDCFB_OnNonzero
DD05 SubCDD05_Loop
DD0D SubCDD0D_OnNonzero
DD14 SubCDD14_Loop
DD1B SubCDD1B_Loop
DD1E SubCDD1E_Loop
DD31 SubCDD31_Loop
DD32 UpdateBumperChain2
DD43 SubCDD43_Loop
DD4E SubCDD4E_Loop
DD5A SubCDD5A_Loop
DD5D UpdateBumperState7
DD65 SubCDD65_OnNonzero
DD6C SubCDD6C_Loop
DD6F SubCDD6F_Loop
DD75 UpdateBumperState8
DD78 UpdateBumperState9
DD84 SubCDD84_Loop
DD8F UpdateBumperState10
DD92 UpdateBumperState11
DDA2 SubCDDA2_Loop
DDA3 UpdateBumperState12
DDAC UpdateBumperState13
DDB5 SubCDDB5
DDBE UpdateBumperHit4
DDC7 UpdateBumperState15
DDC9 SubCDDC9
DDD0 SubCDDD0
DDD9 SubCDDD9
DDF1 UpdateBumperState16
DDFA SubCDDFA
DE1B SubCDE1B
DE30 UpdateSoundEngine
DE41 UpdateSoundChannel
DE52 SubCDE52
DE63 UpdateSoundChannel2_E96A_1
DE6C SubCDE6C
DE75 UpdateSoundChannel3_E9ED_1
DE7E UpdateSoundChannel4_EAD1_1
DFE8 SubCDFE8
DFEA SubCDFEA
E015 SubCE015_Loop
E019 SubCE019_Loop
E023 WaitVBlank_E023Loop
E025 WaitVBlank_E023_3
E02C WaitVBlank_E0232
E030 SubCE030_OnZero
E035 WaitPPUReady
E03A SubCE03A_OnNonnegative
E041 SubCE041_OnNonzero
E046 WaitFrame
E049 InitPPU
E059 SubCE059_OnNonnegative
E06B SubCE06B_Loop
E082 SubCE082_Loop
E087 SubCE087_Loop
E092 SubCE092_Loop
E09B InitSprites
E09D SubCE09D_OnNonzero
E0BB SubCE0BB_OnNonzero
E0E3 DrawSprite
E0E8 SubCE0E8_OnNonzero
E0EF WritePPU
E0F6 WritePPU2
E0FD InitGame
E136 SubCE136_OnNonzero
E14B SubCE14B_OnNonzero
E159 SubCE159_Loop
E15B SubCE15B_OnNonzero
E166 SubCE166_Loop
E170 SubCE170_Loop
E17B SubCE17B_Loop
E181 SubCE181_Loop
E194 SubCE194_Loop
E19F SubCE19F_OnNonzero
E1C3 SubCE1C3_OnNonnegative
E1CC SubCE1CC_Loop
E1E8 SubCE1E8_OnNonzero
E1F7 SubCE1F7_Loop
E202 SubCE202_OnNonnegative
E20D SubCE20D_Loop
E21E SubCE21E_Loop
E22D SubCE22D_Loop
E236 SubCE236_Loop
E23B SubCE23B_OnNonzero
E252 SubCE252_OnNonzero
E25D SubCE25D_OnNonzero
E278 UpdateBallTrajectory_E278_3
E284 SubCE284_OnNonzero
E28A InitSound
E293 InitSprites2
E29D SubCE29D_OnNonnegative
E2A6 UpdateBallPhysics
E3E2 UpdateGameMode
E3E6 SubCE3E6_OnNonzero
E403 CheckGameState
E407 SubCE407_OnNonzero
E40E UpdateDisplay
E45B SubCE45B_Loop
E48C UpdateSprites_C34B3
E490 SubCE490_OnNonnegative
E497 UpdateDisplay3
E4F6 SubCE4F6_OnNonnegative
E506 PlaySound
E565 SubCE565_OnNonnegative
E575 SubCE575_Loop
E5B6 SubCE5B6
E608 SubCE608_Loop
E609 UpdateMusicEngine
E615 SubCE615_Loop
E62F SubCE62F_Loop
E639 SubCE639_Loop
E645 SubCE645_Loop
E64C SubCE64C_Loop
E658 SubCE658_Loop
E672 SubCE672_Loop
E67C SubCE67C_Loop
E686 SubCE686_Loop
E687 SubCE687_Loop
E68F UpdateMusicChannel
E6A1 SubCE6A1_Loop
E6B4 SubCE6B4_Loop
E6C6 SubCE6C6_Loop
E6DE SubCE6DE_Loop
E6F9 SubCE6F9_Loop
E70B SubCE70B_Loop
E716 SubCE716_Loop
E718 SubCE718_OnNonnegative
E728 SubCE728_Loop
E72C SubCE72C_Loop
E733 SubCE733_OnNonnegative
E747 SubCE747_OnNonzero
E75F SubCE75F_Loop
E768 SubCE768_Loop
E770 SubCE770_OnNonzero
E782 SubCE782_Loop
E7AC UpdateMusicChannel2
E7B0 SubCE7B0_OnNonnegative
E7FC SubCE7FC_Loop
E801 SubCE801_Loop
E819 SubCE819_Loop
E81E SubCE81E_Loop
E829 SubCE829_Loop
E863 SubCE863_Loop
E86D SubCE86D_OnNonnegative
E87A SubCE87A_OnNonnegative
E8A4 SubCE8A4_Loop
E8AC SubCE8AC_OnNonnegative
E8B2 SubCE8B2_Loop
E8D0 SubCE8D0_OnNonnegative
E8EC SubCE8EC_Loop
E8F3 SubCE8F3_Loop
E908 SubCE908_Loop
E91C SubCE91C_Loop
E91E SubCE91E_OnNonnegative
E92C SubCE92C_Loop
E931 SubCE931_OnNonnegative
E94A SubCE94A_Loop
E94D UpdateSoundEffects
E959 SubCE959_Loop
E961 SubCE961_Loop
E96A UpdateSoundChannel2_E96A_3
E999 SubCE999_Loop
E9A5 SubCE9A5_OnNonzero
E9A8 SubCE9A8_Loop
E9BC SubCE9BC_Loop
E9D6 SubCE9D6_Loop
E9DE SubCE9DE_Loop
E9E5 SubCE9E5_Loop
E9ED UpdateSoundChannel3_E9ED_3
EA1C SubCEA1C_Loop
EA23 SubCEA23_Loop
EA25 SubCEA25_OnNonnegative
EA2F UpdateSoundChannels
EA33 SubCEA33_OnNonnegative
EA42 SubCEA42_Loop
EA46 SubCEA46_OnNonnegative
EA50 UpdateSoundEffect
EA57 SubCEA57_OnZero
EA58 UpdateSoundEffect2
EAD1 UpdateSoundChannel4_EAD1_3
EADE SubCEADE_OnZero
EAE5 UpdateSoundChannel5
EAF9 SubCEAF9_Loop
EB07 SubCEB07_Loop
EB0D UpdateSoundChannel6
EB18 SubCEB18_Loop
EB20 SubCEB20_Loop
EB27 UpdateSoundChannel7
EB33 SubCEB33_OnNonnegative
EB3C SubCEB3C_Loop
EB5B SubCEB5B_Loop
EB9D UpdateSoundChannel8
EBB5 SubCEBB5_Loop
EBBE SubCEBBE_OnNonzero
EBD1 SubCEBD1_OnNonzero
EBE0 SubCEBE0_OnZero
EBF9 UpdateSoundChannel9
EC22 SubCEC22_Loop
EC23 SubCEC23_OnNonzero
EC32 SubCEC32_OnNonzero
EC4A SubCEC4A_Loop
EC80 UpdateMusic2
EC88 SubCEC88_Loop
EC8D UpdateMusicChannel10
EC94 SubCEC94_Loop
ECAF SubCECAF_Loop
ECC5 SubCECC5_Loop
ECC9 SubCECC9_OnNonnegative
ED06 UpdateMusicChannel11
ED0C SubCED0C_OnNonnegative
ED1F SubCED1F_OnNonnegative
EDB0 UpdateMusicChannel12
EDB6 SubCEDB6_Loop
EDCD SubCEDCD_OnNonzero
EDD4 SubCEDD4_Loop
EDD6 SubCEDD6_OnNonnegative
EDED UpdateMusicChannel13
EDF2 UpdateMusicChannel14
EE08 SubCEE08_OnNonzero
EE21 SubCEE21_OnNonzero
EE2B SubCEE2B_Loop
EE3D UpdateMusicChannel15
EE42 SubCEE42_Loop
EE4D UpdateMusicChannel16
EE5B SubCEE5B_OnNonzero
EE67 SubCEE67_Loop
EE8B SubCEE8B_Loop
EE9D SubCEE9D_Loop
EEAC SubCEEAC_OnNonzero
EEBC SubCEEBC_Loop
EEBE SubCEEBE_Loop
EECD SubCEECD_OnNonzero
EF28 UpdateMusicChannel17
EF2F SubCEF2F_OnZero
EF34 SubCEF34_Loop
EF49 SubCEF49_OnNonzero
EF50 SubCEF50_Loop
EF5F SubCEF5F_OnZero
EF60 SubCEF60_Loop
EF79 UpdateMusicChannel18
EFD3 UpdateMusicChannel19
EFD8 SubCEFD8_Loop
EFDC UpdateMusicChannel20
EFFB SubCEFFB_OnNonzero
F003 SubCF003_Loop
F013 SubCF013_Loop
F015 SubCF015_OnNonzero
F021 SubCF021_Loop
F03A SubCF03A_Loop
F03F UpdateMusicChannel21
F05A SubCF05A_OnNonzero
F062 SubCF062_Loop
F06F UpdateMusicChannel22
F076 SubCF076_Loop
F08D SubCF08D_Loop
F096 SubCF096_OnNonnegative
F0A0 SubCF0A0_Loop
F0A5 SubCF0A5_Loop
F0B2 SubCF0B2_Loop
F0B6 SubCF0B6_OnNonnegative
F0C4 UpdateMusicChannel23
F0D0 SubCF0D0_Loop
F0D4 SubCF0D4_Loop
F0DF UpdateMusicChannel24
F0E7 UpdateMusicChannel25
F0FD SubCF0FD_Loop
F106 SubCF106_OnNonzero
F10E SubCF10E_OnNonzero
F10F SubCF10F_Loop
F12E SubCF12E_OnNonnegative
F138 UpdateMusicChannel26
F140 UpdateMusicChannel27
F150 SubCF150_Loop
F157 SubCF157_Loop
F15C SubCF15C_Loop
F16B SubCF16B_Loop
F181 SubCF181_Loop
F1A1 SubCF1A1_Loop
F1AD SubCF1AD_Loop
F1C0 SubCF1C0_Loop
F1CB SubCF1CB_Loop
F1D1 SubCF1D1_OnNonnegative
F1E5 SubCF1E5_Loop
F1F0 SubCF1F0_Loop
F1FB UpdateMusicChannel28
F226 UpdateMusicChannel29
F22C SubCF22C_OnNonnegative
F232 SubCF232_OnNonzero
F257 SubCF257_Loop
F259 SubCF259_Loop
F267 SubCF267_OnNonnegative
F271 SubCF271_Loop
F2C4 SubCF2C4_OnNonnegative
F2D5 SubCF2D5_Loop
F2E3 SubCF2E3_Loop
F2F0 UpdateMusicChannel30
F320 SubCF320_OnZero
F321 UpdateMusicChannel31
F36D SubCF36D_Loop
F3AC SubCF3AC_Loop
F3B0 SubCF3B0_OnZero
F3B9 UpdateMusicChannel32
F3D7 SubCF3D7_Loop
F3E2 SubCF3E2_Loop
F3E8 UpdateMusicChannel33
F3ED SubCF3ED_OnNonnegative
F402 SubCF402_OnNonnegative
F415 SubCF415_OnZero
F41E UpdateMusicChannel34
F441 SubCF441_OnNonnegative
F44A SubCF44A_OnZero
F44B UpdateMusicChannel35
F461 SubCF461_Loop
F4A2 SubCF4A2_Loop
F4A8 SubCF4A8_Loop
F4AB SubCF4AB_Loop
FB2C UpdateAPU
FB40 UpdateAPU2
FB43 UpdateAPU3
FB46 UpdateAPU4
FB49 UpdateAPU5
FB5C SubCFB5C_Loop
FB5D UpdateAPU6
FB6E UpdateAPU7
FB7F SubCFB7F_OnCarrySet
FB8C SubCFB8C_Loop
FBAA SubCFBAA_Loop
FBAC SubCFBAC_OnCarrySet
FBBB SubCFBBB_OnCarrySet
FBC3 SubCFBC3_Loop
FBCC SubCFBCC_Loop
FBCE SubCFBCE_Loop
FBDD UpdateAPU8
FC0F UpdateAPU9
FC12 SubCFC12_Loop
FC15 SubCFC15_Loop
FC18 SubCFC18_Loop
FC27 SubCFC27_Loop
FC2B UpdateAPU10
FC34 SubCFC34_Loop
FC45 SubCFC45_Loop
FC54 SubCFC54_Loop
FC5F SubCFC5F_Loop
FC61 SubCFC61_Loop
FC72 UpdateAPU11
FC83 SubCFC83_Loop
FCA5 SubCFCA5_Loop
FCB4 SubCFCB4_OnCarrySet
FCC4 SubCFCC4_OnCarrySet
FCD1 SubCFCD1_OnCarrySet
FCE2 UpdateAPU12
FD0D UpdateAPU13
FD10 SubCFD10_OnZero
FD24 SubCFD24_Loop
FD33 SubCFD33_Loop
FD40 SubCFD40_Loop
FD52 SubCFD52_Loop
FD55 UpdateAPU14
FD5C SubCFD5C_Loop
FD6D SubCFD6D_Loop
FD87 SubCFD87_Loop
FD91 UpdateAPU15
FD9A SubCFD9A_Loop
FD9C SubCFD9C_OnNonzero
FDA2 SubCFDA2_Loop
FDE7 SubCFDE7_Loop
FE01 SubCFE01_Loop
FE04 SubCFE04_Loop
FE15 SubCFE15_OnNonnegative
FE1B SubCFE1B_Loop
FE30 SubCFE30_Loop
FE41 SubCFE41_Loop
FE44 SubCFE44_Loop
FE56 SubCFE56_Loop
FE71 SubCFE71_Loop
FE82 SubCFE82_Loop
FE88 SubCFE88_Loop
FE8B SubCFE8B_Loop
FE9B SubCFE9B_Loop
FEB6 SubCFEB6_Loop
FEBC SubCFEBC_Loop
FEC5 SubCFEC5_Loop
FFDC UpdateAPU16
FFE3 UpdateAPU17
FFE9 UpdateAPU18
FFF0 UpdateAPU19
FFF7 ResetVector